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History Stages

Guide your players through the ages. History Stages lets modpack creators lock items, recipes, dimensions, mobs, loot, and more behind custom research-based eras with full in-game tooling.

Автор: Bananemdnsa6,7 тыс.52обновлён 26 окт. 2026 г.
Механики игрыУправлениеУтилиты

Описание

  • 📖 Wiki — full documentation, config fields, JSON examples & developer API
  • 💬 Discord — support, questions & sneak peeks
  • 🐛 Issue Tracker — bug reports & feature requests

History Stages is a progression and gatekeeping mod for modpack creators. Lock items, recipes, dimensions, structures, biomes, mobs, fluids, merchant trades, enchantments, and loot behind custom eras — and let players unlock them however you want: research, in-game triggers, quests, or commands.

Stages can unlock server-wide (global), per player (individual), or as Dual-Phase — locked globally first, then per-player once the era is reached. You decide how progression works in your pack.

🎬 Trailer


🔒 What You Can Lock

Almost everything — not just item usage:

  • Items & Tags (incl. NBT criteria), entire Mods, Specific Recipes — recipe locks apply per player at the crafting table, the 2×2 grid, the stonecutter and the smithing table, and a locked recipe stays out of the recipe book
  • Dimensions, Structures & Biomes — with force-field zones, damage, potion effects & a red screen overlay
  • Zones [BETA] — an area you draw yourself, built from cuboids, spheres and cylinders, several shapes per zone. A locked zone pushes players back, shows a force-field wall up close and an outline from a distance, and tints the screen from the inside
  • World Generation — keep locked structures out of the world entirely, or cap how many may generate (while locked, or after the stage is unlocked)
  • Mobs — attacklock & interaction lock: breeding, mounting, trading, leashing, shearing, milking, naming and equipping, each toggleable per entry and filterable by held item
  • Spawn rules — a spawn lock is a full rule: a phase, eight optional conditions (dimension, biome, sky, height, time of day, light, weather, moon phase) and biomes the creature additionally spawns in, with a sentence in the editor saying in plain words what the rule does
  • Trades — hide a single offer, a whole profession (optionally only on some of its levels), or a merchant level, per player, back the moment the stage unlocks. A locked offer is absent from the list rather than crossed out, so nobody loses a profession or stops levelling
  • Fluids — gate a fluid through whatever is carrying it: vanilla buckets, modded buckets and tank items alike, without listing a single item id. It also covers the recipes that fluid is consumed by or produces
  • Loot — chests & mob drops, removed or replaced
  • Blocks — breaking, GUIs & container access
  • Enchantments — anvil & enchanting table
  • Armor Stands & Item Frames — displayed locked items are protected

On top of that, locked items can hide or replace their names and tooltips, and per-entry unlock_actions let you allow specific interactions (e.g. pickup or crafting) while everything else stays locked.


🔓 Unlock It Your Way

The Research Pedestal is just the default, not a requirement — every stage has a mode that defines how it unlocks:

  • Default — classic research with Scrolls at the Pedestal
  • Auto — unlocks via in-game triggers: item pickup, entering a biome/dimension/structure, entity kill/interact, block place/break, advancements, playtime, any vanilla statistic, XP level, a status effect, the weather, the day count and the time of day (any/all combinable)
  • External — unlock only via /history, KubeJS/CraftTweaker, or as FTB Quests reward
  • Temporary — unlocks and re-locks on a timer, with cooldowns & trigger limits

Mix all of these freely in the same pack — research-driven eras, exploration-based unlocks, and quest rewards can live side by side. Individual stages can also be set to be lost on death, dropping the items they gated.


🔬 Research System

Players physically bring Research Scrolls to the Research Pedestal and spend time researching the next era. Four pedestal tiers (I–IV), placeable Research Boosters, and per-stage research times let you tune the pacing. With the Dependency System, stages can additionally require XP levels, mob kills, statistics, advancements, scoreboard objectives, another stage — global, or an individual one the researcher alone has to hold — and items or whole item tags deposited directly into the pedestal.

What happens to the scroll when the research finishes is up to you, per stage:

  • Consumed — the scroll is used up
  • Replaced — a fresh scroll for the same stage goes back into the pedestal, so the next player needs no second copy
  • Opened — an open scroll stays behind as a readable keepsake

📜 The Research Record

An opened scroll is a real, readable document — chapters for Items, Creatures and World (dimensions, structures, biomes, zones and trades), with a searchable overview of everything the stage gates. Lay it on a lectern and it stays there to be read by anyone who walks up.

Set it to Visible and it reads as a plain record; set it to Obscured and locked entries become silhouettes with their names written in enchanting glyphs. Chapters and overview blocks are re-orderable, so the document says exactly what you want it to say.


🗺️ Stage Graph

A progression map players can open from the pause menu: stages as nodes, dependencies as edges, colour-coded into Unlocked, Reachable and Locked.

  • Four visibility modes — from the whole map down to unlocked only, so you decide how much of the pack's structure players get to see
  • Hand-authorable — drag nodes where you want them, or leave the layout to compute itself
  • Per-stage node styles — fill, border, label colour and corner radius, each editable per lock state
  • Changing backgrounds — a stage can swap the map's background image once it is unlocked
  • Info texts & a detail window — describe an era and show exactly what it requires and what it unlocks

It's off by default (the map reveals how a pack is built); admins always reach it through the editor. Colours, title and layout live in a Graph tab in the in-game config editor.


🛠️ In-Game Editor

Build and tweak your entire stage setup without ever touching a config file — straight from the pause menu (OP required):

  • Searchable multi-select lists, folders for your stages and an organize mode to drag them around
  • A recipe picker that shows what a recipe is made of instead of its raw id, with fluids filed where the recipes are
  • A zone editor with a live map you can drag, zoom and jump around in
  • Dedicated editors for Dependencies, NBT criteria & Lock-Actions — Ctrl-click any inventory slot to import its NBT
  • Unlock or re-lock individual stages per player right from the overview
  • Design the Research Scroll tooltip line by line, with colours and a live preview
  • Overlap warnings between global & individual stages, plus a full in-game config editor

🧩 Scripts & Addons

KubeJS and CraftTweaker get a real integration: four KubeJS events, two ZenScript event types and a hasStage expansion on the player. Scripts can read which stages are unlocked, unlock or re-lock them, and ask whether a given thing is gated. What belongs to a stage stays with the editor, so the editor always shows what is actually locked.

Other mods can extend History Stages without a fork and without a mixin. An addon registers its own lock categories, requirements, auto-triggers, per-stage settings and config sections, and each one gets a tab in the in-game editor built from the same widgets as the built-in ones — so a packmaker configures it without writing a script. → Addon Development


🎨 Feedback & Integrations

Players always know why something is locked: lock icons in inventories and JEI/EMI, "Locked" recipe overlays, toasts with custom per-stage icons, and configurable actionbar/chat messages.

  • FTB Quests — native stage task & reward types (global + individual)
  • KubeJS / CraftTweaker — full scripting API, see above
  • Jade — looking at a locked block, entity, armour stand or item frame names the stage it needs
  • Curios & Accessories — a locked item cannot be equipped as a trinket, ring or belt
  • Spell Engine & Better Combat — a locked weapon is inert: no spell damage, no attack

📂 Creating Stages

Use the in-game editor, or write simple JSONs in config/historystages/global/ and individual/ — subfolders are picked up, so a big pack stays sorted. Full field reference: The Stage File.

The mod intentionally ships without default recipes for the Pedestal, Boosters & Scrolls — you decide how players obtain them (KubeJS, datapack, quest rewards, …). Give a scroll via:

/give @s historystages:research_scroll[minecraft:custom_data={StageResearch:"YOUR_STAGE_NAME"}]

On 1.20.1 and older, where item data is still raw NBT:

/give @s historystages:research_scroll{StageResearch:"YOUR_STAGE_NAME"}

📦 Dependencies

  • Lootr — required
  • Optional: JEI, EMI, FTB Quests, Jade, Curios, Accessories, Spell Engine, Better Combat

❓ FAQ

Can stages be unlocked per player instead of server-wide?

Yes — global, individual, or both mixed in the same pack (overlaps become Dual-Phase locks).

Is Lootr really required?

Yes, loot filtering is built on Lootr's container system. Without loot locking it just sits there quietly.

Do I need FTB Quests?

No — the integration only activates when it's installed.

Do I have to update the server and the client together?

For 6.0, yes. The stage sync changed format, so a 6.0 client on a 5.x server gets the incompatible-mod screen instead of being dropped mid-login with nothing in the log. Settings and stage files migrate themselves on first load.

Which versions are supported?
  • 1.21.1 — NeoForge
  • 1.20.1 — Forge
  • 1.21.1 — Fabric
  • 1.19.2 — Forge (legacy, no longer updated)

Questions or found a bug? Join the Discord or open an issue — we read everything! 🙂

Галерея

All the PedestalsAll the ScrollsAll of the Scroll ShelvesInGame Editor - v5.6.X+

Последние версии

Все версии →
release

History Stages 6.1.0-1.20.1

6.1.0-1.20.1
26 окт. 2026 г.20Minecraft: 1.20, 1.20.1forge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/6.0.2-1.20.1...6.1.0-1.20.1 Stages can now stand in for each other, block, hide or revoke one another and lock themselves again. Items can be locked by their enchantments and potion effects, locked things can wear a disguise, and the addon API got what it was missing. ### **New** - Stages: "Interchangeable" switch. When several stages lock the same thing, the ones with the switch on stand in for each other, so any one of them is enough. Works for every kind of lock. Tooltip and Jade list them under "One of:" (`groupInterchangeableStages` in `visuals` and `jade` turns that off). - Stages: Logic blocks, behind the new "Logic" button. Conditions look at other stages, and there are four kinds: - "Blocked while ...": the stage cannot be unlocked while the condition holds. Commands and the editor still go through. - "Hidden while ...": the stage shows as "???" (or not at all) in the graph, JEI/EMI and messages, but can still be unlocked. - "Cheaper/costlier while ...": scales research time, item and XP costs in percent. - "Revoke when ...": takes the stage away the moment the condition becomes true, offline players at their next login. - Stages: New mode "While" keeps a stage open only while its state triggers hold (biome, dimension, effect, weather, ...). Default and Auto stages can get lock triggers of their own and lock themselves again. - Individual stages: "Share with team" for FTB Teams. When one player in a party unlocks the stage, the rest of the party gets it too. Options in `team_mods` in gameplay.toml; other team mods can hook in through `RegisterTeamProvidersEvent`. - Locks: Enchantments and potion effects as new categories. Locks books, gear, potions and tipped arrows carrying them, and the enchanting table, anvil and brewing stand refuse them. The brewing stand only checks global stages. - Locks: Disguises. A locked item or block can look like something else until it is unlocked, like Revelationary but built in: emerald ore can show as stone in the world and in inventories ([#125](https://github.com/Flix100000/History-Stages/issues/125)). - Locks: Item, fluid and interaction actions and SpawnControl can be fixed for a whole stage in its settings (right click fixes a value). - Locks: `blockExplosions` switch for biome and structure locks, on by default. - Locks: Locked ammo is skipped; a bow takes the next arrow it may use. - Blocks: Scroll shelves, a chiseled bookshelf for research scrolls in eleven wood types, with hopper, comparator and Jade support. - Editor: "Recipes using this item" in the right-click menu adds every recipe that takes an item as ingredient ([#132](https://github.com/Flix100000/History-Stages/issues/132)). - Graph: Unplaced stages live in the sidebar, several stages can be selected and moved at once, the auto layout is roomier, and there is undo/redo plus keyboard shortcuts (F1 for the list). - Graph: Style presets: name a node look once and point stages at it. - Open Scroll: Chapters are marked with icons (`open_scroll.tabStyle = "words"` for the old look). - Research Pedestal: Handing in items by hand counts the booster's discount. - Debug report: Written on every start and reload, much shorter (about 100 lines instead of 650), and errors also go to `latest.log`. - Addons: The API covers what addons actually need: stage checks per player, unlocks for offline players, events with a cause and a veto, the stage graph, locks at a position and client-side queries. API version 6.1, nothing removed. ### **Fixes** - Compat: Accessories 1.0.0 betas no longer crash the game on load. Accessories only ships betas for 1.20.1, and the version range sorted every one of them below 1.0.0. - Scripts: `isLocked('items', ...)` in KubeJS and CraftTweaker always answered "unlocked". - Research Pedestal: Unlocking at the pedestal or through an FTB Quests reward no longer runs a full reload every time. - Pedestal: The top no longer renders darker than the sides. - Trades: Merchants without a profession, like Vinery's wandering winemaker, can be locked. - Tooltips: The replacement name and the "you still need" lines no longer shuffle after a reload. - Stages: Stage files are read and written as UTF-8, so umlauts no longer come out garbled. - Graph: Closing a detail window takes the highlight off the stage. ### **Other** - Zones: The [BETA] label is gone. - New mod icon by PixlStudios, now also in the editor. The mod list links to the wiki and issue tracker. - Translations updated through Crowdin. Thanks to Tech3434 and VizzerPsaka for the Russian translation.
release

History Stages 6.1.0-1.21.1

6.1.0-1.21.1
16 окт. 2026 г.358Minecraft: 1.21, 1.21.1neoforge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/6.0.2-1.21.1...6.1.0-1.21.1 Stages can now stand in for each other, block, hide or revoke one another and lock themselves again. Items can be locked by their enchantments and potion effects, locked things can wear a disguise, and the addon API got what it was missing. ### **New** - Stages: "Interchangeable" switch. When several stages lock the same thing, the ones with the switch on stand in for each other, so any one of them is enough. Works for every kind of lock. Tooltip and Jade list them under "One of:" (`groupInterchangeableStages` in `visuals` and `jade` turns that off). - Stages: Logic blocks, behind the new "Logic" button. Conditions look at other stages, and there are four kinds: - "Blocked while ...": the stage cannot be unlocked while the condition holds. Commands and the editor still go through. - "Hidden while ...": the stage shows as "???" (or not at all) in the graph, JEI/EMI and messages, but can still be unlocked. - "Cheaper/costlier while ...": scales research time, item and XP costs in percent. - "Revoke when ...": takes the stage away the moment the condition becomes true, offline players at their next login. - Stages: New mode "While" keeps a stage open only while its state triggers hold (biome, dimension, effect, weather, ...). Default and Auto stages can get lock triggers of their own and lock themselves again. - Individual stages: "Share with team" for FTB Teams. When one player in a party unlocks the stage, the rest of the party gets it too. Options in `team_mods` in gameplay.toml; other team mods can hook in through `RegisterTeamProvidersEvent`. - Locks: Enchantments and potion effects as new categories. Locks books, gear, potions and tipped arrows carrying them, and the enchanting table, anvil and brewing stand refuse them. The brewing stand only checks global stages. - Locks: Disguises. A locked item or block can look like something else until it is unlocked, like Revelationary but built in: emerald ore can show as stone in the world and in inventories ([#125](https://github.com/Flix100000/History-Stages/issues/125)). - Locks: Item, fluid and interaction actions and SpawnControl can be fixed for a whole stage in its settings (right click fixes a value). - Locks: `blockExplosions` switch for biome and structure locks, on by default. - Locks: Locked ammo is skipped; a bow takes the next arrow it may use. - Blocks: Scroll shelves, a chiseled bookshelf for research scrolls in eleven wood types, with hopper, comparator and Jade support. - Editor: "Recipes using this item" in the right-click menu adds every recipe that takes an item as ingredient ([#132](https://github.com/Flix100000/History-Stages/issues/132)). - Graph: Unplaced stages live in the sidebar, several stages can be selected and moved at once, the auto layout is roomier, and there is undo/redo plus keyboard shortcuts (F1 for the list). - Graph: Style presets: name a node look once and point stages at it. - Open Scroll: Chapters are marked with icons (`open_scroll.tabStyle = "words"` for the old look). - Research Pedestal: Handing in items by hand counts the booster's discount. - Debug report: Written on every start and reload, much shorter (about 100 lines instead of 650), and errors also go to `latest.log`. - Addons: The API covers what addons actually need: stage checks per player, unlocks for offline players, events with a cause and a veto, the stage graph, locks at a position and client-side queries. API version 6.1, nothing removed. ### **Fixes** - Scripts: `isLocked('items', ...)` in KubeJS and CraftTweaker always answered "unlocked". - Research Pedestal: Unlocking at the pedestal or through an FTB Quests reward no longer runs a full reload every time. - Pedestal: The top no longer renders darker than the sides. - Trades: Merchants without a profession, like Vinery's wandering winemaker, can be locked. - Tooltips: The replacement name and the "you still need" lines no longer shuffle after a reload. - Stages: Stage files are read and written as UTF-8, so umlauts no longer come out garbled. - Graph: Closing a detail window takes the highlight off the stage. ### **Other** - Zones: The [BETA] label and the 3D map view are gone. - New mod icon by PixlStudios, now also in the editor. The mod list links to the wiki and issue tracker. - Translations updated through Crowdin. Thanks to Tech3434 and VizzerPsaka for the Russian translation.
release

History Stages 6.0.2-1.20.1

6.0.2-1.20.1
28 сент. 2026 г.272Minecraft: 1.20, 1.20.1forge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/6.0.0-1.20.1...6.0.2-1.20.1 ### **New** - Translations: Simplified Chinese (`zh_cn`). - Compat: EMI can hide locked items and recipes the same way JEI does. It hides exactly what the lock overlay marks, so a recipe locked by its id or by a gated fluid disappears as well, and JER's drop and loot pages are left alone ([#83](https://github.com/Flix100000/History-Stages/issues/83)). ### **Fixes** - Compat: TerraFirmaCraft no longer crashes when it looks up an alloy. TFC asks for that recipe without a level, and the recipe gate read the side off the level and threw, for every alloy, gated or not. - Locks: A gated fluid can no longer be poured into the world or tipped into a cauldron. - Locks: Placing a gated block now says why it will not go down with specific settings, instead of doing nothing and looking like the game is broken. ### **Other** - Thanks to @FunnyCarbendazim for the Chinese translation - Thanks to @jwright159 for the EMI hiding ([#129](https://github.com/Flix100000/History-Stages/pull/129)).
release

History Stages 6.0.2-1.21.1

6.0.2-1.21.1
28 сент. 2026 г.406Minecraft: 1.21, 1.21.1neoforge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/6.0.1-1.21.1...6.0.2-1.21.1 A small release that ships a Simplified Chinese translation and the fixes collected since 6.0.1. NeoForge only for now; Forge and Fabric follow. ### **New** - Translations: Simplified Chinese (`zh_cn`). - Compat: EMI can hide locked items and recipes the same way JEI does. It hides exactly what the lock overlay marks, so a recipe locked by its id or by a gated fluid disappears as well, and JER's drop and loot pages are left alone ([#83](https://github.com/Flix100000/History-Stages/issues/83)). ### **Fixes** - Compat: TerraFirmaCraft no longer crashes when it looks up an alloy. TFC asks for that recipe without a level, and the recipe gate read the side off the level and threw, for every alloy, gated or not. - Locks: A gated fluid can no longer be poured into the world or tipped into a cauldron. - Locks: Placing a gated block now says why it will not go down with specific settings, instead of doing nothing and looking like the game is broken. - Zones: The marker item marks a corner anywhere. Inside a locked zone or on a locked block, the click was refused before the marker ever saw it, which is exactly where an author tends to stand. - Pedestal: The pay-XP button is pressed in when the player's level is too low, and the tooltip says how much is missing. It used to look clickable and silently swallow every click, most visibly in creative at level 0. - GUI: The locked-stage silhouette on the open scroll shows again, and the pedestal's progress wash is drawn over the item instead of under it. ### **Other** - Thanks to @FunnyCarbendazim for the Chinese translation - Thanks to @jwright159 for the EMI hiding ([#129](https://github.com/Flix100000/History-Stages/pull/129)).
release

History Stages 6.0.0-1.21.1-fabric

6.0.0-1.21.1-fabric
23 сент. 2026 г.180Minecraft: 1.21, 1.21.1fabric
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/5.2.1-1.21.1-fabric...6.0.0-1.21.1-fabric One of the biggest updates for History Stages so far, and on Fabric it arrives in one go. The last Fabric build was 5.2.1 in May, so this carries 5.3, 5.4, 5.5 and 5.6 along with 6.0.0 and 6.0.1: five new lock categories, a stage map players can open themselves, an addon surface other mods can build on, and a long list of fixes. The few places where Fabric does something differently are listed under Other. ### **Before you update** Most of this migrates on its own, but a few things behave differently than they did in 5.2. Worth reading before 6.0.0 goes on an existing pack. - Server and client both have to be on 6.0.0. All 48 packets were rebuilt on Fabric's own networking and the stage sync is gzipped, so a 5.2 client and a 6.0.0 server no longer understand each other. - Settings moved into `historystages/settings/`, split into `visual` and `gameplay` by what a setting does rather than by which file it happened to load from. Every pre-6.0 config path is mapped to where it lives now and the values are carried across on first load, so nothing is lost. The old files stop being read after that. - A spawn lock no longer implies an attack lock. Locking a creature's spawns used to make it unhittable as well, and that rule does not survive the new conditions — "zombies only at night" would have handed out invulnerable night zombies. A creature that should also be unhittable belongs in the attack list from now on. This change is a silent one: nothing errors, the mob simply becomes attackable. - `trade` is a new item action, and old files count it as locked. Stage files store the complement of an action list, so an action that no existing file mentions is gated in every one of them. An item somebody narrowed to "use only" gates trading as well from this version on. - Four commands are gone: `/history global info`, `/history global list`, `/history individual info` and `/history individual list`. They printed a stale text dump of the stage definition that the editor has long since shown better. `/history temporary global info` and `/history temporary individual info` stay, because they show runtime state nothing else can. Quest rewards that call the removed ones will hit a syntax error. - Locked recipes are hidden from the recipe book by default. They used to sit in there looking craftable. The new switch is `recipe_book.hideLockedRecipesInBook`. - Worlds from before 6.0.0 do not know when a stage was unlocked. The new map background needs that timestamp, so in an older world the deepest stage in the tree decides it once, until something unlocks again. - Zones ship as BETA. The category works, but a zone writes more into a stage file than any other entry and that format may still move. It is marked `[BETA]` in the editor for the same reason. ### **New** - Locks: Zones [BETA] — draw an area out of cuboids, spheres and cylinders, several shapes per zone, and hang it on a stage. A locked zone can push players back with a client-side barrier, show a force-field wall up close and an outline from a distance, and tint the screen from the inside. - Locks: Trades — hide single merchant offers behind a stage, per player, back the moment the stage unlocks. Three ways to say what is gated that do not overlap: a single offer, a profession (optionally only on some of its levels), or a merchant level. A locked offer is absent from the list rather than crossed out, so nobody loses a profession or stops levelling. - Locks: Fluids — gate a fluid through whatever carries it, vanilla buckets, modded buckets and tank items alike, without listing a single item id. Also covers the recipes a fluid produces or is consumed by, through an `ingredient` action that only this category has. - Locks: Biomes and interactions, the latter with per-action and held-item filters. A locked structure is kept out of world generation rather than only sealed off, and a structure can be capped on how often it generates. - Locks: A structure lock can put up a wall, stop projectiles, and check the position a click lands on so nobody reaches in from outside. The zone is built from the world seed; the wall shows as a red force field, with a tint over the screen from the inside. - Locks: A tag lock can carry an NBT or component criterion, and arbitrary data components can be matched and edited. - Spawn: A spawn-lock entry is a full rule now. It carries a phase, eight optional conditions (dimension, biome, sky, height, time of day, light, weather, moon phase) and biomes the creature additionally spawns in, all edited in one dialog with four tabs and a sentence underneath saying in plain words what the rule does. Individual spawn sources — natural, spawner, structure, breeding, summon, spawn egg — can be gated one at a time. Stage files that use none of it stay byte-identical, and a plain string entry still blocks every source. - Stages: Stage files can live in folders, with an organize mode in the editor for moving stages and folders around. - Stages: A temporary stage mode with an auto re-lock timer, a lose-on-death setting, per-player unlocking of individual stages from the overview, a scoreboard objective dependency, and the option to hide or replace the names and tooltips of locked items. - Graph: The dependency graph is a hand-authorable stage map that players can open in-game, with a reworked sidebar, a detail window in place of the old panel, a visibility ladder, a strict progressive mode, and per-stage node styles editable per lock state. A stage can change the map background once it is unlocked; the base colour of the surface is `canvas.backgroundColor` in `graph.toml` now instead of being built in, unchanged at `#17171A`. - Addons: Another mod can register its own lock categories, requirements, auto-triggers, per-stage settings and config sections, and each one gets a tab in the in-game editor that looks like the built-in ones. A packmaker configures it without writing a script. See the [Addon Development](https://github.com/Flix100000/History-Stages/wiki/Addon-Development) wiki page. - Recipes: Recipe locks apply per player at the crafting table, the 2×2 grid, the stonecutter and the smithing table. Furnaces, brewing, the crafter block, hoppers and mod autocrafters have nobody standing there and stay global-only. - Dependencies: A deposit can ask for an item tag, a requirement can demand an individual stage of the researcher alone, and a dependency graph viewer shows how the groups hang together. - Triggers: A stage can unlock itself from player and world state, without anyone touching a pedestal. - Pedestal: Tier II, III and IV pedestals with research boosters, and a comparator output that follows research progress from 0 to 15. - Scroll: The research screen is reworked, with scroll completion modes, a readable open-scroll document, open scrolls readable from a lectern, and a configurable scroll tooltip. - Editor: The recipe picker is one panel and shows what a recipe is made of instead of its raw id, with fluids filed where the recipes are. The NBT editor is a list of criterion cards, and Ctrl-clicking an inventory slot imports its components. The three entity tabs merged into one Entities tab with sections. Items a pack deleted stay out of the pickers. - Editor: A classic HSV colour picker with fixed swatches, a credits dialog, a display-name prompt when creating a stage, select-all and multiselect for searchable lists, styled toasts, and widgets that grow to fit long translations instead of overflowing. Save stays on the current screen and writes the whole stage. - Commands: Six lock messages — item, block, entity item, enchantment, unknown dimension, unknown mob — are configurable with `&` colour codes. - Config: A pack can hide the editor button in the pause menu, the config editor has a Graph tab for `graph.toml`, visual settings reach every player rather than only the admin who edited them, and a player's own settings come back when they leave a server. - Compat: FTB Quests shows a stage's display name and icon in the quest book, offers a dropdown instead of a free-text id field, can complete a task when a stage is *locked*, and picks stages through a searchable screen. EMI is at parity with JEI, and both can hide locked items and recipes. Locked items are inert against Spell Engine and Better Combat. Equip locks cover Accessories. ### **Fixes** - Locks: Locking a recipe no longer takes down other recipes that share its ingredients, and the recipe list itself is gated rather than only the single lookup — machines that read the whole list instead of asking for one recipe were a hole ([#121](https://github.com/Flix100000/History-Stages/issues/121)). - Locks: An entry's `unlock_actions` are honoured everywhere a gate asks, and an empty action list means nothing is locked instead of silently flipping to everything. A mod entry narrowed to `recipe` used to shut the whole mod ([#117](https://github.com/Flix100000/History-Stages/issues/117)). - Locks: A container click is judged by what it takes out of foreign storage, not by what lies in the clicked slot. Sorting a locked item inside your own inventory, throwing it away and stacking onto it all work now, and number-key swaps and double-click gathering are checked at all, which they never were ([#122](https://github.com/Flix100000/History-Stages/issues/122)). - Locks: A recipe is asked what it makes against the world's real registries instead of an empty set. A modded recipe that builds its result from the registries used to answer with nothing and stayed unlocked. - Locks: A gated fluid can no longer be poured into the world or tipped into a cauldron. Refusing the held item covers pouring onto the ground; a cauldron takes the bucket and empties it on a path the item's own refusal never reaches, so the block half is refused too — only where the block would actually take the fluid, and only once the fluid is known to be gated. Placing a gated block now says why it will not go down instead of looking like the game is broken. - Locks: An equip lock cannot be walked around with Mouse Tweaks or a similar inventory helper. Clicks aimed at armour and offhand slots are refused at the menu. - Lootr: Loot is filtered as it is rolled rather than only when a window opens, so decorated pots and brushed suspicious blocks stop handing out locked items ([#120](https://github.com/Flix100000/History-Stages/issues/120), [#124](https://github.com/Flix100000/History-Stages/issues/124)). Individual stages are honoured when loot is stripped. - Compat: Lithium no longer crashes the game at startup. The zone barrier's wall hung on a call inside Minecraft's movement code that Lithium also claims, and a call belongs to one mod only. It adds itself to the collision list instead, which is shared ([#126](https://github.com/Flix100000/History-Stages/issues/126)). - Compat: Polymorph no longer crashes the game at startup. It replaces the same recipe lookup in the crafting menu that we replaced, so one of the two was dropped. The three recipe stations wrap the whole method now, and Polymorph's alternatives obey stage locks instead of going around them ([#127](https://github.com/Flix100000/History-Stages/issues/127)). - Compat: A backpack mod no longer keeps a world from loading. We asked every recipe result what fluid it was carrying while the world was still opening, before the other mod could read its own config to answer. That walk has moved to after the world is up, and only runs when a stage gates a fluid ([#130](https://github.com/Flix100000/History-Stages/issues/130)). - Compat: A stage name with capitals no longer takes JEI or EMI down. Better Combat is accepted at any version. The client recipe manager is no longer wiped on a stage sync, which showed up as rendering trouble in other mods. - Trades: Gating one offer no longer cancels Minecraft's own method for opening the trade window, which skipped every other mod hooked into it. Only the list sent to the player is swapped. A merchant with nothing left now sends an empty list rather than none at all. The scan drops a trade that needs more than 50ms to name an offer and stops after two seconds, so a mod's own map trade cannot stall the server. - Recipes: A stage gating a recipe that is not loaded is reported at load time instead of failing silently, and the editor marks those rows red. Locking or unlocking refreshes the recipe book properly instead of leaving it blank until a rejoin. - Items: Vanilla enchantments, which became data components in 1.20.5, are matched against legacy JSON configs without a format change, and registry-backed components encode again instead of breaking item matching outright. - Graph: A node whose requirements never arrived asks again instead of staying blank, and requirements are no longer served from the first time the node was opened. - Dependencies: Deposited progress is filed under a group's key rather than its position, so reordering groups no longer misfiles it. A stat requirement can be fulfilled at all now, and a deposit can be gated by an NBT criterion. - Tooltips: AND and OR are shown inside each group, where they apply. - Network: Large packs can log in again. The stage set travelled as one plain string and hit a fixed character cap, which threw while the login packet was being encoded and dropped the player. Both the login sync and the editor sync are gzipped now, and going over a limit names the field and both numbers instead of throwing from somewhere inside the encoder. - Editor: A warning before overwriting a stage file that changed on disk, error toasts that stay up twice as long, long suggestions that scroll, searchable lists usable at a few thousand rows, a large stage that no longer crashes the save, and a picker that no longer hits the row underneath it as it opens. - Config: Client-side settings were rebuilt from defaults on every start, because the client spec never saved. The key lists that had to be maintained by hand are gone as well — both specs are walked instead, so a new setting cannot be forgotten in three places. - Stages: The stage manager no longer throws a concurrent modification from the render thread. ### **Security and performance** - Four packets carrying a block position handed it straight to `getBlockEntity`, which loads the chunk if it is not there, so sending coordinates was enough to make the server generate world on demand. All of them go through a reach check now. - Locked-item checks run through an index of what gates a subject instead of searching for it. Structure zones are derived once per structure start, pedestals check requirements every ten ticks rather than every tick, tooltips narrow through the relevance index instead of walking every stage, and the lock wall works out which cells are visible once per shape set instead of every frame. ### **Other** - Fabric: Opening an anvil no longer crashes the client. Mixin refuses to load a class from the package its config owns unless the config names it, and the accessor the anvil mixin casts to was not named, so the load failed the moment a player opened the block ([#103](https://github.com/Flix100000/History-Stages/issues/103)). - Fabric: Scripting is not part of this build. KubeJS ships no Fabric build for 1.21.1 and CraftTweaker none at all, so there is nothing for a script bridge to talk to. The editor and the addon surface are the way in. - Fabric: Equip locks cover Accessories. Curios is NeoForge-only and has no counterpart here. - Fabric: The zone map is the top-down view only. The tilted 3D view the NeoForge build has is not part of this version. - Fabric: An addon registers through the `historystages` and `historystages:client` entrypoints in its own `fabric.mod.json` rather than a mod bus. Everything it can register is the same. - Fabric: The config layer is built on NightConfig, bundled inside the jar, so the TOML files stay byte-compatible with the NeoForge build and a pack can carry one set of settings across both loaders. - Thanks to @Tech3434 for a long run of reports and compatibility findings this cycle, to @kuki2008 for the Russian translation, and to everyone who filed the issues fixed above.
release

History Stages 6.0.0-1.20.1

6.0.0-1.20.1
19 сент. 2026 г.143Minecraft: 1.20, 1.20.1forge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/5.6.2-1.20.1...6.0.0-1.20.1 One of the biggest updates for History Stages so far, now on 1.20.1: three new lock categories, a real script integration for KubeJS and CraftTweaker, an addon surface other mods can build on, and a long list of fixes. It carries everything from 6.0.0 and 6.0.1 on 1.21.1. The few places where 1.20.1 does something differently are listed under Other. ### **Before you update** Most of this migrates on its own, but a few things behave differently than they did in 5.x. Worth reading before 6.0.0 goes on an existing pack. - Server and client both have to be on 6.0.0. The stage sync is gzipped now and the network protocol version moved to `11`, so a 6.0.0 client on a 5.x server gets the incompatible-mod screen instead of connecting. That is intended: the old format would have dropped the player mid-login with nothing in the log naming a cause. - Settings moved into `historystages/settings/`, split into `visual` and `gameplay` by what a setting does rather than by which file it happened to load from. Every pre-6.0 config path is mapped to where it lives now, including the structure border and overlay settings the 5.x Forge client file kept under `[visuals]`, and the values are carried across on first load, so nothing is lost. The old files stop being read after that. - A spawn lock no longer implies an attack lock. Locking a creature's spawns used to make it unhittable as well, and that rule does not survive the new conditions — "zombies only at night" would have handed out invulnerable night zombies. A creature that should also be unhittable belongs in the attack list from now on. This change is a silent one: nothing errors, the mob simply becomes attackable. - `trade` is a new item action, and old files count it as locked. Stage files store the complement of an action list, so an action that no existing file mentions is gated in every one of them. An item somebody narrowed to "use only" gates trading as well from this version on. ### **New** - Locks: Zones [BETA] — draw an area out of cuboids, spheres and cylinders, several shapes per zone, and hang it on a stage. A locked zone can push players back with a client-side barrier, show a force-field wall up close and an outline from a distance, and tint the screen from the inside. - Locks: Trades — hide single merchant offers behind a stage, per player, back the moment the stage unlocks. Three ways to say what is gated that do not overlap: a single offer, a profession (optionally only on some of its levels), or a merchant level. A locked offer is absent from the list rather than crossed out, so nobody loses a profession or stops levelling. - Locks: Fluids — gate a fluid through whatever carries it, vanilla buckets, modded buckets and tank items alike, without listing a single item id. Also covers the recipes a fluid produces or is consumed by, through an `ingredient` action that only this category has. - Spawn: A spawn-lock entry is a full rule now. It carries a phase, eight optional conditions (dimension, biome, sky, height, time of day, light, weather, moon phase) and biomes the creature additionally spawns in, all edited in one dialog with four tabs and a sentence underneath saying in plain words what the rule does. Stage files that use none of it stay byte-identical. - Scripts: KubeJS and CraftTweaker can read stage state, change it and ask whether something is gated, with four KubeJS events, two ZenScript event types and a `hasStage` expansion on the player. Naming a Java event class as a string was the only way in before, and a typo in that string failed silently. Scripts still cannot define what belongs to a stage — that stays with the editor, so the editor keeps showing what is actually locked. - Addons: Another mod can register its own lock categories, requirements, auto-triggers, per-stage settings and config sections, and each one gets a tab in the in-game editor that looks like the built-in ones. A packmaker configures it without writing a script. See the [Addon Development](https://historystages.github.io/api/addon-development) wiki page. - Recipes: Recipe locks apply per player at the crafting table, the 2×2 grid, the stonecutter and the smithing table. Furnaces, brewing, hoppers and mod autocrafters have nobody standing there and stay global-only. - Dependencies: A deposit can ask for an item tag, and a requirement can demand an individual stage of the researcher alone. - Triggers: A stage can unlock itself from player and world state, without anyone touching a pedestal. - Graph: A stage can change the map background once it is unlocked. The base colour of the graph surface is `canvas.backgroundColor` in `graph.toml` now instead of being built in; the default is unchanged at `#17171A`. - Editor: The recipe picker is one panel and shows what a recipe is made of instead of its raw id, with fluids filed where the recipes are. The NBT editor is a list of criterion cards. The three entity tabs merged into one Entities tab with sections. Items a pack deleted stay out of the pickers. - Config: A pack can hide the editor button in the pause menu. - Config: Visual settings reach every player, not just the admin who edited them, and a player's own settings come back when they leave a server. - Compat: Equip locks cover Accessories as well as Curios. ### **Fixes** - Locks: The recipe list itself is gated rather than only the single lookup — machines that read the whole list instead of asking for one recipe were a hole. FastSuite answers those lookups itself and is covered now too ([#121](https://github.com/Flix100000/History-Stages/issues/121)). - Locks: A recipe is asked what it makes against the world's real registries instead of an empty set. A modded recipe that builds its result from the registries used to answer with nothing and stayed unlocked. - Locks: An entry's `unlock_actions` are honoured everywhere a gate asks, and an empty action list means nothing is locked instead of silently flipping to everything. A mod entry narrowed to `recipe` used to shut the whole mod ([#117](https://github.com/Flix100000/History-Stages/issues/117)). - Locks: A container click is judged by what it takes out of foreign storage, not by what lies in the clicked slot. Sorting a locked item inside your own inventory, throwing it away and stacking onto it all work now, and number-key swaps and double-click gathering are checked at all, which they never were ([#122](https://github.com/Flix100000/History-Stages/issues/122)). - Lootr: Loot is filtered as it is rolled rather than only when a window opens, so items a player put into a Lootr container are no longer deleted on the next open, and decorated pots and brushed suspicious blocks stop handing out locked items ([#120](https://github.com/Flix100000/History-Stages/issues/120), [#124](https://github.com/Flix100000/History-Stages/issues/124)). - Recipes: A stage gating a recipe that is not loaded is reported at load time instead of failing silently, and the editor marks those rows red. Locking or unlocking rebuilds the recipe book. - Compat: Polymorph no longer crashes the game at startup. It replaces the same recipe lookup in the crafting menu that we replaced, so one of the two was dropped. The three recipe stations wrap the whole method now, and Polymorph's alternatives obey stage locks instead of going around them ([#127](https://github.com/Flix100000/History-Stages/issues/127)). - Compat: A stage name with capitals no longer takes JEI or EMI down. JER pages never draw the locked overlay. - Graph: A node whose requirements never arrived asks again instead of staying blank, and requirements are no longer served from the first time the node was opened. - Dependencies: Deposited progress is filed under a group's key rather than its position, so reordering groups no longer misfiles it. A stat requirement can be fulfilled at all now. - Tooltips: AND and OR are shown inside each group, where they apply. - Network: Large packs can log in again. The stage set travelled as one plain string and hit a fixed character cap, which threw while the login packet was being encoded and dropped the player. Both the login sync and the editor sync are gzipped now, and going over a limit names the field and both numbers instead of throwing from somewhere inside the encoder. - Editor: A warning before overwriting a stage file that changed on disk, error toasts that stay up twice as long, long suggestions that scroll, and a picker that no longer hits the row underneath it as it opens. - Config: The key lists that had to be maintained by hand are gone. Both specs are walked instead, so a new setting cannot be forgotten in three places. ### **Security and performance** - Four packets carrying a block position handed it straight to `getBlockEntity`, which loads the chunk if it is not there, so sending coordinates was enough to make the server generate world on demand. All of them go through a reach check now. - Locked-item checks run through an index of what gates a subject instead of searching for it. Structure zones are derived once per structure start, pedestals check requirements every ten ticks rather than every tick, tooltips narrow through the relevance index instead of walking every stage, and the lock wall works out which cells are visible once per shape set instead of every frame. - Leaving a server used to keep its lock zones on screen until something synced over them. ### **Other** - 1.20.1: MixinExtras is bundled inside the jar, because Forge 1.20.1 does not ship it, so there is nothing extra to install. - 1.20.1: The zone map is the top-down view only. The tilted 3D view from 1.21.1 is not part of this version. - 1.20.1: Picking up a gated fluid from a cauldron is refused for the vanilla water and lava cauldrons. A modded cauldron is not recognised, since 1.20.1 has no registry to look it up in. - 1.20.1: Once a KubeJS script adds recipes, KubeJS ends the recipe load early, so the report about locked recipes that are not loaded does not run in those packs. The locks themselves are unaffected. - Thanks to @Tech3434 for a long run of reports and compatibility findings this cycle, and to everyone who filed the issues fixed above.
release

History Stages 6.0.1-1.21.1

6.0.1-1.21.1
16 сент. 2026 г.237Minecraft: 1.21, 1.21.1neoforge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/6.0.0-1.21.1...6.0.1-1.21.1 ### **Fixes** - Compat: Lithium no longer crashes the game at startup. The zone barrier's wall hung on a call inside Minecraft's movement code that Lithium also claims, and a call belongs to one mod only. It adds itself to the collision list instead, which is shared ([#126](https://github.com/Flix100000/History-Stages/issues/126)). - Compat: Polymorph no longer crashes the game at startup. It replaces the same recipe lookup in the crafting menu that we replaced, so one of the two was dropped. The three recipe stations wrap the whole method now, and Polymorph's alternatives obey stage locks instead of going around them ([#127](https://github.com/Flix100000/History-Stages/issues/127)). - Compat: Sophisticated Backpacks no longer keeps a world from loading. We asked every recipe result what fluid it was carrying while the world was still opening, before Sophisticated Backpacks could read its own config to answer. That walk has moved to after the world is up, and only runs when a stage gates a fluid ([#130](https://github.com/Flix100000/History-Stages/issues/130)). - Locks: A recipe is asked what it makes against the world's real registries instead of an empty set. A modded recipe that builds its result from the registries used to answer with nothing and stayed unlocked. Also covers the modded recipes JEI was skipping for the same reason. - Trades: Gating one offer no longer cancels Minecraft's own method for opening the trade window, which skipped every other mod hooked into it. Only the list sent to the player is swapped. A merchant with nothing left now sends an empty list rather than none at all. - Trades: The merchant scan drops a trade that needs more than 50ms to name an offer and stops after two seconds. Vanilla's treasure map was already left out; a mod's own map trade walked back into the same stall. - Fluids: Right-clicking a block asks the held item about its contents through the same guarded lookup as everywhere else, so a mod whose answer fails cannot take the game down.
release

History Stages 6.0.0-1.21.1

6.0.0-1.21.1
14 сент. 2026 г.49Minecraft: 1.21, 1.21.1neoforge
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**Full Changelog**: https://github.com/Flix100000/History-Stages/compare/5.6.1-1.21.1...6.0.0-1.21.1 One of the biggest updates for History Stages so far: three new lock categories, a real script integration for KubeJS and CraftTweaker, an addon surface other mods can build on, and a long list of fixes. ### **Before you update** Most of this migrates on its own, but a few things behave differently than they did in 5.x. Worth reading before 6.0.0 goes on an existing pack. - Server and client both have to be on 6.0.0. The stage sync is gzipped now and the payload version moved to `2`, so a 6.0.0 client on a 5.x server gets the incompatible-mod screen instead of connecting. That is intended: the old format would have dropped the player mid-login with nothing in the log naming a cause. - Settings moved into `historystages/settings/`, split into `visual` and `gameplay` by what a setting does rather than by which file it happened to load from. Every pre-6.0 config path is mapped to where it lives now and the values are carried across on first load, so nothing is lost. The old files stop being read after that. - A spawn lock no longer implies an attack lock. Locking a creature's spawns used to make it unhittable as well, and that rule does not survive the new conditions — "zombies only at night" would have handed out invulnerable night zombies. A creature that should also be unhittable belongs in the attack list from now on. This change is a silent one: nothing errors, the mob simply becomes attackable. - `trade` is a new item action, and old files count it as locked. Stage files store the complement of an action list, so an action that no existing file mentions is gated in every one of them. An item somebody narrowed to "use only" gates trading as well from this version on. ### **New** - Locks: Zones [BETA] — draw an area out of cuboids, spheres and cylinders, several shapes per zone, and hang it on a stage. A locked zone can push players back with a client-side barrier, show a force-field wall up close and an outline from a distance, and tint the screen from the inside. - Locks: Trades — hide single merchant offers behind a stage, per player, back the moment the stage unlocks. Three ways to say what is gated that do not overlap: a single offer, a profession (optionally only on some of its levels), or a merchant level. A locked offer is absent from the list rather than crossed out, so nobody loses a profession or stops levelling. - Locks: Fluids — gate a fluid through whatever carries it, vanilla buckets, modded buckets and tank items alike, without listing a single item id. Also covers the recipes a fluid produces or is consumed by, through an `ingredient` action that only this category has. - Spawn: A spawn-lock entry is a full rule now. It carries a phase, eight optional conditions (dimension, biome, sky, height, time of day, light, weather, moon phase) and biomes the creature additionally spawns in, all edited in one dialog with four tabs and a sentence underneath saying in plain words what the rule does. Stage files that use none of it stay byte-identical. - Scripts: KubeJS and CraftTweaker can read stage state, change it and ask whether something is gated, with four KubeJS events, two ZenScript event types and a `hasStage` expansion on the player. Naming a Java event class as a string was the only way in before, and a typo in that string failed silently. Scripts still cannot define what belongs to a stage — that stays with the editor, so the editor keeps showing what is actually locked. - Addons: Another mod can register its own lock categories, requirements, auto-triggers, per-stage settings and config sections, and each one gets a tab in the in-game editor that looks like the built-in ones. A packmaker configures it without writing a script. See the [Addon Development](https://github.com/Flix100000/History-Stages/wiki/Addon-Development) wiki page. - Recipes: Recipe locks apply per player at the crafting table, the 2×2 grid, the stonecutter and the smithing table. Furnaces, brewing, the crafter block, hoppers and mod autocrafters have nobody standing there and stay global-only. - Dependencies: A deposit can ask for an item tag, and a requirement can demand an individual stage of the researcher alone. - Triggers: A stage can unlock itself from player and world state, without anyone touching a pedestal. - Graph: A stage can change the map background once it is unlocked. The base colour of the graph surface is `canvas.backgroundColor` in `graph.toml` now instead of being built in; the default is unchanged at `#17171A`. - Editor: The recipe picker is one panel and shows what a recipe is made of instead of its raw id, with fluids filed where the recipes are. The NBT editor is a list of criterion cards. The three entity tabs merged into one Entities tab with sections. Items a pack deleted stay out of the pickers. - Config: A pack can hide the editor button in the pause menu. - Config: Visual settings reach every player, not just the admin who edited them, and a player's own settings come back when they leave a server. ### **Fixes** - Locks: Locking a recipe no longer takes down other recipes that share its ingredients, and the recipe list itself is gated rather than only the single lookup — machines that read the whole list instead of asking for one recipe were a hole. FastSuite answers those lookups itself and is covered now too (#121). - Locks: An entry's `unlock_actions` are honoured everywhere a gate asks, and an empty action list means nothing is locked instead of silently flipping to everything. A mod entry narrowed to `recipe` used to shut the whole mod (#117). - Locks: A container click is judged by what it takes out of foreign storage, not by what lies in the clicked slot. Sorting a locked item inside your own inventory, throwing it away and stacking onto it all work now, and number-key swaps and double-click gathering are checked at all, which they never were (#122). - Lootr: Loot is filtered as it is rolled rather than only when a window opens, so decorated pots and brushed suspicious blocks stop handing out locked items (#120, #124). The mob-drop path reads `replacementTags` again. - Recipes: A stage gating a recipe that is not loaded is reported at load time instead of failing silently, and the editor marks those rows red. Locking or unlocking refreshes the recipe book properly instead of leaving it blank until a rejoin. - Compat: A stage name with capitals no longer takes JEI or EMI down. JER pages never draw the locked overlay. Better Combat is accepted at any version. - Graph: A node whose requirements never arrived asks again instead of staying blank, and requirements are no longer served from the first time the node was opened. - Dependencies: Deposited progress is filed under a group's key rather than its position, so reordering groups no longer misfiles it. A stat requirement can be fulfilled at all now. - Tooltips: AND and OR are shown inside each group, where they apply. - Network: Large packs can log in again. The stage set travelled as one plain string and hit a fixed character cap, which threw while the login packet was being encoded and dropped the player. Both the login sync and the editor sync are gzipped now, and going over a limit names the field and both numbers instead of throwing from somewhere inside the encoder. - Editor: A warning before overwriting a stage file that changed on disk, error toasts that stay up twice as long, long suggestions that scroll, and a picker that no longer hits the row underneath it as it opens. - Config: Client-side settings were rebuilt from defaults on every start, because the client spec never saved. The key lists that had to be maintained by hand are gone as well — both specs are walked instead, so a new setting cannot be forgotten in three places. ### **Security and performance** - Four packets carrying a block position handed it straight to `getBlockEntity`, which loads the chunk if it is not there, so sending coordinates was enough to make the server generate world on demand. All of them go through a reach check now. - Locked-item checks run through an index of what gates a subject instead of searching for it. Structure zones are derived once per structure start, pedestals check requirements every ten ticks rather than every tick, tooltips narrow through the relevance index instead of walking every stage, and the lock wall works out which cells are visible once per shape set instead of every frame. - Leaving a server used to keep its lock zones on screen until something synced over them. ### **Other** - Dependencies moved to their newest 1.21.1 builds. - Thanks to @Tech3434 for a long run of reports and compatibility findings this cycle, and to everyone who filed the issues fixed above.
release

History Stages 5.6.2-1.20.1

5.6.2-1.20.1
11 сент. 2026 г.65Minecraft: 1.20, 1.20.1forge
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Full Changelog: https://github.com/Flix100000/History-Stages/compare/5.6.1-1.20.1...5.6.2-1.20.1 ### **Fixes** - Locks: Locking a recipe no longer takes other recipes with the same ingredients down with it. Putting a scripted 2x2 red sand recipe on a stage also stopped red sandstone from being craftable, and which of the two it hit came down to load order, so it could differ from world to world. - Compat: **Spell Engine** and **Better Combat** no longer keep the game from starting. Both carried a minimum version that never existed on 1.20.1, a leftover from the port. Nothing here compiles against either one, so the bound protected nothing and only kept people out.
release

History Stages 5.6.1-1.20.1

5.6.1-1.20.1
7 сент. 2026 г.57Minecraft: 1.20, 1.20.1forge
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Full Changelog: https://github.com/Flix100000/History-Stages/compare/5.6.0-1.20.1...5.6.1-1.20.1 ### **Fixes** - Locks: Locked recipes could still be crafted by machines that read the whole recipe list instead of asking for a single recipe — Create's mixing and compacting were the visible case. Both ways of reaching a recipe are gated now. - Locks: Locking or unlocking a stage now refreshes recipes on every path, and the full datapack reload only runs when the set of hidden recipes really changed. ### **Other** - License: Technical ports to other Minecraft versions or mod loaders are now explicitly allowed under conditions. See Section 3 of LICENSE.txt.