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Version: 6.0.x

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 & ModsOne id, a whole item tag, or every item a mod adds — and exceptions carved back out.
NBT & Data ComponentsOnly the stacks that match: the enchanted book with Sharpness, the potion with one effect.
Unlock ActionsGate one interaction instead of all of them.
RecipesNamed recipe ids, when only one route to an item should close.
FluidsThe fluid itself, which covers every bucket and tank item in the pack.
LootChest loot and mob drops, filtered per player.

The World

Dimensions & StructuresRefuse entry, wall a structure off, or cap how often it generates.
BiomesMake the place unsurvivable rather than unreachable.
ZonesAreas you draw yourself, each with its own rules. Beta.

Creatures & Trade

Entities & SpawnsAttacking, interacting, and whether the thing spawns at all.
Merchant TradesOne 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

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