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Version: 5.6.x

In-Game Editor

History Stages features a comprehensive in-game suite for modpack creators, streamlining the management of progression.

Key Capabilities

The in-game editor provides a powerful set of tools for stage management, allowing modpack creators to configure their progression systems without ever leaving the game or manually editing JSON files:

  • Stage Management: Create new stages from scratch, edit existing configurations, duplicate stages for rapid iteration, and delete stages directly within the Minecraft client. New stages prompt for a display name at creation time.
  • Stage Settings: A dedicated settings screen for managing core stage metadata such as Stage ID, Display Name, and Research Time, keeping these properties separate from the lock entries. The same screen also exposes the Stage Tier Gating controls (min_pedestal_tier and pedestal_tier_mode), and the Lose on Death toggle for individual stages, so these can be configured without editing JSON.
  • Folders & Organize Mode: Stages can be sorted into nested folders for large modpacks. A dedicated organize mode on the Stage Overview screen lets you tick multiple stages and folders and drag-and-drop them onto a target folder in one move; moving a folder brings its contents along automatically.
  • Per-Player Unlocking: The Stage Overview screen can unlock or relock an individual stage for one specific online player, or for every online player at once, without going through the /history individual unlock command. This uses the same server-side logic as the command (sync, notifications, item cleanup on relock), so behaviour is identical — it only works for players who are currently online.
  • Searchable Registries: Efficiently find and select items, recipes, entities, dimensions, and structures. The editor features a unified search and filter bar, supports both full registry browsing and direct selection from the player's inventory, and offers a multi-select mode with a dedicated "Selected" tab for bulk operations. The entity picker supports multi-select in the same way as the item picker.
  • Dependency Editor: A dedicated visual interface for configuring stage prerequisites. Modpack creators can easily set up requirements such as Entity Kills, XP Levels, Statistics, Scoreboard Objectives, or other Individual Stages, and organize them into logical groups.
  • Dependency Graph: A read-only, OP-only visual overview of all stage dependencies in the modpack, rendered as an interactive node graph. Useful for spotting long dependency chains, missing links, or unintended cycles at a glance. Accessible from the Stage Overview screen. This is distinct from the player-facing Stage Graph, which is a separate, configurable feature shown to regular players from the pause menu when enabled.
  • NBT Editor: A specialized visual editor designed for defining complex NBT (Named Binary Tag) criteria for item locking. It simplifies the process by providing autocompletion and real-time validation warnings to prevent errors. On 1.21+ the editor also accepts arbitrary data components alongside the legacy NBT fields, and an inventory slot's current state can be imported directly with Ctrl-click instead of being transcribed by hand.
  • Lock Actions Editor: A visual editor for restricting individual entries to specific interactions (such as use, attack, equip, or pickup) instead of locking them completely, configurable per item, tag, or mod entry.
  • Validation & Overlap Warnings: The editor actively identifies and warns about potential overlaps between global and individual stages, ensuring logical consistency in modpack progression. Entries that trigger the dual-phase lock system are clearly marked with a [Dual] badge.
  • Config Editor: Access and modify all mod settings across historystages-common.toml, historystages-client.toml, and graph.toml directly within the game, organized into separate Common, Client, and Graph tabs with a convenient reset-to-defaults option. This includes the Research Boosters list, so booster blocks and their tier requirements can be set up in-game without touching the TOML file.
  • Feedback: Save, duplicate, delete, and similar actions surface styled toast notifications instead of generic chat messages so the editor flow stays uninterrupted.

Accessing the Editor

  1. Access to the editor requires Permission Level 2 (OP) on the server or in single-player mode.
  2. The editor can be opened via a dedicated button located in the Pause Menu.

Multiplayer Synchronization

In multiplayer environments, changes made through the in-game editor are saved immediately and synchronized across all connected administrators, ensuring consistent configurations.

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