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History Stages

Guide your players through the ages. History Stages lets modpack creators lock items, recipes, dimensions, mobs, loot, and more behind custom research-based eras with full in-game tooling.
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Screenshot 2026-03-06 222521.png

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v5.X.X

v5.X.X

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Bananemdnsa | History Stages
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Description

History Stages

  • πŸ“– Wiki β€” full documentation, config fields, JSON examples & developer API
  • πŸ’¬ Discord β€” support, questions & sneak peeks
  • πŸ› Issue Tracker β€” bug reports & feature requests

History Stages is a progression and gatekeeping mod for modpack creators. Lock items, recipes, dimensions, structures, biomes, mobs, fluids, merchant trades, enchantments, and loot behind custom eras β€” and let players unlock them however you want: research, in-game triggers, quests, or commands.

Stages can unlock server-wide (global), per player (individual), or as Dual-Phase β€” locked globally first, then per-player once the era is reached. You decide how progression works in your pack.


πŸ”’ What You Can Lock

Almost everything β€” not just item usage:

  • Items & Tags (incl. NBT criteria), entire Mods, Specific Recipes β€” recipe locks apply per player at the crafting table, the 2Γ—2 grid, the stonecutter and the smithing table, and a locked recipe stays out of the recipe book
  • Dimensions, Structures & Biomes β€” with force-field zones, damage, potion effects & a red screen overlay
  • Zones [BETA] β€” an area you draw yourself, built from cuboids, spheres and cylinders, several shapes per zone. A locked zone pushes players back, shows a force-field wall up close and an outline from a distance, and tints the screen from the inside
  • World Generation β€” keep locked structures out of the world entirely, or cap how many may generate (while locked, or after the stage is unlocked)
  • Mobs β€” attacklock & interaction lock: breeding, mounting, trading, leashing, shearing, milking, naming and equipping, each toggleable per entry and filterable by held item
  • Spawn rules β€” a spawn lock is a full rule: a phase, eight optional conditions (dimension, biome, sky, height, time of day, light, weather, moon phase) and biomes the creature additionally spawns in, with a sentence in the editor saying in plain words what the rule does
  • Trades β€” hide a single offer, a whole profession (optionally only on some of its levels), or a merchant level, per player, back the moment the stage unlocks. A locked offer is absent from the list rather than crossed out, so nobody loses a profession or stops levelling
  • Fluids β€” gate a fluid through whatever is carrying it: vanilla buckets, modded buckets and tank items alike, without listing a single item id. It also covers the recipes that fluid is consumed by or produces
  • Loot β€” chests & mob drops, removed or replaced
  • Blocks β€” breaking, GUIs & container access
  • Enchantments β€” anvil & enchanting table
  • Armor Stands & Item Frames β€” displayed locked items are protected

On top of that, locked items can hide or replace their names and tooltips, and per-entry unlock_actions let you allow specific interactions (e.g. pickup or crafting) while everything else stays locked.


πŸ”“ Unlock It Your Way

The Research Pedestal is just the default, not a requirement β€” every stage has a mode that defines how it unlocks:

  • Default β€” classic research with Scrolls at the Pedestal
  • Auto β€” unlocks via in-game triggers: item pickup, entering a biome/dimension/structure, entity kill/interact, block place/break, advancements, playtime, any vanilla statistic, XP level, a status effect, the weather, the day count and the time of day (any/all combinable)
  • External β€” unlock only via /history, KubeJS/CraftTweaker, or as FTB Quests reward
  • Temporary β€” unlocks and re-locks on a timer, with cooldowns & trigger limits

Mix all of these freely in the same pack β€” research-driven eras, exploration-based unlocks, and quest rewards can live side by side. Individual stages can also be set to be lost on death, dropping the items they gated.


πŸ”¬ Research System

Players physically bring Research Scrolls to the Research Pedestal and spend time researching the next era. Four pedestal tiers (I–IV), placeable Research Boosters, and per-stage research times let you tune the pacing. With the Dependency System, stages can additionally require XP levels, mob kills, statistics, advancements, scoreboard objectives, another stage β€” global, or an individual one the researcher alone has to hold β€” and items or whole item tags deposited directly into the pedestal.

What happens to the scroll when the research finishes is up to you, per stage:

  • Consumed β€” the scroll is used up
  • Replaced β€” a fresh scroll for the same stage goes back into the pedestal, so the next player needs no second copy
  • Opened β€” an open scroll stays behind as a readable keepsake

πŸ“œ The Research Record

An opened scroll is a real, readable document β€” chapters for Items, Creatures and World (dimensions, structures, biomes, zones and trades), with a searchable overview of everything the stage gates. Lay it on a lectern and it stays there to be read by anyone who walks up.

Set it to Visible and it reads as a plain record; set it to Obscured and locked entries become silhouettes with their names written in enchanting glyphs. Chapters and overview blocks are re-orderable, so the document says exactly what you want it to say.


πŸ—ΊοΈ Stage Graph

A progression map players can open from the pause menu: stages as nodes, dependencies as edges, colour-coded into Unlocked, Reachable and Locked.

  • Four visibility modes β€” from the whole map down to unlocked only, so you decide how much of the pack's structure players get to see
  • Hand-authorable β€” drag nodes where you want them, or leave the layout to compute itself
  • Per-stage node styles β€” fill, border, label colour and corner radius, each editable per lock state
  • Changing backgrounds β€” a stage can swap the map's background image once it is unlocked
  • Info texts & a detail window β€” describe an era and show exactly what it requires and what it unlocks

It's off by default (the map reveals how a pack is built); admins always reach it through the editor. Colours, title and layout live in a Graph tab in the in-game config editor.


πŸ› οΈ In-Game Editor

Build and tweak your entire stage setup without ever touching a config file β€” straight from the pause menu (OP required):

  • Searchable multi-select lists, folders for your stages and an organize mode to drag them around
  • A recipe picker that shows what a recipe is made of instead of its raw id, with fluids filed where the recipes are
  • A zone editor with a live map you can drag, zoom and jump around in
  • Dedicated editors for Dependencies, NBT criteria & Lock-Actions β€” Ctrl-click any inventory slot to import its NBT
  • Unlock or re-lock individual stages per player right from the overview
  • Design the Research Scroll tooltip line by line, with colours and a live preview
  • Overlap warnings between global & individual stages, plus a full in-game config editor

🧩 Scripts & Addons

KubeJS and CraftTweaker get a real integration: four KubeJS events, two ZenScript event types and a hasStage expansion on the player. Scripts can read which stages are unlocked, unlock or re-lock them, and ask whether a given thing is gated. What belongs to a stage stays with the editor, so the editor always shows what is actually locked.

Other mods can extend History Stages without a fork and without a mixin. An addon registers its own lock categories, requirements, auto-triggers, per-stage settings and config sections, and each one gets a tab in the in-game editor built from the same widgets as the built-in ones β€” so a packmaker configures it without writing a script. β†’ Addon Development


🎨 Feedback & Integrations

Players always know why something is locked: lock icons in inventories and JEI/EMI, "Locked" recipe overlays, toasts with custom per-stage icons, and configurable actionbar/chat messages.

  • FTB Quests β€” native stage task & reward types (global + individual)
  • KubeJS / CraftTweaker β€” full scripting API, see above
  • Jade β€” looking at a locked block, entity, armour stand or item frame names the stage it needs
  • Curios & Accessories β€” a locked item cannot be equipped as a trinket, ring or belt
  • Spell Engine & Better Combat β€” a locked weapon is inert: no spell damage, no attack

πŸ“‚ Creating Stages

Use the in-game editor, or write simple JSONs in config/historystages/global/ and individual/ β€” subfolders are picked up, so a big pack stays sorted. Full field reference: The Stage File.

The mod intentionally ships without default recipes for the Pedestal, Boosters & Scrolls β€” you decide how players obtain them (KubeJS, datapack, quest rewards, …). Give a scroll via:

/give @s historystages:research_scroll[minecraft:custom_data={StageResearch:"YOUR_STAGE_NAME"}]

On 1.20.1 and older, where item data is still raw NBT:

/give @s historystages:research_scroll{StageResearch:"YOUR_STAGE_NAME"}

πŸ“¦ Dependencies

  • Lootr β€” required
  • Optional: JEI, EMI, FTB Quests, Jade, Curios, Accessories, Spell Engine, Better Combat

❓ FAQ

Per player instead of server-wide? Yes β€” global, individual, or both mixed (overlaps become Dual-Phase locks).

Is Lootr really required? Yes, loot filtering is built on Lootr's container system. Without loot locking it just sits there quietly.

Do I need FTB Quests? No β€” the integration only activates when it's installed.

Do I have to update the server and the client together? For 6.0, yes. The stage sync changed format, so a 6.0 client on a 5.x server gets the incompatible-mod screen instead of being dropped mid-login with nothing in the log. Settings and stage files migrate themselves on first load.

Supported versions?

  • 1.21.1 β€” NeoForge
  • 1.20.1 β€” Forge
  • 1.21.1 β€” Fabric
  • 1.19.2 β€” Forge (legacy, no longer updated)

Questions or found a bug? Join the Discord or open an issue β€” we read everything! πŸ™‚

The History Stages Team

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