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Multiplayer

Divesh Gupta edited this page Jul 31, 2026 · 3 revisions

Multiplayer

Dreambound is server-side. Install it on the server and every player gets it, whatever client they use: no mod, no resource pack, no modpack entry.

Everyone who sleeps gets a checkpoint

When enough players sleep for the night to be skipped, every player who is in a bed at that moment gets their own snapshot. It does not matter who fell asleep first, who triggered the skip, or what playersSleepingPercentage is set to.

Sleeping through a daytime thunderstorm counts as well, and so does sleeping on a server where the advanceTime gamerule is off and the clock does not actually move.

Each player's dream is their own

Snapshots are per-player and stored with the player, not the world. Two people sleeping in the same bed get two separate snapshots. Your dream follows you; it is not attached to the bed beyond the bed continuing to exist.

Snapshots survive restarts

A snapshot is saved to the player's data, so it survives logging out, server restarts and crashes.

The same is true of a loadout waiting to be handed back: if you die and close the game at the death screen, the server can restart and your loadout is still there when you come back and respawn.

Things worth telling your players

  • Sleep again after upgrading. The most common complaint is "the mod took my new armour", which is always a stale snapshot. See Rules and Edge Cases.
  • /dreambound preview shows what is safe. Point people at it rather than explaining the rules.
  • Consider allowDaytimeCheckpoint if your players are frustrated by not being able to bank a loadout until nightfall. See Configuration.

Operator notes

  • /dreambound clear <player> resets someone whose dream state has gone wrong.
  • /dreambound reload applies config edits without a restart.
  • /dreambound status <player> and /dreambound preview <player> inspect anyone.

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