Enchantments & Effects
Two lock categories that read what a stack carries instead of what it is. One entry for Mending covers every book and every piece of gear with Mending on it, without listing a single item id.
{
"enchantments": [
"minecraft:mending",
{ "id": "minecraft:sharpness", "min_level": 4 }
],
"effects": [
{ "id": "minecraft:strength", "min_level": 2 }
]
}
Mending is locked at every level, Sharpness from IV up, and Strength from level II up. Sharpness III and plain Strength stay free.
Enchantments
An enchantment entry locks:
- every enchanted book that stores the enchantment,
- every item that carries it — swords, armour, tools, anything,
- the enchanting table offering it, and the anvil producing it.
At the enchanting table a locked level is dropped from the offer; a lower free level of the same enchantment can still come up, as vanilla rolls it. The anvil looks at the result rather than the inputs, because it merges levels: if the result would carry a locked enchantment or level, the result slot stays empty.
Modded and datapack enchantments are listed and matched like vanilla ones. Mods that keep their bonuses outside the vanilla enchantment data, such as affix systems, are not enchantments to Minecraft either and are not caught.
Potion effects
An effect entry locks every potion item that carries the effect: potions, splash and lingering potions, tipped arrows, and any modded item that stores potion contents the vanilla way. The brewing stand refuses to start a brew whose result would carry it; nothing is consumed and no blaze powder burns.
Food, beacons, suspicious stew and effects a mod applies on its own are not affected. An effect entry never stops a player from having an effect, only from getting the potion.
A brewing stand brews with nobody standing at it, so only a global stage can stop it. An individual effect lock still locks the finished potion for that player — they cannot use or pick it up — but the stand will brew it. The same goes for every machine that works without a player.
Levels
min_level is the first locked level. Left out, every level is locked.
min_level | Sharpness I–III | Sharpness IV–V |
|---|---|---|
| left out | locked | locked |
4 | free | locked |
For effects, level I is the plain potion and level II the "Strength II" one.
In the editor: right-click the row → Locked from level. The dialog is a list, "Every level" first, then "from level II" up to the enchantment's maximum. For effects it goes up to the highest level any potion in the pack gives.
Actions
Both categories take unlock_actions like items
do, with the actions that make sense for them:
| Category | Item actions | Station actions |
|---|---|---|
| Enchantments | use, attack, equip, pickup, trade, loot, recipe, icon | enchanting_table, anvil |
| Effects | use, pickup, trade, loot, recipe, icon | brew |
Leaving every item action free keeps existing gear usable and only stops the stations from making more:
"enchantments": [
{
"id": "minecraft:mending",
"unlock_actions": ["use", "attack", "equip", "pickup", "trade", "loot", "recipe", "icon"]
}
]
Sparing item types
Applies to, in the right-click menu, lists the item types an entry can reach. For an enchantment that is the book plus every item it can go on, as the enchantment itself declares; for an effect, every item that carries potions. Unticked types are spared:
"effects": [
{ "id": "minecraft:poison", "excluded_item_types": ["minecraft:tipped_arrow"] }
]
Poison potions are locked, poison arrows are not. The brewing stand follows the same choice, and a spared type is spared at the enchanting table and the anvil too.
In the editor
The Enchants & Effects tab, with one section for enchantments and one for potion effects. Each picker lists the live registry, so modded entries show up. Right-click a row for Locked from level, Lock Actions and Applies to. All actions can also be fixed for the whole stage.
How it relates to mod locks
A mod lock also covers enchanted books and
potions whose enchantment or effect comes from that mod, and while it locks recipe the three
stations refuse them. Gear is still judged by its own id, so a vanilla sword carrying a modded
enchantment is not caught by the mod lock. Add an enchantment entry for that.
The older way
Before 6.1.0 an enchantment was locked through an minecraft:enchanted_book item entry with a
StoredEnchantments criterion. Those entries still load and still do exactly what they did, books
and stations only. → Items, Tags & Mods
Global or individual?
Both. The only difference is the brewing stand, which only global stages can stop.
See also
- Unlock Actions — narrowing an entry to some interactions.
- Items, Tags & Mods — locking the item itself.