Keys and Copying
Iron Keys are the only player-facing item Locksmith needs for normal play.
Stackable up to 64. Right-click in the main hand to open the registration screen.
Stores a server-written hash and the registering player name. Registered keys do not stack.
Produced by the minting recipe. It carries the same hash and opens the same locks.
Registration Details
A key registers only from the main hand. The client opens the screen, then the server validates the held item and writes the data.
Stored key data:
| Data | Purpose |
|---|---|
LocksmithKeyHash | SHA-256 hash of the passphrase. This is what locks compare. |
LocksmithRegisteredBy | Player name shown in the tooltip. |
LocksmithKeyRole | Optional role shown as (Master) or (Copied). |
Master and Copied Keys
The minting recipe uses exactly two Iron Keys placed horizontally:
- Registered key on the left.
- Blank unregistered key on the right.
The output is a copied registered key. The source key stays in the crafting grid, like a bucket-style remaining item.
Role rules:
- The output is always marked
(Copied). - A source key with no role becomes
(Master)after minting. - A copied source key stays copied; it is not promoted to master.
Master and copied are tooltip roles, not permission tiers. A copied key opens the same locks when it has the same hash.
Curios Key Slot
When Curios is installed, Locksmith adds a key slot for players. Matching keys in that slot count for access checks.
Unregistered keys are not allowed to sit in the Curios key slot. The server checks once per second and moves any unregistered Locksmith key back to the inventory, or drops it near the player if the inventory is full.
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