lockout-modernized-1.0.0.jar
Curse Maven Snippet
What's new
[1.0.0] - Initial Release
Added
Games and boards
- Games for 2 to 4 teams on a square board from 3×3 to 7×7 (
board_size, default 5×5). A team wins as soon as no other team can catch up, for example 13 of 25 goals with two teams. Teams that can no longer win are told and keep playing. - Optional time limit (
time_limit): when time runs out, the team with more goals wins, and on a tie the next goal wins. - Board difficulty presets
easy,balanced,hardandrandom(board_difficulty), scaled to the board size. Goal groups keep similar goals from piling up, and long-running goals are spread out. - An area check (
area_check,area_radius) only places goals whose biomes and structures can be found near the game's start. - A countdown for reading the board (
start_time), pause and resume with their own countdown, and/lockout stopwith a confirmation for unfinished games. While a game counts down or is paused, the whole world is frozen: players, mobs, fire, redstone and the time of day. - Games survive server restarts: a running game comes back paused and continues with
/lockout resume. - The world is set up for each game: time 0, the
world_difficultysetting (defaultnormal) andkeep_inventory(default on). Spawn protection is always off. - Many games in one world: by default (
relocate) every game starts in a fresh area at least 50,000 blocks from earlier ones, and players arrive spread out on a small grid with their teammates. Withoutrelocate, the game starts at a safe spot near the operator who started it. Players who were offline or dead at the start follow when they come back.
Goals
- 206 goals, from collecting items and mining ores to advancements, kills, deaths, breeding, taming, biomes, brewing, riding and statistics. Some goals have a random color or armor slot, and some only appear with two teams, such as goals that the opponent completes for you ("An Opponent Jumps").
- Leader goals ("Obtain More Hoppers than the Opponent" and others) belong to whichever team currently leads and can change hands during the game.
- Goals with custom icons: vanilla textures combined with small badges for the kind of goal, and goals that need a set of items cycle through them.
- Goals are datapack JSON files, so server owners can add their own (see the goals documentation).
/reloadpicks up changes, and a running game keeps its board. - Operators can keep goals off future boards with
/lockout goal disable <goal>and allow them again with/lockout goal enable <goal>.
Lobby
- Between games, everyone waits in a lobby at noon around a fixed spawn (
/lockout lobby setspawn) inside a world border (/lockout lobby radius, default 50). - Three lobby modes (
/lockout lobby mode):adventure(only walking around, the default),survival(normal survival on easy) andknockback(a knockback stick and a "Death" potion). - Every new lobby resets players and brings them back to the lobby spawn, so nothing from the lobby or the last game carries over.
- During a game, players outside the participating teams watch: they can move around but can't interact with the world or claim goals.
Display
- A board HUD in a corner of the screen (
/lockout hud <corner>) with icons, claimed tiles in the team colors, scores and the time. - A full board screen on key B with goal names, difficulty and who claimed each goal.
- A goal overview of every goal that can appear on a board, opened with the "Goal Overview" book that lobby players carry or with a key you can bind under Controls → Lockout. It shows which goals an operator disabled and which the current teams or settings rule out, and operators can click a goal to disable or enable it.
- Boss bars for countdowns and the pause, titles for the last seconds, sounds for claims, and chat messages in the team colors.
Teams and commands
- Teams managed by the mod, with the 16 chat colors for names, tiles and name tags:
/lockout team create|remove|color|join|leave|list|shuffle|clear. New worlds start with the teamsblue,red,greenandyellow. - One command tree,
/lockout, withstart,stop,pause,resume,status,settings,team,lobby,goal give|remove|enable|disableandhud. Everything except status, joining and leaving teams and the HUD needs operator permission. - Operator tools for testing goals:
/lockout debug start <goals>starts a game with chosen goals,debug goalsanddebug goal <position>show goals and their progress, anddebug simulate <goal>plays a goal's test scenario.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

