What You Can Lock
A stage holds a list per kind of content. The kind decides which field the entry goes in, which scope it works in, and what a player runs into when they try anyway — but the shape is always the same: a list on a stage, and everything in it is out of reach until the stage opens.
Every one of them can also be narrowed to single interactions rather than all of them — carry the sword but do not swing it, craft the ingot but do not wear the armour. → Unlock Actions
The pages
Items & Recipes
| Items, Tags & Mods | One id, a whole item tag, or every item a mod adds — and exceptions carved back out. |
| NBT & Data Components | Only the stacks that match: the enchanted book with Sharpness, the potion with one effect. |
| Unlock Actions | Gate one interaction instead of all of them. |
| Recipes | Named recipe ids, when only one route to an item should close. |
| Fluids | The fluid itself, which covers every bucket and tank item in the pack. |
| Loot | Chest loot and mob drops, filtered per player. |
The World
| Dimensions & Structures | Refuse entry, wall a structure off, or cap how often it generates. |
| Biomes | Make the place unsurvivable rather than unreachable. |
| Zones | Areas you draw yourself, each with its own rules. Beta. |
Creatures & Trade
| Entities & Spawns | Attacking, interacting, and whether the thing spawns at all. |
| Merchant Trades | One offer, a whole profession, or a merchant level. |
Two things worth knowing before you pick
Scope decides more than you would expect. Some kinds only work server-wide and some only per-player; a lock written into the wrong kind of stage is skipped silently and reported in the load report. The full table is on Global vs Individual Stages.
The editor is the normal way to write all of this. Every page names the tab it lives on and what its right-click menu offers, because that is where a pack is actually built. → In-Game Editor