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Моды/Locks Reforged
Locks Reforged

Locks Reforged

The "Locks" mod updated to work with 1.20.1; includes all features of the original with full configurability, feature expansions and some bug fixes.

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Все версииLocks Reforged 1.5.2 (Forge 1.20.1)

Locks Reforged 1.5.2 (Forge 1.20.1)

Release15.05.2026

Список изменений

1.5.4

Bug Fixes

  • Fixed a ghost lockpick briefly appearing at the insertion depth when a pick broke at the far end of a long lock (netherite and other 13+ pin locks). LockPickingScreen.updatePickParts() did not clamp the right fragment's texture width, so on long locks the UV overflowed the pick atlas and the edge-clamped sample rendered as a full pick silhouette behind the breaking pieces. The right fragment now clips to the atlas and follows the pick's actual insertion position.

1.5.3

Bug Fixes

  • Fixed inability to place locks on containers in Adventure gamemode. Vanilla's ItemStack.useOn() short-circuits when mayBuild is false, which prevented LockItem.useOn() from ever firing. Lock placement now falls back to the RightClickBlock event handler when sneak-clicking with a lock item in Adventure mode, matching how picking, relocking, and pickup already worked.

1.5.2

Bug Fixes

  • Fixed keys, master keys, key rings, Awareness enchantment, and curio key rings being unable to re-lock unlocked lockables. The toggle logic only ran when at least one lockable was locked; unlocking all lockables at a position made re-locking impossible in all game modes.
  • Fixed NullPointerException crash in StructureTemplateMixin when the lockable handler capability is missing during structure copy or paste operations.
  • Fixed Lock.fromBuf creating an all-zero pin combo on the client instead of generating a proper dummy combo from the lock's ID seed.
  • Fixed KeyRingInventory.extractItem using getMaxStackSize() instead of getCount() as the extraction limit, violating the IItemHandler contract.
  • Fixed Transform.fromDirectionAndFace returning null for unmapped direction/face combinations, which could cause NullPointerException in lock state calculations. Now falls back to NORTH_MID.
  • Fixed LockItem.isOpen() calling getOrCreateTag() on read, which unnecessarily created empty NBT tags on items without existing data.

Loot-Scaled Lock Generation

  • Chests whose loot value falls below all configured tier thresholds no longer receive a lock when loot-scaled locks are enabled. Previously, these low-value chests always received a wood lock despite the config description stating otherwise.

New Config

  • Added Loot Table Injection Patterns server config option. Controls which loot tables receive lock pick and key loot injection. Default: minecraft:chests/. Add entries like some_mod:chests/ to inject into modded dungeon chests.

Security

  • Added additional server-side validation to lock picking packets: the server now re-checks that the lock is still locked and the player still holds a valid pick before processing each pin attempt.

Misc

  • Invalid entries in the Lockable Tags config list now log a warning instead of being silently skipped.

1.5.0

Generation Chance

  • Re-enabled the Generation Chance config setting. In 1.4.4 this was disabled and all generated chests received a lock unconditionally. It is now a functional setting again (default 1.0). Lowering it allows a percentage of generated chests to skip lock placement.

Bug Fixes

  • Fixed lock picking GUI showing garbled textures when a lockpick breaks. The broken pick halves were being rendered with the lock body texture atlas (48x80) instead of the lockpick texture atlas (160x16), causing completely wrong UV sampling.
  • Fixed the left broken pick piece's fade animation targeting the wrong sprite (right piece instead of left piece).
  • Fixed adjacent Lootr chests not all receiving locks. When two Lootr single chests were next to each other, Minecraft auto-connected them as a double chest (LEFT/RIGHT), and the RIGHT half was filtered out before lock placement could run.

1.4.8

Security

  • Lock pin combinations are no longer sent to clients over the network. The server now only transmits the pin count; pin validation remains fully server-authoritative. Previously, the full combo was readable from packets, trivially bypassing the lock picking minigame.
  • Network version predicates now enforce strict version matching. Clients and servers with mismatched mod versions are cleanly rejected instead of silently connecting with incompatible packet formats.
  • Server-to-client pin attempt packets are now range-validated, rejecting out-of-bounds pin indices.

Bug Fixes

  • Fixed locks failing to render on multiplayer clients when the server's Max Lockable Volume config exceeded the default value. Client-side packet handling no longer re-runs volume/intersection validation that only the server should perform.
  • Fixed potential client crash (NullPointerException) when lock packets arrive during dimension transitions or disconnect, before the client level is initialized.
  • Fixed potential server crash (NullPointerException) when removing a lockable whose bounding box spans a chunk that has already been unloaded. Unloaded chunks are now skipped gracefully.
  • Fixed lock-close sound playing to nearby players even when lock placement fails server-side validation (e.g. overlapping an existing lock). Sound now plays only after successful placement.
  • Fixed the key crafting recipe consuming all key blanks in the grid but producing only one key. The recipe now accepts exactly one blank per craft.
  • Fixed worldgen lock placement only registering in the first chunk when a double chest spans a chunk boundary. All intersecting proto-chunks now receive the lockable.
  • Fixed potential ArrayIndexOutOfBoundsException when loading lockables with corrupted or out-of-range transform data from NBT. Invalid indices now fall back to the default transform.
  • Fixed lock picking GUI springs not animating when pins move (regression from 1.4.2 rendering migration).

Textures

  • Changed the Netherite Lock Pick texture.
  • Fixed the unlocked Netherite Lock texture.
  • Darkened the Netherite lock mechanism texture.

Cleanup

  • Removed dead code: unused LocksCapabilities.registerCaps(), LocksConfig.canGen(), WrittenBookItem import, and commented-out code blocks across Lock, Cuboid6i, LockPickingContainer, and LocksClientUtil.

1.4.4

Guaranteed Lock Generation

  • All generated chests with loot tables now receive a lock. Chests that previously fell below the lowest loot value threshold (or failed the 85% generation chance roll) now get a wooden lock instead of no lock at all.
  • The Generation Chance config setting is no longer used — all generated chests are locked unconditionally. The setting is kept in the config file for backwards compatibility.

1.4.3

Bug Fixes

  • Fixed locked chest generation being restricted to overworld biomes. Structure chests can now generate locks in the nether, the end, and modded dimensions as well.

1.4.2

Netherite Lock Pick

  • Netherite lock picks now use durability instead of being consumed outright when a failed pin attempt triggers a break.
  • Added 128 durability to the Netherite Lock Pick.
  • Netherite lock picks can now be repaired with Netherite Ingots in an anvil.
  • Netherite lock picks can now receive Mending.
  • Netherite Lockpick Unbreakable now prevents durability loss entirely instead of only preventing the item from being deleted.

Bug Fixes

  • Fixed loot-scaled lock generation causing massive startup logspam from sampled loot functions such as invalid SetItemDamageFunction rolls on non-damageable items.
  • Fixed loot-scaled lock generation crashing some modpacks by invoking loot-table behavior that performed structure lookups, world generation, or block-state access during startup/off-thread precomputation.
  • Reworked loot value calculation to estimate chest value directly from loot table JSON data instead of executing live loot generation.
  • When a chest loot table cannot be estimated safely, lock generation now falls back to the old random weighted system instead of failing or crashing world load.

1.4.1

Bug Fixes

  • Fixed locks not generating on chests during initial world creation. The async loot value pre-computation introduced in v1.4.0 left the cache empty during spawn area generation, causing all chests to receive no locks. Now falls back to random weighted lock selection while pre-computation runs in the background.

Файлы

locks_reforged-1.5.4.jar(649.40 KiB)
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Метаданные

Канал релиза

Release

Номер версии

1.5.2

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

7.3K

Дата публикации

15.05.2026

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