Overview
When Shared Potions Mode is enabled:- Duration-based effects (Speed, Strength, Poison, etc.) are synced to all players immediately
- Instant effects (Instant Health, Instant Damage) are applied only to the closest player to prevent multiplication
- Both positive and negative effects are shared
- Effects from all sources are synced (potions, splash potions, mob attacks, beacons)
How to Enable
- Run
/chaosto open the Chaos Modes GUI - Click on the Glass Bottle/Dragon Breath icon (“Shared Potions Mode”)
- Glass Bottle = Disabled
- Dragon Breath = Enabled (blue color)
- Click the emerald “Confirm” button
- Start a new run with
/start
Effect Types
Duration-Based Effects (Synced to All)
These effects are immediately copied to all other Soul Link players: Positive Effects:- Speed, Haste, Strength, Jump Boost
- Regeneration, Resistance, Fire Resistance
- Water Breathing, Night Vision, Invisibility
- Absorption, Luck, Slow Falling
- Conduit Power, Dolphin’s Grace, Hero of the Village
- Slowness, Mining Fatigue, Weakness
- Poison, Wither, Nausea
- Blindness, Hunger, Levitation
- Glowing, Bad Omen, Darkness
Instant Effects (Closest Player Only)
To prevent multiplication, instant effects are handled specially:- Instant Health: Only the closest player to the splash point receives healing
- Instant Damage: Only the closest player receives damage (then shared via health sync)
The system calculates the closest player based on distance from the splash potion’s impact center (SharedPotionHandler.java:68-93).
Gameplay Impact
Strategic Opportunities
Risks and Dangers
Advanced Mechanics
Splash Potion Handling
When a splash potion affects multiple Soul Link players (SharedPotionHandler.java:165-210):- All players in the splash radius are tracked
- The system calculates the centroid (center point) of all affected players
- The player closest to the centroid receives the instant effect
- Duration effects are synced to everyone
- Health changes propagate through the normal Soul Link health sync
Synchronization Details
The potion sync system (SharedPotionHandler.java:30-358):- Uses a
isSyncingflag to prevent infinite loops - Tracks recently synced effects to prevent duplicates
- Processes instant effects at tick-end to avoid race conditions
- Clears tracking data after each tick
Implementation Details
Code Reference
Effect sync logic (SharedPotionHandler.java:126-163):Instant Effect Types
Checked using registry keys (SharedPotionHandler.java:100-103):Strategy Guide
Potion Management
Dangerous Situations
Avoid These Scenarios:- Fighting cave spiders (poison spreads to everyone)
- Engaging wither skeletons (wither effect is deadly)
- Witch encounters (random harmful potions)
- Pufferfish proximity (poison on contact)
- Guardian temples (Mining Fatigue III affects all players)
Manhunt Mode Interaction
When combined with Manhunt Mode:- Only Runners share potion effects with each other
- Hunters operate independently with vanilla mechanics
- Hunters are not affected by Runner potion effects
- Shared inventory mode reference: SharedPotionHandler.java:19
Related Modes
Half-Heart Mode
Shared poison becomes instantly fatal
Manhunt Mode
Only affects Runners, not Hunters
Shared Jumping
Another shared mechanic modifier