Enable the setting in your hosting panel under Config or World Settings, turn on Shared Quests (sometimes called Co-op Quests), save, and restart the server. If your panel does not expose the option, edit the active world’s WorldDescription.json and set WDS.Parameter.Coop.SharedQuests to true, then restart. Some hosts require the world preset to be Custom before the toggle can be changed.
What Shared Quests changes
Shared Quests synchronizes completion of an eligible co-op quest among players who currently have that quest active. Shockbyte’s support description says that, when enabled, completing a co-op quest automatically completes it for all players who have the quest active. Each player still needs to qualify for and activate the quest; the option is not a general unlock for every quest in the world.
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The setting controls shared completion, not every aspect of quest state. Available documentation does not establish whether changing the value updates quests that were already in progress, so treat retroactive behavior as version- and state-dependent. For a reliable test, use a new co-op quest after the server has been restarted.
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Before you change the setting
- Confirm that you are editing the world and save profile the server actually loads. A panel can contain several worlds or profiles, and changing an inactive one has no effect on the running game.
- Check whether your provider requires the server to be stopped or paused before world settings are edited. Nodecraft documents stopping the server first; other panels permit an online edit but still require a restart to load the value.
- Record the current value before changing it. If you work with files, make a backup of
WorldDescription.jsonso you can restore the previous configuration. - Make sure every player understands the intended behavior: completion is shared only with players who have the same co-op quest active at the time the completion is processed.
- Schedule the restart for a safe time. A restart is part of applying the change, and an online server can reload or overwrite an unsaved file.
Method 1: use the hosting panel
The panel is the lowest-risk method when the provider supplies a world editor. Labels differ, but the setting normally appears in a world-configuration screen rather than in general server properties.
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Generic panel procedure
- Sign in to the server control panel with an account that can edit world settings.
- Stop or pause the server if the panel or provider instructions require it. If no stop control is shown, do not assume that an online edit will be applied immediately; plan to restart after saving.
- Open Config, World Settings, or the equivalent world editor.
- Select the active world and save profile. If the editor displays a world preset, note its current value.
- Change the preset to Custom when the provider requires a custom preset for individual options. A preset can otherwise overwrite or disable manual fields.
- Turn on Shared Quests or Co-op Quests.
- Save the world settings and wait for the panel to confirm that the write completed.
- Start or restart the server. Reconnect only after the server reports that it is ready.
- Verify the option in the panel, then test with a newly activated co-op quest and at least two players.
Shockbyte’s documented labels
Shockbyte’s April 15, 2026 support procedure is Config → World Settings → Shared Quests, followed by saving and restarting. The exact page name can change with a panel redesign, but the relevant field remains a world-level option.
Nodecraft’s documented sequence
Nodecraft documents stopping the server, selecting the Custom world preset, enabling Co-op Quests, saving, and starting the server again. If the toggle is visible but cannot be edited, selecting Custom is the first change to try.
Method 2: edit WorldDescription.json directly
Direct editing is useful when the panel does not expose Shared Quests or when you manage several servers through a file workflow. It requires filesystem access and careful identification of the active world.
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Cybrancee identifies the setting in the active world’s WorldDescription.json. BisectHosting documents a path of:
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/home/container/R5/Saved/SaveProfiles/Default/RocksDB_v2/<game version>/Worlds/<world folder>/WorldDescription.json
The path is not universal. Some installations use RocksDB instead of RocksDB_v2; the game-version directory, save-profile name, and world-folder name also vary. Use the panel’s active-world information or the server’s startup configuration to identify the correct save before opening a file.
Change the boolean
- Stop the server unless your host explicitly documents safe hot editing.
- Copy the active
WorldDescription.jsonto a dated backup outside the live save directory. - Open the file in a text editor that preserves JSON syntax and encoding.
- Find the property tagged
WDS.Parameter.Coop.SharedQuests. - Set its value to the JSON boolean
true, as in"WDS.Parameter.Coop.SharedQuests": true. Do not put the boolean in quotation marks and do not add a second property with the same name. - Save the file, close the editor, and check that the file still parses as valid JSON if your panel offers a validation tool.
- Start or restart the server and wait for a complete startup.
- Check the file again after startup if the setting does not appear in the panel. A server that was not fully stopped can write its in-memory configuration back over your edit.
To disable it later
Use the same panel field and turn it off, or change the JSON value to false. Save and restart. BisectHosting notes that a shared-progress label may remain visible after disabling even when progress is no longer shared; verify the stored value and test a new eligible quest instead of relying on that label alone.
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For containers and scripted deployments, the community project mornedhels/windrose-server documents WORLD_SETTINGS_COOP__SHARED_QUESTS=true. Its convention maps WORLD_* environment variables to fields in WorldDescription.json.
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Set the variable in the same deployment definition that starts the server, then recreate or restart the container so the environment is applied. Confirm that the generated world file contains the expected boolean. This approach is convenient for repeatable deployments, but the project is community documentation rather than an official Windrose vendor reference; check the project’s current mapping rules before relying on it for production automation.
Panel editing versus direct file editing
| Consideration | Hosting-panel method | Direct JSON method | Environment-variable method |
|---|---|---|---|
| Access required | Account permission to open the provider’s world editor | Filesystem or file-manager access to the active save | Control of the container or deployment environment |
| Typical setting name | Shared Quests or Co-op Quests | WDS.Parameter.Coop.SharedQuests |
WORLD_SETTINGS_COOP__SHARED_QUESTS |
| World preset requirement | Some panels require Custom; Nodecraft documents this requirement | Not controlled by the edit itself; the active world must still be the one you intend to run | Depends on how the deployment generates the world configuration |
| Server stop requirement | Varies by host; Nodecraft documents stopping first | Stop first unless the host explicitly supports live editing | Restart or recreate the deployment to load a changed variable |
| Risk of editing the wrong world | Lower when the panel clearly identifies the active world | Higher because several save profiles and database folders may exist | Depends on which save the deployment mounts and generates |
| Automation | Usually manual unless the host provides an API | Possible with configuration-management scripts | Best suited to repeatable container or scripted deployments |
| Recovery | Reopen the editor and restore the prior value | Restore the backup file, then restart | Remove or change the variable and redeploy |
How to verify that sharing works
A successful save does not prove that the running process loaded the value. Verify in layers so you can distinguish a configuration problem from quest-state behavior.
- Check the stored configuration. In a panel, reopen World Settings and confirm that Shared Quests or Co-op Quests is enabled. For a file edit, read the active JSON and confirm the value is the unquoted boolean
true. - Confirm the world identity. Match the panel’s world name or save profile with the folder containing the edited file. If the server starts a different profile, the correct-looking edit will have no effect.
- Confirm the restart. Review the server console or panel status to ensure the process fully stopped and started after the save.
- Use a new test quest. Have two players join the same world, activate the same eligible co-op quest, and let one player complete the required objective.
- Check both quest logs. The second player should receive completion if that player had the quest active when the completion was processed. If the second player never activated it, the setting does not imply that the quest will be granted automatically.
- Record the result and version. Quest behavior can depend on game and server versions, so note the version and save profile when reporting a problem.
Troubleshooting by symptom
The toggle is missing
Open the world-specific editor rather than general server settings. If the editor has a preset selector, change the world to Custom and reopen the options. Provider interfaces use different labels, so search for both Shared Quests and Co-op Quests. If neither appears, use the direct JSON method if your host permits file access.
The toggle is visible but will not save
Stop or pause the server, select the active world, choose Custom if required, and try again. Confirm that your account has configuration permission. A managed panel may also regenerate settings from a template; in that case, the template or startup configuration must be changed rather than only the generated file.
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The panel says enabled, but players do not share completion
First verify that both players activated the identical co-op quest and that they are connected to the same world. Then inspect the active file or panel after a restart. If the value reverted, you edited the wrong save, the server was not fully stopped, or an automated deployment overwrote the change. Test with a new quest because documentation does not establish retroactive conversion of quests already in progress.
The file edit disappears after startup
Check for duplicate installations, a second save profile, or a container volume that is regenerated at launch. Compare the path in your backup with the path reported by the running server. Apply the setting through the panel or deployment variable if the host treats the JSON file as generated output.
A shared-progress label remains after disabling
BisectHosting records this as a possible visual bug. Read the actual JSON value, restart, and test a new eligible quest. A stale label alone is not proof that sharing remains active.
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Players ask whether old quests will update
Do not promise retroactive synchronization. The available provider instructions describe what happens when sharing is enabled but do not establish a universal rule for quests that were already active. Have affected players abandon and newly activate the quest only if that is acceptable for your server’s progression, and document the decision for the group.
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Operational practices for a stable setup
Keep a configuration record
Write down the provider, world name, save profile, game version, date of the change, and the final value. This prevents a later administrator from editing a similarly named world folder and gives you useful context when a quest result is disputed.
Back up before every manual edit
Keep the original JSON and the modified copy with clear filenames. A small syntax error can prevent the world from loading, while a wrong-world edit can be difficult to notice without a backup and path record.
Use one source of truth
Do not alternate casually between a panel toggle, a hand-edited file, and an environment variable. A deployment system may regenerate WorldDescription.json from its own values. Choose the method that matches your hosting model and update that source whenever the setting changes.
Tell players what “shared” means
Shared Quests is most predictable when the group activates the same co-op quest before anyone completes it. Explain that the option synchronizes completion for players who have the quest active; it does not necessarily synchronize every objective, reward, or quest that a player never accepted.
Quick Recap
Key facts at a glance
- The panel route is World Settings → Shared Quests/Co-op Quests → save → restart.
- Some providers require the world preset to be Custom before the option can be changed.
- The file route uses the active world’s
WorldDescription.jsonand the booleanWDS.Parameter.Coop.SharedQuests. - Paths can contain
RocksDBorRocksDB_v2, and version and world-folder names differ between installations. - The environment-variable route documented by the community server project is
WORLD_SETTINGS_COOP__SHARED_QUESTS=true. - Changing the setting while quests are already in progress has no universally documented retroactive result.
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