{"id":81279,"date":"2026-06-04T19:14:10","date_gmt":"2026-06-04T16:14:10","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/history-stages\/"},"modified":"2026-06-04T19:14:10","modified_gmt":"2026-06-04T16:14:10","slug":"history-stages","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/history-stages\/","title":{"rendered":"History Stages"},"content":{"rendered":"<p>![History Stages Banner](https:\/\/cdn.modrinth.com\/data\/cached_images\/48b3f8553305ae3ee283e30b80d4b24f055cd2cd.png)<\/p>\n<p>> \ud83d\udcd6 Full documentation, all config fields, examples, and the developer API are on the Wiki.<\/p>\n<p>**History Stages** is a comprehensive progression and gatekeeping mod built for modpack creators. Lock items, recipes, dimensions, structures, mobs, and loot behind custom research-based eras \u2014 and let players work together or individually to unlock them through the Research Pedestal.<\/p>\n<p>Stages can unlock **server-wide** (global) for the whole group, **per player** (individual), or even use a **dual-phase** approach \u2014 giving you full control over how progression works in your pack.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2728 What makes History Stages different<\/p>\n<p>Most progression mods track progress per player. History Stages lets you do it all:<br \/>\n&#8211; **Global stages** unlock for the entire server at once, perfect for collaborative packs where no one sneaks ahead.<br \/>\n&#8211; **Individual stages** track progress per player via UUID-based persistence, opening the door for personal quest lines or story-driven packs.<br \/>\n&#8211; **Dual-Phase stages** automatically trigger when an item is in both a global and individual stage. The item is locked globally until the server reaches the era, and then remains locked per-player until they personally catch up.<\/p>\n<p>Advancing isn&#8217;t just a command either. Players physically bring **Research Scrolls** to the **Research Pedestal** and spend time researching to unlock the next era. With the **Dependency System**, you can require players to reach specific XP levels, kill certain mobs, achieve statistics, or deposit items directly into the pedestal before a stage can be researched.<\/p>\n<p>On top of that, almost everything can be locked \u2014 not just items, but recipes across every mod, dimensions, structures, mob spawning, loot tables, armor stand displays, block GUIs, enchantments, and more. And with the built-in in-game editor, you can build and tweak your entire stage setup without ever touching a config file.<\/p>\n<p>If you&#8217;re using FTB Quests, the integration goes even deeper \u2014 History Stages adds native **stage task types** and **stage reward types** for both global and individual stages directly into the FTB Quests editor.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd12 What you can lock<\/p>\n<p>&#8211; **Items, Tags &#038; entire Mods** \u2014 lock individual items, item tags, or everything from a specific mod at once<br \/>\n&#8211; **NBT-specific Items** \u2014 lock items by exact NBT criteria (e.g. a specific enchantment or potion effect)<br \/>\n&#8211; **Mod Exceptions** \u2014 exclude specific items (with full NBT support) from mod-level locking<br \/>\n&#8211; **Per-Action Locking** \u2014 restrict individual entries to specific interactions (use, attack, equip, pickup, place, break, \u2026) instead of locking them entirely, configurable per item, tag, or mod<br \/>\n&#8211; **Recipes** \u2014 locked recipes show a **&#8221;Locked&#8221;** overlay in JEI\/EMI instead of being hidden, so players can see what&#8217;s coming<br \/>\n&#8211; **Dimensions** \u2014 block access to the Nether, End, or any other dimension until players are ready<br \/>\n&#8211; **Structures** \u2014 prevent players from entering specific structures (e.g. Strongholds or Villages via tags), optionally dealing damage and blocking container interactions inside<br \/>\n&#8211; **Mobs** \u2014 two modes: *Attacklock* (players can&#8217;t hurt the mob) and *Spawnlock* (prevents spawning entirely, including spawners and commands). Spawnlocked mobs are also automatically attacklocked.<br \/>\n&#8211; **Loot &#038; Drops** \u2014 locked items are removed or replaced in loot chests and mob drops<br \/>\n&#8211; **Blocks** \u2014 locked blocks resist breaking with a configurable slow-break multiplier<br \/>\n&#8211; **Block GUIs** \u2014 prevent players from opening chests, furnaces, and other block containers while locked<br \/>\n&#8211; **Enchantments** \u2014 prevent applying locked enchantments via the anvil and enchanting table<br \/>\n&#8211; **Armor Stands &#038; Item Frames** \u2014 locked items displayed on armor stands or item frames can&#8217;t be taken or destroyed<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd2c The Research System<\/p>\n<p>Players unlock stages by using **Research Scrolls** at the **Research Pedestal**. Each stage can have its own research time \u2014 or fall back to a global default in your config.<\/p>\n<p>If a stage has **Dependencies**, the Pedestal GUI dynamically expands to show a checklist of all required conditions. Players can deposit required items and XP directly into the pedestal to fulfill these requirements incrementally.<\/p>\n<p>This mod intentionally ships without default recipes for the Pedestal and Scrolls, so you as a modpack creator can decide how players obtain them. To give a specific scroll via command:<\/p>\n<p>&#8220;`<br \/>\n\/give @s historystages:research_scroll{StageResearch:&#8221;YOUR_STAGE_NAME&#8221;}<br \/>\n&#8220;`<\/p>\n<p>&#8212;<br \/>\n## \ud83d\udcc2 Creating Stages<\/p>\n<p>The easiest way is the in-game stage editor (see below). If you prefer working with files, global stage configs are stored in `config\/historystages\/global\/` and individual stages in `config\/historystages\/individual\/`.<\/p>\n<details>\n<summary>Click to expand \u2014 JSON format<\/summary>\n<p>&#8220;`json<br \/>\n{<br \/>\n  &#8220;display_name&#8221;: &#8220;Bronze Age&#8221;,<br \/>\n  &#8220;research_time&#8221;: 60,<br \/>\n  &#8220;icon&#8221;: &#8220;minecraft:iron_ingot&#8221;,<br \/>\n  &#8220;items&#8221;: [<br \/>\n    &#8220;minecraft:iron_ingot&#8221;,<br \/>\n    {<br \/>\n      &#8220;id&#8221;: &#8220;minecraft:iron_sword&#8221;,<br \/>\n      &#8220;unlock_actions&#8221;: [&#8220;pickup&#8221;, &#8220;equip&#8221;]<br \/>\n    }<br \/>\n  ],<br \/>\n  &#8220;tags&#8221;: [&#8220;forge:ores\/iron&#8221;],<br \/>\n  &#8220;mods&#8221;: [&#8220;mekanism&#8221;],<br \/>\n  &#8220;mod_exceptions&#8221;: [&#8220;mekanism:osmium_ingot&#8221;],<br \/>\n  &#8220;recipes&#8221;: [&#8220;minecraft:iron_pickaxe&#8221;],<br \/>\n  &#8220;dimensions&#8221;: [&#8220;minecraft:the_nether&#8221;],<br \/>\n  &#8220;structures&#8221;: [&#8220;minecraft:stronghold&#8221;, &#8220;#minecraft:village&#8221;],<br \/>\n  &#8220;entities&#8221;: {<br \/>\n    &#8220;attacklock&#8221;: [&#8220;minecraft:zombie&#8221;],<br \/>\n    &#8220;spawnlock&#8221;: [&#8220;minecraft:skeleton&#8221;]<br \/>\n  },<br \/>\n  &#8220;dependencies&#8221;: [<br \/>\n    {&#8220;type&#8221;: &#8220;xp_level&#8221;, &#8220;level&#8221;: 10},<br \/>\n    {&#8220;type&#8221;: &#8220;entity_kills&#8221;, &#8220;entity&#8221;: &#8220;minecraft:zombie&#8221;, &#8220;count&#8221;: 20}<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>Files starting with `_` are ignored and can be used as templates. The full field reference and more examples are on the Wiki.<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>## \ud83d\udee0\ufe0f Tools for Pack Creators<\/p>\n<p>### In-Game Stage Editor<br \/>\nCreate, edit, duplicate, and delete stages directly in-game \u2014 no file editing required. Features searchable lists with multi-select for items, recipes, entities, dimensions, structures, tags, and mods. Includes a **Dependency Editor**, **NBT Editor**, **Lock Actions Editor**, and a dedicated **Stage Settings** screen. The editor also warns about overlaps between global and individual stages, marking dual-phase entries with a `[Dual]` badge. Accessible via a button in the pause menu (OP required).<\/p>\n<p>### In-Game Config Editor<br \/>\nTweak all mod settings without leaving the game, organized by category with a reset-to-defaults option. Accessible through the stage editor.<\/p>\n<p>### Debug Commands<br \/>\nDebug commands help you find the exact IDs and NBT data you need for your configs:<br \/>\n&#8211; `\/history debug structure` \u2014 lists structure IDs and tags at your current position<br \/>\n&#8211; `\/history debug nbt preset|custom` \u2014 lists NBT data for your held item<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83c\udfa8 UI &#038; Feedback<\/p>\n<p>&#8211; **Lock Icon Overlay** \u2014 locked items show a padlock in inventories and JEI (auto-disabled with EMI). Dual-phase items get a dedicated lock icon during Phase 1.<br \/>\n&#8211; **Recipe &#8220;Locked&#8221; Overlay** \u2014 locked recipes show a &#8220;Locked&#8221; label in JEI\/EMI instead of being hidden entirely<br \/>\n&#8211; **Toast Notifications** \u2014 an advancement-style popup notifies players when a stage unlocks, with support for custom per-stage icons<br \/>\n&#8211; **Jade Integration** \u2014 shows stage info as a tooltip on armor stands, item frames, blocks, and entity items<br \/>\n&#8211; **Actionbar &#038; Chat Messages** \u2014 configurable per-stage feedback when players try to access locked content<\/p>\n<p>&#8212;<\/p>\n<p>## \u2328\ufe0f Admin Commands<\/p>\n<p>All commands use the `\/history` prefix and require Permission Level 2 (OP). They cover unlocking and locking stages globally or per player, reloading configs, and debug utilities for structure IDs and item NBT data.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd27 For Developers &#038; Script Authors<\/p>\n<p>History Stages fires `StageEvent.Unlocked` and `StageEvent.Locked` on the Forge event bus, which KubeJS, CraftTweaker, and other mods can listen to.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2699\ufe0f Configuration<\/p>\n<p>Everything is configurable via `historystages-common.toml` and `historystages-client.toml`, or through the in-game config editor.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udce6 Dependencies<\/p>\n<p>&#8211; **Lootr** \u2014 required<br \/>\n&#8211; JEI \u2014 optional<br \/>\n&#8211; EMI \u2014 optional<br \/>\n&#8211; FTB Quests \u2014 optional (adds custom stage task &#038; reward types for global and individual stages)<br \/>\n&#8211; Jade \u2014 optional (shows stage info on armor stands, item frames, blocks, and entity items)<br \/>\n&#8211; Curios \u2014 optional (extends item locking to Curios slots)<\/p>\n<p>&#8212;<\/p>\n<p>## \u2753 FAQ<\/p>\n<details>\n<summary>Can stages be unlocked per player instead of server-wide?<\/summary>\n<p>Yes! History Stages supports both **global stages** (server-wide) and **individual stages** (per player, tracked via UUID). You can mix and match both types in the same pack, which automatically creates **Dual-Phase** locks for overlapping items.<\/p>\n<\/details>\n<details>\n<summary>Do I need to add crafting recipes for the Research Pedestal and Scrolls myself?<\/summary>\n<p>Yes. The mod ships without default recipes on purpose so you have full control over how players obtain them. You can add recipes via KubeJS, CraftTweaker, or a datapack \u2014 or simply give scrolls to players as quest rewards using the `\/give` command.<\/p>\n<\/details>\n<details>\n<summary>Is Lootr really required? Can I use the mod without it?<\/summary>\n<p>Yes, Lootr is a hard dependency. Loot chest filtering is built entirely around Lootr&#8217;s container system and can&#8217;t be made optional without a major rewrite. If you&#8217;re not using loot locking, Lootr still needs to be present but won&#8217;t get in the way.<\/p>\n<\/details>\n<details>\n<summary>Does it work with KubeJS or CraftTweaker?<\/summary>\n<p>Yes \u2014 History Stages fires `StageEvent.Unlocked` and `StageEvent.Locked` on the Forge event bus, which both KubeJS and CraftTweaker can listen to. You can use these to trigger custom logic when a stage changes.<\/p>\n<\/details>\n<details>\n<summary>Can I let players pick up or carry a locked item, but not use it?<\/summary>\n<p>Yes \u2014 each item, tag, or mod entry supports an optional `unlock_actions` list. You can specify exactly which interactions stay available (e.g. `pickup` and `equip`) while everything else (attacking, crafting, using, \u2026) remains locked. This works for items, tags, and mods, and can be configured directly in the in-game stage editor.<\/p>\n<\/details>\n<details>\n<summary>Which Minecraft versions are supported?<\/summary>\n<p>&#8211; **1.20.1 \/ 1.21.1** \u2014 Forge &#038; NeoForge (latest features)<br \/>\n&#8211; **1.19.2** \u2014 Forge (legacy version, no longer receiving updates)<\/p>\n<\/details>\n<details>\n<summary>Do I need FTB Quests to use this mod?<\/summary>\n<p>No, FTB Quests is completely optional. The integration only activates when FTB Quests is present and adds custom task and reward types for both global and individual stages \u2014 but the mod works perfectly without it.<\/p>\n<\/details>\n<p>&#8212;<\/p>\n<p>Found a bug or have a question? Feel free to open an issue on GitHub \u2014 we read everything! \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Guide your players through the ages. 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