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Manhunts
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Manhunts

Manhunt as a real game mode: roles, a head start, and a compass that keeps pointing at the runner across every dimension. One data pack, no mods, twelve…

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Manhunt

One or more Speedrunners race to kill the Ender Dragon. One or more Hunters, armed with a tracking compass, try to kill them first.

Data pack only — no mod, no plugin, no server software. Minecraft Java Edition 26.2. Works in singleplayer, on LAN and on a dedicated server.

Install

  1. Drop the manhunt folder into your world's datapacks/ directory.
  2. Exit the world and load it again. Not /reload — the settings and role screens are dialogs, and Minecraft only builds those when a world loads. Using /reload instead makes every screen look broken while the rest of the pack works fine.

Nothing in your world changes until a match is started.

Optional: the companion manhunt-lang resource pack translates the mode into 12 languages. It is never required — without it everything reads in English.

Running a match

Everything an operator does lives behind one command:

/function manhunt:admin/panel
Button What it does
Roles Assign sides. Start here — see below
Start match Refuses, with the reason, unless at least one runner and one hunter are online
Settings Every option, in game. Survives /reload and a restart
Status Prints phase, timers and outcome to chat
Force end Ends with no winner and puts everything back
Rematch reset Clears the match, keeps the teams. One click to play again
Full reset Clears the match and every role. Settings are kept

Each button is also a plain function under manhunt:admin/action/, so a command block or another pack can drive the same thing.

Picking who runs

The usual flow is two clicks in Roles:

  1. Everyone unassigned to hunter — sweeps every player without a side into the hunter team.
  2. Pick a random runner — takes one hunter at random and makes them the runner.

Because step 2 draws from the hunters, the previous runner stays a runner across a rematch. For a clean redraw press Clear all roles first, then repeat both steps.

To set one specific player instead, skip the panel:

execute as <player> run function manhunt:roles/api/set_role {role:1}

0 unassigned · 1 runner · 2 hunter · 3 spectator. Any number of runners and hunters is supported; the runner side loses only when all of its players are out.

Spectators are a real side, not a courtesy: they are put in spectator mode, never appear as a compass target, and count toward neither win condition. That is the role for a camera account.

What a match looks like

Lobby — everyone with a role is penned inside a small world border, in adventure mode and immune to damage, while the room sorts itself out. Set the duration to 0 to skip it.

Head start — the border opens and the runner leaves. Hunters are frozen in place and their compasses hold the position from the starting whistle, so nobody can watch the runner move away and pre-aim.

The hunt — tracking goes live. The match ends when the dragon dies (runners win) or the last runner is eliminated (hunters win). A dragon kill and a runner death on the same tick always resolve as a runner win.

What players do

Nobody but the operator needs a command, with one exception.

Hunters get a compass automatically and never lose it — drop it, die with it, or fill your inventory and it comes back within a second. To choose whom to chase:

/trigger mh.menu

That prints a list of living runners in chat; click a name to lock onto them, or click Nearest runner (auto) to track whoever is closest and let it re-target itself. A locked target holds until you change it or they are eliminated.

Read the compass by its name, not just its needle:

The compass needle spins in the Nether and the End in vanilla no matter what it is targeting. That is why the distance and direction are also written on your action bar — in those dimensions the text is the reliable channel, not the needle.

Runners are told how many hunters are tracking them, and get a sound cue when one gets close.

Settings

Everything is in Settings on the panel, and it persists. The ones that change the game most:

Lobby seconds, pen size The holding phase, or 0 to skip it
Head start seconds How long the runner gets alone
Runner lives / hunter lives 0 hunter lives means infinite
Track in the Nether / the End Turn End tracking off if you want the dragon fight to be a fair duel
Warning range How close a hunter gets before the runner hears it
Border after opening What the pen opens out to; 0 restores the world's own border

What it does not do

Rough edges

Known, and worth hearing before you run this for other people:

Credits

Created by Rogal.

The original 1.21.1 manhunts prototype informed two techniques carried into this build: per-dimension last-known-position tracking, and writing dynamic compass targets through a macro and the lodestone_tracker component. This is a new implementation, not a port.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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