Overview
Manhunt Mode splits players into two teams: Runners:- Share Soul Link mechanics (health, hunger, stats)
- Benefit from enabled chaos modes (Shared Potions, etc.)
- Win by completing the run objective (defeating the Ender Dragon)
- Get a 30-second head start at the beginning
- Use vanilla Minecraft mechanics (independent health/hunger)
- Receive tracking compasses that point to Runners
- Respawn after death and can continue hunting
- Win by eliminating all Runners
How to Enable
- Run
/chaosto open the Chaos Modes GUI - Click on the Ender Eye/Compass icon (“Manhunt Mode”)
- Ender Eye = Disabled
- Compass = Enabled (dark purple color)
- Click the emerald “Confirm” button
- Run
/startto open the Runner/Hunter selector GUI - Click player heads to toggle between Runner (green) and Hunter (red)
- Click the emerald to confirm roles and start the run
Manhunt Mode requires at least 1 Runner and 1 Hunter to start. The role selector validates this before allowing the run to begin (SpeedrunnerSelectorGui.java:297-313).
Role Selection
Selector GUI
The Runner/Hunter selector appears before starting any Manhunt run: GUI Layout:- Player heads fill the center area (up to 34 players supported)
- Each head shows current role: Runner (green) or Hunter (red)
- Click any head to toggle that player’s role
- Emerald at bottom shows role counts and starts the run
- Barrier appears if role requirements aren’t met
Default Roles
When the selector opens:- All players default to Runner role (SpeedrunnerSelectorGui.java:54-56)
- You must manually assign at least one Hunter
- Roles are announced to all players when confirmed
Tracking Compasses
How Tracking Works
Hunters receive special compasses that track Runners:- Compasses automatically point to the currently tracked Runner
- Right-click the compass to cycle between Runners
- Tracking works across dimensions
- If the target is in another dimension, compass points to their last known location in your dimension
Cross-Dimension Tracking
The tracking system handles dimension changes intelligently (CompassTrackingHandler.java:166-202):- Same Dimension: Compass points directly to Runner’s current position
- Different Dimension: Compass points to Runner’s last known position in your dimension
- Position history is updated every second for each dimension
- Switching dimensions lets you follow their trail
- Runner enters the Nether
- Your compass (Overworld) points to where they entered the portal
- You can follow to the same portal location
Gameplay Mechanics
Runner Mechanics
Runners function like normal Soul Link mode:- Shared health and hunger across all Runners
- One Runner dies = all Runners die (game over)
- Benefit from chaos modes (Shared Potions, Synced Inventory, etc.)
- Get 30-second head start before Hunters can move
- Normal respawn rules (respawn at world spawn)
Hunter Mechanics
Hunters operate independently:- Vanilla health and hunger (not shared)
- Unlimited respawns at world spawn
- Not affected by chaos modes (Shared Potions, etc.)
- Cannot damage each other (team damage prevention)
- Receive tracking compass automatically
Hunters bypass Soul Link mechanics entirely - they’re treated as separate from the shared health/stats system (ManhuntManager.java:18, SharedInventoryHandler.java:55-58).
Head Start Timer
The run begins with a 30-second head start for Runners:- Hunters spawn but cannot move/act immediately
- Timer is displayed on action bar
- Runners can gather resources, find shelter, or travel
- After 30 seconds, Hunters are released and tracking begins
Teams and Display
Scoreboard Teams
Manhunt creates colored name tags for identification (ManhuntManager.java:139-168): Runner Team:- Prefix: Runner | (Green, Bold)
- Name color: White
- Team name:
soullink_runners
- Prefix: Hunter | (Red, Bold)
- Name color: White
- Team name:
soullink_hunters
Role Announcements
When roles are confirmed, the system broadcasts (SpeedrunnerSelectorGui.java:339-372):Strategy Guide
Runner Strategies
Hunter Strategies
Advanced Mechanics
Target Cycling
When right-clicking the compass (CompassTrackingHandler.java:113-164):- System gets list of all online Runners
- Finds current target in the list
- Cycles to next Runner in order
- If current target is offline, selects first available Runner
- Displays “Now tracking: [Name]” message
- Updates compass lodestone tracking immediately
Position Tracking
Runner positions are tracked per-dimension (CompassTrackingHandler.java:104-111):- Each Runner has a map of dimension → last position
- Updated every 20 ticks (1 second)
- Used for cross-dimension tracking
- Cleared when run ends
Action Bar Suppression
To prevent timer spam from overwriting compass messages (CompassTrackingHandler.java:222-243):- Compass messages suppress timer display for 3 seconds (60 ticks)
- Hunters see “Now tracking: [Name]” without interruption
- Timer resumes after suppression period expires
Mode Interactions
Chaos Modes (Runners Only)
When Manhunt is combined with other modes:| Mode | Runners | Hunters |
|---|---|---|
| Shared Potions | ✅ Share effects | ❌ Independent |
| Synced Inventory | ✅ Share inventory | ❌ Independent |
| Shared Jumping | ✅ Jump together | ❌ Independent |
| Half-Heart | ✅ 0.5 hearts | ❌ Full health |
Implementation Details
Team Management
TheManhuntManager class handles role tracking (ManhuntManager.java:18-233):
Compass Registration
Compass functionality is registered via Fabric API (CompassTrackingHandler.java:47-76):Related Modes
Shared Potions
Affects Runners only in Manhunt
Synced Inventory
Runners share inventory
Game Modes Overview
All available game modes