Locking Blocks
Locksmith separates lock placement, access checking, visible lock rendering, and cleanup.
Doors
Door locks are stored on the lower half of the door. Clicking the upper half normalizes to the lower half, so both halves share the same lock.
When a registered key locks a door:
- The vanilla interaction is cancelled.
- The lock hash is saved for that door position.
- The door is forced closed immediately and for a few follow-up ticks.
- Nearby clients receive the new lock state.
A locked door opens only for players carrying a matching key.
Double Doors
If double-door sync is enabled, Locksmith can open or close a locked pair together.
A valid pair must be:
- One neighboring door beside the clicked door.
- Same facing direction.
- Opposite hinge side.
- Also locked by Locksmith.
The system never chains beyond two doors.
Chests and Double Chests
Configured chest-type blocks can be locked. Vanilla chests and trapped chests are included by default.
Double chests are normalized to one canonical pair position, so one lock protects the combined container instead of treating each half separately.
Breaking, Explosions, and Cleanup
Locksmith does not make locked blocks blast-proof or unbreakable.
Locks are removed when:
- A locked door or chest is broken.
- A locked door or chest is included in an explosion detonation list.
- Cleanup finds a stale door lock whose block is no longer a door.
- Cleanup finds a stale chest lock whose block is gone.
Locksmith controls access. If your server needs blocks to survive griefing, combine it with a land-claim or protection mod.
HUD Feedback
Locking success and missing-key denial are shown through short HUD messages. Denial messages are throttled so holding right-click does not spam the player.
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