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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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History Stages 6.0.1-1.21.1

File namehistorystages-6.0.1-1.21.1.jar
Uploader
BananemdnsaBananemdnsa
Uploaded
Sep 16, 2026
Downloads
285
Size
2.7 MB
Mod Loaders
NeoForge
File ID
8897132
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:history-stages-1473453:8897132"

Learn more about Curse Maven

What's new

Full Changelog: https://github.com/Flix100000/History-Stages/compare/6.0.0-1.21.1...6.0.1-1.21.1

Fixes

  • Compat: Lithium no longer crashes the game at startup. The zone barrier's wall hung on a call inside Minecraft's movement code that Lithium also claims, and a call belongs to one mod only. It adds itself to the collision list instead, which is shared (#126).
  • Compat: Polymorph no longer crashes the game at startup. It replaces the same recipe lookup in the crafting menu that we replaced, so one of the two was dropped. The three recipe stations wrap the whole method now, and Polymorph's alternatives obey stage locks instead of going around them (#127).
  • Compat: Sophisticated Backpacks no longer keeps a world from loading. We asked every recipe result what fluid it was carrying while the world was still opening, before Sophisticated Backpacks could read its own config to answer. That walk has moved to after the world is up, and only runs when a stage gates a fluid (#130).
  • Locks: A recipe is asked what it makes against the world's real registries instead of an empty set. A modded recipe that builds its result from the registries used to answer with nothing and stayed unlocked. Also covers the modded recipes JEI was skipping for the same reason.
  • Trades: Gating one offer no longer cancels Minecraft's own method for opening the trade window, which skipped every other mod hooked into it. Only the list sent to the player is swapped. A merchant with nothing left now sends an empty list rather than none at all.
  • Trades: The merchant scan drops a trade that needs more than 50ms to name an offer and stops after two seconds. Vanilla's treasure map was already left out; a mod's own map trade walked back into the same stall.
  • Fluids: Right-clicking a block asks the held item about its contents through the same guarded lookup as everywhere else, so a mod whose answer fails cannot take the game down.

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