Overview
Locksmith lets players lock doors, chests, trapped chests, and configured modded blocks with physical Iron Keys instead of a claims or permission system.
The lock is bound to the registered key passphrase. Anyone carrying a matching registered key can use the block; anyone without it is stopped by the server.
- Craft an Iron Key.
- Right-click the unregistered key in your main hand.
- Enter a secret passphrase and confirm.
- Right-click a supported door or chest with the registered key to lock it.
- Copy the key with the minting recipe if other players need access.

Supported blocks behave normally until a registered key places a Locksmith lock.

The server stores the block position and key hash, then syncs the visible lock state to clients.
What Locksmith Protects
Default profiles are created for vanilla doors, vanilla chests, and trapped chests. Server owners can add more lockable blocks through config/locksmith_profiles.json.
Locks do not make blocks indestructible. If a locked door or chest is broken, destroyed, or removed, the saved lock entry is cleaned up and clients are resynced.
Server-Authoritative Checks
Locksmith checks access on the server. Client prediction is used only to make interaction feel immediate; the final decision is still made by the server.
Matching keys are searched in:
- Main inventory.
- Offhand.
- Armor slots.
- Curios
keyslot, when Curios is installed.
Where To Go Next
- Getting Started: craft, register, lock, and unlock.
- Keys and Copying: passphrases, master keys, copied keys, and Curios behavior.
- Locking Blocks: doors, double doors, chests, destruction, and cleanup.
- Profiles and Config: lockable block profiles, render placement, and QoL settings.
- Recipes: Iron Key and key minting recipes.
- Compatibility: Curios, server install notes, and protection-mod expectations.
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