1.6
Compatibility
Changes
š Master Keys Combine keys in an anvil to create one key that opens several locks.
- Put a key in the first slot and the key to merge in the second slot. The result holds the codes of both keys, and the second key is consumed.
- Repeat to add as many codes as you like.
- Merged keys are named Master Key and get their own model, so they look different from regular keys.
- Type a name in the anvil to rename the key while merging.
- Every code a key holds is listed in its tooltip.
- Copy a master key onto a blank key to duplicate it with all its codes.
šØ Resource Pack (1.21 ā 26.3)
- New textures for all 6 locks, keys, lockpicks, and both menus.
- Sent automatically when players join, so there's nothing for them to install.
- Fully optional: set
resource-pack.enabled: falseinconfig.ymlto play without textures. - Players who don't load the pack still get the normal menus.
š New Lock Menu
- The lock menu is now a hopper menu with the lock in the middle slot.
- The other slots stay empty and can't hold items.
š Named Pins
- The pins in the lockpicking minigame are now called Pin (editable with
lp_pin_nameinmessages.yml).
āļø New Config Options
config.yml
master-key.enabled: turn anvil merging on or off (defaulttrue)master-key.xp-cost: XP levels per merge (default5, minimum1; costs above 40 are allowed)master-key.max-codes: max codes per key (0= no limit)resource-pack:enabled,url,sha1,id,prompt,required
items.yml
master_key: name andcustom_model_data(102) for master keys
š ļø Fixes & Tweaks
- Item names no longer show raw color codes (like
&fKey), including when renaming in an anvil. - A master key can't program a lock, since a lock holds one code. You now get a clear message instead.
- The anvil only accepts one key in the first slot, so stacked keys are never lost.
- Merging keys that add no new code shows no result, so no XP is wasted.
š¦ Updating
- Just replace the jar. New config options are added automatically, and your settings are kept.
- Existing keys and locks keep working, with nothing to migrate.
- If you were sending a resource pack through
server.properties, remove it there so players don't get it twice.
Thanks for using LockIT! ā Stein
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Msb6L6RG:iOUqLVsd"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Msb6L6RG:iOUqLVsd"
}

