All versions
1.5.0
Release
Simple Challenge Roulette 1.5.04 months ago 41
Compatibility
Minecraft: Java Edition
1.21.8
Platform
NeoForge
Supported environments
Client-side
Changes
- New "Race" co-op mode — multiple players search for the same item simultaneously on the same server, each independently. The first to find gets a chat announcement, and when everyone finds it, a leaderboard is displayed with each player's time.
- How to enable: on the Roulette screen (item selection), click the "Solo" button in the bottom-left corner — it toggles to "Race". Go through the item and modifier roulettes, then on the Preview screen click "Create World". After the world loads, open it to LAN (Esc → "Open to LAN"), and your friend can join via LAN to participate in the race.
- The Solo/Race toggle now has a colored border and pulsing glow in Race mode for better visibility.
- Race mode indicator shown on the Preview screen.
- Timer synced to all players every second (20 ticks) during a race.
- Each player's finish time is stored individually — the Victory screen shows your own time, not the global race time.
- The race winner gets +1 to the win counter.
- Race HUD: shows all participants on screen with their status (✓ found / ⏳ searching) and finish time for those who found it. Current player is highlighted with a yellow » icon.
- Sound on find: when another player finds the item, everyone else hears a notification sound.
- Countdown before start: loading a race world starts with a 3... 2... 1... GO! countdown. All players start simultaneously.
- Live position on HUD: your current rank (1/4, 2/4...) is displayed in real time during the race, adapted to the selected HUD theme.
- All 4 HUD themes (Classic, Slim, Glow, Minimal) support the racer list and position display.
- Configurable countdown duration — set from 1 to 30 seconds in config (Race Mode → Race Countdown Seconds). The countdown display shows the actual remaining time.
- Configurable minimum players — configurable in config (Race Mode → Min Players for Countdown). The countdown only starts when enough players are online.
- Spectator mode while waiting: until enough players join, everyone is in spectator mode — cannot break blocks, place blocks, or interact with the world. New players also join as spectators.
- Safe spawn teleport on GO! — when the countdown reaches GO!, all players are teleported to world spawn (above the highest solid block) before switching to survival.
- Countdown abort on player leave: if someone disconnects during countdown and the player count drops below minimum, the countdown is cancelled and everyone returns to waiting mode.
- Smooth animated countdown rendering: number appears with a pop animation, pulsing border glow, color transitions from white → yellow → orange → red. GO! with a golden flash.
- Waiting message: players see "Waiting for players... Race starts when X players are online."
- Chat leaderboard: decorated with gold borders, medal prefixes for top 3 (gold / silver / bronze).
- 5 new HUD themes: Pixel (8-bit art), Retro (VHS horror), Thermal (infrared gradient) — 7 themes total.
- Theme preview in config: when editing HUD Theme, a miniature (260×80px) is shown with accurate visual styling: background color, borders, scanlines (Pixel), VHS glitch (Retro), thermal gradient (Thermal), neon cycling (Glow).
- Cycle button: replaced the text field with a ◀ Classic ▶ button — more intuitive and prevents typos.
- New "Race Mode" config category with min players and countdown duration settings. All settings translated into 6 languages.
- Fixed: countdown no longer resets when a new player joins — they simply see the remaining time.
- Fixed: player count check only runs for the Overworld dimension — no false triggers from other dimensions.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:zFvLrGlB:9ucXIx23"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:zFvLrGlB:9ucXIx23"
}

