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How to Enable Shared Quests on a Windrose Server

Turn on Shared Quests for a Windrose server through World Settings or by setting WDS.Parameter.Coop.SharedQuests to true in the active world’s WorldDescription.json.
Length9 min Posted Quest giverVGSources Team
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Enable the setting in your server panel’s world configuration, save it, and restart the server. Look for Shared Quests or Co-op Quests; some panels require the world preset to be Custom before the option can be changed. If you administer the files directly, set WDS.Parameter.Coop.SharedQuests to true in the active world’s WorldDescription.json, then restart.

What Shared Quests changes

Shared Quests synchronizes completion for an active co-op quest. When one player completes that quest, the completion is applied automatically to other players who currently have the same co-op quest active. It is a group-progression setting, not a command that completes every quest for every player.

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The available provider documentation does not establish that changing the setting retroactively updates every quest already in progress. If players accepted a quest before you enabled the option, test a newly eligible co-op quest rather than assuming old quest state will be converted.

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Before changing the setting

  • Identify the active world. A server can contain more than one save profile or world folder. The setting must be changed for the world that the server actually loads.
  • Check your access method. The panel route needs configuration access; the JSON route needs file-manager, SFTP, container, or host-shell access.
  • Plan a restart. Saving a value while the server is running can leave the live process using the old value or overwrite your edit during a save. Follow your host’s stop/start requirement.
  • Back up before direct editing. Copy the current WorldDescription.json and note the world and save-profile names.
  • Check the preset requirement. If the panel locks advanced world options under a standard preset, switch to Custom before enabling co-op sharing.

Enable Shared Quests in the hosting panel

This is the safest approach when your provider exposes the setting. Labels and the exact stop requirement differ between hosts, but the control is normally in the world settings rather than in player, permissions, or general server settings.

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  1. Sign in to the server control panel. Open the instance that runs your Windrose world.
  2. Stop or pause the server if required. Some panels allow configuration while the server is online; others require a stopped process. If the provider’s instructions say to stop first, do so before opening the world editor.
  3. Open the world editor. Common paths are Config → World Settings, or a similarly named world-configuration page.
  4. Select a Custom preset when necessary. Nodecraft’s documented sequence changes the world preset to Custom before exposing the co-op quest option. If your panel does not show the toggle, check the preset first.
  5. Turn on the quest-sharing option. Enable Shared Quests or, on panels using alternate wording, Co-op Quests.
  6. Save the world settings. Wait for the panel to confirm that the configuration was written; do not close the page while it is still saving.
  7. Start or restart the server. Reconnect only after the process has finished loading the world.
  8. Verify with a suitable quest. Have two or more players accept the same eligible co-op quest, then complete it with one player. Check whether the other players’ active quest state changes.

Documented panel sequences

Panel documentation Documented route Important qualification
Shockbyte Config → World Settings → enable Shared Quests → save → restart The option is presented as Shared Quests. The documented behavior applies completion to players who currently have the co-op quest active.
Nodecraft Stop the server → choose Custom preset → enable Co-op Quests → save → start the server The stop step and Custom preset are part of that provider’s documented workflow; another host may expose different controls.

These sequences illustrate why a tutorial written for one host may not match another host’s labels. If you see neither label, look under the world-specific configuration area and confirm that you are editing the correct world, not a global server profile.

Enable it by editing WorldDescription.json

Direct editing is useful when the panel omits the switch or when you manage a self-hosted installation. The value is a Boolean: true enables shared completion and false disables it.

1. Stop the server and make a backup

Stop the running server before editing unless your host explicitly documents a safe hot-reload process. Download or copy the existing file so you can restore it if the JSON becomes invalid or the wrong world is changed.

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2. Locate the active world file

The file is inside the active save profile’s world directory. BisectHosting documents a path in this form:

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/home/container/R5/Saved/SaveProfiles/Default/RocksDB_v2/<game version>/Worlds/<world folder>/WorldDescription.json

Your installation may use RocksDB instead of RocksDB_v2, and both the game-version directory and world-folder name can differ. Do not treat the example as a universal path. Confirm the save profile and world name from the server’s active configuration before opening the file.

3. Change the Boolean value

Open the active world’s WorldDescription.json in a text editor that preserves JSON syntax. Find the setting tagged:

"WDS.Parameter.Coop.SharedQuests": true

Use true to enable sharing. If the property already exists with false, replace only the value. Keep the quotation marks around the property name, retain commas required by the surrounding JSON, and do not add comments: standard JSON does not support them.

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4. Save, start, and test

  1. Save the file in the same location and with the same filename.
  2. Confirm that the editor did not append an extra extension such as .txt.
  3. Start the server and wait for the world to load completely.
  4. Use a new, eligible co-op quest with multiple players to verify behavior.

If the server fails to load after the edit, stop it, restore the backup, and check the JSON for a missing quote, comma, or brace. A syntactically valid file in the wrong world directory can load successfully while having no effect on the world players use, so location is as important as syntax.

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Container and scripted deployments

The community project mornedhels/windrose-server documents an environment variable for automated deployments:

WORLD_SETTINGS_COOP__SHARED_QUESTS=true

That project states that WORLD_* variables map to fields in WorldDescription.json. This can be convenient for a container entrypoint, image configuration, or deployment script: set the variable before the server is created or started, then allow the deployment process to generate or update the world settings.

This is community documentation rather than an official Windrose vendor reference. Check how your image handles existing save data, whether environment variables are applied only on first initialization, and whether a generated configuration overwrites manual changes. If the variable and a hand-edited file disagree, inspect the resulting WorldDescription.json after startup and treat that file as the effective value.

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Panel editing versus direct JSON editing

Decision point Panel method Direct JSON method
Required access Server-control-panel access with world-settings permissions File-manager, SFTP, container, or shell access to the save data
Where the value is changed World editor, usually under Config or World Settings The active world’s WorldDescription.json
Risk of editing the wrong world Lower if the panel clearly identifies the selected world, but still verify the instance Higher because similar save-profile, version, and world folders can coexist
Server stop requirement Provider-dependent; Nodecraft documents stopping first, while other panels may permit editing before a restart Stop before editing to prevent a live save or process from replacing the file
Custom preset control May be visible and required; Nodecraft exposes the toggle after selecting Custom The file value can be edited directly, but the panel may later display or impose its own preset behavior
Automation Usually manual unless the host supplies an API or template system Suitable for scripts; the community container documentation maps WORLD_SETTINGS_COOP__SHARED_QUESTS to the JSON field
Recovery Revert the toggle and save again Restore the backup or change the Boolean back to false, then restart

Choose the panel when you want provider validation and a lower chance of touching the wrong save. Choose direct editing when the panel does not expose the option, you need repeatable deployment, or you are already managing the server’s files safely.

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How to verify that sharing is active

A successful save message is not proof that the running world uses the value. Verify the complete path from configuration to quest behavior:

  • Check the saved value. In a panel, reopen World Settings and confirm that Shared Quests or Co-op Quests remains enabled. For file administration, reopen the active WorldDescription.json and confirm the Boolean is true.
  • Confirm the target world. Match the world folder and save profile to the world your players join. If there are multiple game-version directories, use the one referenced by the active server configuration.
  • Restart after saving. A restart ensures the server reads the updated world description instead of continuing with an in-memory value.
  • Use the right test group. Each player should have the same eligible co-op quest active before one player completes it. A player who never accepted the quest is not evidence that sharing failed.
  • Check quest state after completion. The expected result is completion for the other players who had that quest active, not automatic completion of unrelated or future quests.
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Troubleshooting common failures

The option is missing from the panel

Open the world-specific editor rather than a general server-settings page. Then check whether the world preset must be Custom. If the option is still absent, the host may not expose this setting in its UI; use the documented file route only if you have reliable access to the active save.

The toggle saves but has no effect

Verify that the server was restarted and that the panel saved the same world players use. A running process can retain the old value, and a host’s startup routine can overwrite an edit. Reopen the configuration after restart and test with a newly accepted co-op quest.

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The JSON value is true, but players do not share completion

Check the exact property name and its spelling: WDS.Parameter.Coop.SharedQuests. Confirm that the edited file is under the active save profile and world folder, not an archive or a different version directory. Also confirm that all test players had the quest active before completion.

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The server will not start after editing

Restore the backup first. If you need to repeat the edit, change only the Boolean value and preserve the surrounding JSON punctuation. A missing comma, quote, or brace can invalidate the entire file.

A shared-progress label remains after disabling

BisectHosting notes that a shared-progress tag can remain visible after the setting is disabled even though progress is no longer shared. Treat the label as a possible visual bug: check that the actual JSON value is false, restart, and test a new eligible co-op quest rather than relying on the label alone.

Older quests behave differently after the change

The available documentation does not prove retroactive updates for quests already started. Record which players accepted the quest and test with a new quest after the restart. Behavior for an already active quest may depend on the server version and the quest’s saved state.

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Disable Shared Quests

Use the same route you used to enable it. In the panel, turn off Shared Quests or Co-op Quests, save, and restart as required. In the file, set:

"WDS.Parameter.Coop.SharedQuests": false

Save the file, start the server, and verify the Boolean in the active world. Because a display label may persist temporarily or incorrectly, judge the change by the saved value and the behavior of a newly eligible co-op quest.

Practical change checklist

  • Identify the world and save profile that the server actually loads.
  • Back up the world description before direct editing.
  • Use World Settings → Shared Quests/Co-op Quests when the panel provides it.
  • Set the world to Custom first when that panel requires it.
  • For file administration, edit only the active world’s WorldDescription.json.
  • Use the exact Boolean property WDS.Parameter.Coop.SharedQuests.
  • Save and restart before testing.
  • Test with multiple players who already have the same co-op quest active.
  • Do not assume the change retroactively updates every quest already in progress.

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