#Chance that a generated chest receives a lock. Set to 1.0 for every chest, lower to skip some. #Renamed from 'Generation Chance' in 1.5.0 to reset stale configs where the old key was marked as unused. #Range: 0.0 ~ 1.0 "Lock Generation Chance" = 1.0 #Chance to randomly enchant a generated lock during world generation. Set to 0 to disable #Range: 0.0 ~ 1.0 "Generation Enchant Chance" = 0.4 #Items that can be generated as locks (must be instance of LockItem in code!) "Generated Locks" = ["locks:wood_lock", "locks:copper_lock", "locks:iron_lock", "locks:steel_lock", "locks:gold_lock", "locks:diamond_lock", "locks:netherite_lock"] #WARNING: THE AMOUNT OF NUMBERS SHOULD BE EQUAL TO THE AMOUNT OF GENERATED LOCK ITEMS!!! #The relative probability that the corresponding lock item will be generated on a chest. Higher number = higher chance to generate "Generated Lock Chances" = [3, 3, 3, 2, 2, 1, 1] #Randomize lock IDs and combinations when loading them from a structure file. Randomization works just like during world generation "Randomize Loaded Locks" = false #Override built-in lock stats without datapacks. Set any value to -1 to use the JSON default. ["Lock Stats"] ["Lock Stats"."Wood Lock"] #Number of pins (1-20). JSON default: 5. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 15. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 4. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Copper Lock"] #Number of pins (1-20). JSON default: 6. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 16. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 8. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Iron Lock"] #Number of pins (1-20). JSON default: 7. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 14. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 12. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Steel Lock"] #Number of pins (1-20). JSON default: 9. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 12. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 20. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Gold Lock"] #Number of pins (1-20). JSON default: 6. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 22. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 6. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Diamond Lock"] #Number of pins (1-20). JSON default: 11. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 10. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 100. #Range: -1 ~ 1000 Resistance = -1 ["Lock Stats"."Netherite Lock"] #Number of pins (1-20). JSON default: 14. Set to -1 to use default. #Range: -1 ~ 20 Length = -1 #Enchantability (1-50). JSON default: 8. #Range: -1 ~ 50 "Enchantment Value" = -1 #Explosion resistance (0-1000). JSON default: 200. #Range: -1 ~ 1000 Resistance = -1 #Override built-in lockpick stats without datapacks. Set any value to -1.0 to use the JSON default. ["Lockpick Stats"] #Strength (0.01-10.0). JSON default: 0.2. Set to -1.0 to use default. #Range: -1.0 ~ 10.0 "Wood Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.28. #Range: -1.0 ~ 10.0 "Copper Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.35. #Range: -1.0 ~ 10.0 "Iron Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.7. #Range: -1.0 ~ 10.0 "Steel Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.25. #Range: -1.0 ~ 10.0 "Gold Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.85. #Range: -1.0 ~ 10.0 "Diamond Lockpick Strength" = -1.0 #Strength (0.01-10.0). JSON default: 0.95. #Range: -1.0 ~ 10.0 "Netherite Lockpick Strength" = -1.0 #When enabled, lock tier is determined by the value of a chest's loot table contents instead of random weighted selection. Chests below the minimum value threshold get no lock at all. ["Loot-Scaled Locks"] #Enable loot-value-based lock tier selection. When disabled, the random weighted system (Generation Chance + Generated Lock Chances) is used instead "Enable Loot-Scaled Locks" = true #Base value assigned to each item before multipliers #Range: 0.01 ~ 1000.0 "Default Item Value" = 1.0 #Value multiplier added per enchantment level on an item (e.g. 0.25 means Sharpness V adds 1.25x) #Range: 0.0 ~ 10.0 "Enchantment Value Bonus" = 0.25 #Value multiplier for COMMON rarity items #Range: 0.01 ~ 100.0 "Common Rarity Multiplier" = 1.0 #Value multiplier for UNCOMMON rarity items #Range: 0.01 ~ 100.0 "Uncommon Rarity Multiplier" = 1.5 #Value multiplier for RARE rarity items #Range: 0.01 ~ 100.0 "Rare Rarity Multiplier" = 2.5 #Value multiplier for EPIC rarity items #Range: 0.01 ~ 100.0 "Epic Rarity Multiplier" = 5.0 #Minimum loot value thresholds for each lock in the 'Generated Locks' list (same order). #WARNING: THE AMOUNT OF NUMBERS SHOULD BE EQUAL TO THE AMOUNT OF GENERATED LOCK ITEMS!!! #A chest's total loot value is compared against these thresholds and it receives the highest tier it qualifies for. #If the value is below the lowest threshold, NO lock is generated for that chest. #Defaults: wood=3, copper=6, iron=10, steel=16, gold=24, diamond=40, netherite=60. #Example - make diamond (or better) locks exclusive to high-value chests: raise the diamond/netherite #thresholds (e.g. 80 and 140) so only the richest loot tables reach them, and raise the lowest threshold #to skip locks on poor chests. With [10, 20, 35, 50, 65, 80, 140] a chest worth 90 gets diamond and one #worth 150 gets netherite, while a chest worth 8 gets no lock at all. "Loot Value Tiers" = [3.0, 6.0, 10.0, 16.0, 24.0, 40.0, 60.0] #Override the base value for specific items. Format: 'modid:item_name=value'. #Items not listed here use the Default Item Value. #Useful for materials like diamonds or emeralds that have COMMON rarity but are inherently valuable. "Item Value Overrides" = ["minecraft:diamond=5.0", "minecraft:emerald=4.0", "minecraft:netherite_ingot=10.0", "minecraft:netherite_scrap=6.0", "minecraft:enchanted_golden_apple=15.0", "minecraft:totem_of_undying=12.0", "minecraft:elytra=20.0", "minecraft:heart_of_the_sea=8.0", "minecraft:golden_apple=3.0", "minecraft:ender_pearl=2.0", "minecraft:experience_bottle=2.0", "minecraft:saddle=3.0", "minecraft:name_tag=3.0", "minecraft:iron_ingot=2.0", "minecraft:gold_ingot=3.0"]