LockIT
1.7LockIT transforms the protection of chests and doors into a real game mechanic, requiring keys and locks.
1.7latest🪤 Traps4 days ago
- Traps — Protect a lock with a trap. Open the lock menu and put a trap in the fourth slot. The trap goes off on a robber each time they click a wrong pin while picking the lock. - Three traps: - Ink Trap — Blinds the robber, makes them glow and throws them out of the lockpicking menu. - Sound Trap — Sounds a loud alarm and tells nearby players where it went off. Throws the robber out of the lockpicking menu. - Spike Trap — Damages the robber. They can keep picking. - A trap needs a lock — A trap only stays in a block that has a lock with a code. Otherwise it is given back when you close the menu. - Removing a lock gives the trap back — Take the lock out and close the menu: the trap comes back to you too. - Trap durability — Each trap can go off a limited number of times, shown as Uses left in its tooltip. It breaks when none are left. - New lock menu layout — The lock now goes in the second slot and the trap in the fourth. The menu has a new texture. - New `traps.yml` — For each trap: -Changes & Improvements
durability— How many times it can go off (0= never breaks). Defaults: Ink3, Sound5, Spike10. -kick— Throw the robber out of the lockpicking menu when it goes off. Defaulttruefor Ink and Sound,falsefor Spike. - Inkblindness-secondsandglowing-seconds, Soundalert-radius, Spikedamage. - Crafting — Recipes for all three traps incraftings.yml, and their names andcustom_model_data(110,111,112) initems.yml. - New command —/lockit trap <ink|sound|spike>. - Resource pack — Textures for the three traps and the new lock menu, and a 3D key model when holding a key. If yourconfig.ymlstill uses the pack from an older LockIT version, it is switched to the new one automatically.
- Swapping the lock in the lock menu for a different lock now installs the new one. Before, the new lock was lost and the old one was duplicated. - New options added by an update now work right away. Before, some only applied after a second restart (new items showed up as stone named "Item Error"). - Locks, keys and lockpicks from older versions keep working, so nothing needs migrating. Thanks for using LockIT! — SteinFixes & Tweaks
1.6Master Keys & Textures5 days ago 🔑 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. 🎨 Resource Pack (1.21 – 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: setresource-pack.enabled: falseinconfig.ymlto play without textures. - Players who don't load the pack still get the normal menus. 🔒 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. 📌 Named Pins - The pins in the lockpicking minigame are now called Pin (editable withlp_pin_nameinmessages.yml).
`config.yml` -New Config Options
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
- Item names no longer show raw color codes (likeFixes & Tweaks
&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.
- 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 throughUpdating
server.properties, remove it there so players don't get it twice. Thanks for using LockIT! — Stein1.5Double doorsAug 3, 2026 1.4Double Chests, Menu Rework & FixesJul 3, 2026
- Reworked lock menu access — Sneak + right-click a container while holding a key, lock, or empty hand to open the lock menu. - Manage locks from the menu — Sneak + right-click an installed lock with the matching key to open it. Remove a lock simply by taking it out of the menu. - Key toggling — Right-click a locked block with the correct key to instantly switch between Locked and Unlocked. - Double chest support — Both halves of a double chest now share the same lock, just like the two halves of a door.Changes & Improvements
- Left-clicking a lock no longer removes it (removal is now handled through the menu). - Trying to transfer a key code onto a lock in Creative mode now shows a clear message instead of silently failing. - The plugin prefix now displays correctly on action bar messages. - Locked, Unlocked, and Opened status messages stay clean (no prefix) for a tidier look. Thanks for using LockIT! — SteinFixes & Tweaks
1.3Lockpick durabilityJun 21, 2026 Now you can set the lockpick durability in lockpick.yml1.2Update checker + Bug fixesMar 19, 2026 Added Update Checker: Receive notifications in-game when a new version is available. Door Protection: You can no longer break the block beneath a door while it is locked. (Thanks to ManagerMoney for the report!)1.1Bug fixesMar 10, 2026 1.0First versionFeb 4, 2026 It may contain bugs; if you find any, please let me know on Discord: o_stein
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