File Details
Locks Reforged 1.3.2 (Forge 1.20.1)
- R
- Mar 24, 2026
- 630.09 KB
- 79
- 1.20.1
- Forge
File Name
locks_reforged-1.3.2.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
1.3.2
Loot-Scaled Lock Generation
- Lock tier is now determined by the value of a chest's loot table contents instead of random weighted selection. Village chests get wood/copper locks, while end city chests get gold/diamond locks. Chests with loot below a configurable minimum threshold get no lock at all.
- Multi-sample averaging: each loot table is sampled 32 times (configurable) and averaged, producing consistent tier assignments across server restarts instead of relying on a single random roll.
- Sub-linear stack count scaling: item value now scales with
sqrt(count)instead of linearly, so 64 cobblestone no longer outranks a diamond sword. - Item value overrides: configurable per-item base values for materials that are valuable but have COMMON rarity (diamonds, emeralds, netherite, etc.). 15 vanilla items have sensible defaults out of the box.
- Fully configurable: item base value, rarity multipliers (Common/Uncommon/Rare/Epic), enchantment value bonus, per-tier loot value thresholds, sample count, and item overrides.
- Enabled by default. Set
Enable Loot-Scaled Locks = falseinlocks-common.tomlto revert to the old random weighted system.
Per-Enchantment Config Toggles
- Each of the 6 enchantments can now be individually enabled or disabled in
locks-server.tomlunder the new Enchantments section. - Disabled enchantments won't appear in enchanting tables, villager trades, or loot, and their effects are ignored on existing items.
- Disabled enchantments are also stripped from locks generated during world generation.
Item Renames & Textures
- Renamed Copper Lock Pick → Bobby Pin Lock Pick to better reflect its bent-wire design.
- Renamed Bobby Pin Lock Pick (wood) → Wood Lock Pick.
- Redesigned the Wood Lock Pick texture as a whittled wooden stick with a flat chisel tip, visually distinct from the wire-shaped bobby pin picks.
Bug Fixes
- Fixed lockpicking GUI rendering corruption (textures smeared/repeated vertically) caused by unflushed
GuiGraphicsbuffers conflicting with raw Tesselator draw calls, and blend state leaking into other mods' rendering. - Fixed world generation deadlock (freeze at ~50% "Preparing spawn area") caused by loot-scaled lock generation calling
getRandomItems()during worldgen feature placement. Loot table values are now pre-computed at server start.

