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Gameplay Systems
The SCP Inventory is server-authoritative and stored as a player capability. Its default limits are:
- 12 main-item slots;
- 12 key slots.
The main-item limit can be changed per player from 1 to 128 through commands.
Items are routed into general storage, consumables, usable/placeable items, harmful items, keys, ammunition, currency, equipment, or configured Codex documents. Explicit item_rules override automatic classification.
Without an explicit rule, the mod conservatively recognizes:
- consumables;
- vanilla armor slots;
- placeable blocks;
- common melee and ranged weapons;
- manually usable right-click items.
USABLE and PLACEABLE items temporarily enter a controlled vanilla hotbar session so their normal right-click or placement behavior can run. They return to SCP storage unless consumed.
CODEX is an internal runtime category. It cannot be assigned through generic item rules; documents must be created through codex_documents.
The connected server owns gameplay configuration and SCP Inventory behavior. On login and after supported save, delete, or reload operations, clients receive the host's item rules and effects, hidden Status effects, Codex definitions, contextual interactions, entity interaction rules, and SCP-173 target configuration.
Synchronized snapshots are cleared when a client disconnects, preventing one server's rules from leaking into later single-player worlds or other servers. Controlled USABLE and WEAPON sessions also follow the player's real selected hotbar slot so mining and item use agree between client and server.
In Survival, a stack intended for the SCP Inventory no longer remains in the vanilla inventory as an unintended overflow fallback. Any part that cannot be accepted is dropped into the world.
Removing equipment follows the same rule: when the SCP Inventory cannot receive the returned item, the item is dropped instead of being silently retained or moved to ordinary vanilla storage.
Creative and Spectator players keep normal Minecraft inventory behavior.
The Status panel shows:
- active effects, except those hidden by configuration or intentionally internal;
- maximum health;
- armor and toughness;
- attack value;
- stamina;
- the player's blood type.
Effect-duration bars start full when an effect is applied and decrease relative to that effect's original duration.
Eye Sore, Lubricated Eye, and Bleeding appear in the vanilla inventory and the Conditions list, but do not occupy the normal in-world effect HUD. The internal SCP-1176 Honeyed synchronization effect remains hidden everywhere.
The third SCP Inventory tab contains a portable, server-authoritative 3×3 crafting grid.
It includes:
- a persistent crafting grid and result slot;
- a compact scrollable list of items stored in the SCP Inventory;
- drag-and-drop between storage and grid slots;
- support for shaped, shapeless, vanilla, and compatible modded recipes;
- automatic handling of consumed materials and remaining container items.
Successfully crafted recipes become learned recipes. The recipe list:
- shows output names and icons;
- cycles through valid ingredient alternatives;
- shows missing quantities in red;
- dims recipes that cannot currently be crafted;
- sorts pinned recipes first, then available recipes, then unavailable recipes;
- allows a craftable recipe to fill the grid automatically.
Learned recipes, recipe pins, and grid contents persist with the player's SCP Inventory state. /scpinventory reset clears them.
The Codex displays configured document items. A document can use:
- a packaged image resource;
- a packaged UTF-8 text resource;
- a world-scoped imported image;
- world-scoped directly written text;
- or a combination of image and text.
The editor accepts PNG, JPG, and JPEG images up to 2.5 MB and 4096×4096 pixels. Imported assets are stored under the active world's scp_additions/codex_assets directory; the JSON stores only safe relative references.
New definitions currently start with minecraft:paper as a temporary base item. The item can be changed to any registered vanilla or modded item. Unique mode adds ScpCodexId NBT so only the generated item becomes that document.
Context rules attach SCP Unity-style prompts to blocks and entities. A rule can configure:
- action and display name;
- range and priority;
- icon and required item mode;
- local anchor and world offset;
- simulated click face;
-
E, right-click, or both.
The server validates the interaction again before invoking the target. Press K while looking at a block or entity to use the visual editor.
Anchor controls include the arrow keys, Page Up, Page Down, and the mouse wheel. Shift changes the step to 0.10, Ctrl changes it to 0.01, and the normal step is 0.05.
The custom HUD can replace vanilla hearts and display health, stamina, and blink information.
The survival movement module slows ordinary walking and makes sprinting a committed, stamina-limited action. NO_STAMINA item effects prevent sprinting while the configured item is held, worn, or equipped.
Blinking is synchronized with the server. Manual blinking may be pressed or held. Eye Sore accelerates blink drain; Lubricated Eye removes and prevents Eye Sore, doubles the blink interval, and changes the blink presentation while active.
Bleeding changes the health presentation to red and causes gradual, potentially lethal blood loss until the player receives actual healing.
The Hazmat Suit provides sealed environmental and eye protection at the cost of movement and stamina.
SCP-714 occupies the accessory-hand slot, prevents sprinting and stamina use, and protects against dangerous mental influence such as SCP-012. Keeping it equipped for too long causes progressive exhaustion and eventual coma.
The creative inventory includes SCP Unity-inspired:
- Sector 1 and Sector 2 walls and floors;
- directional markings;
- doors and button panels;
- containment and office structures;
- ventilation pieces;
- lights, heaters, signs, televisions, terminals, and props.
The Core Room Sign and Door Sign are editable wall-mounted displays. They follow the clicked wall face and are configured with a Screwdriver. See Facility Signs for text limits, formatting, ordering, and copy/paste behavior.
Facility structures, floors, walls, props, doors, animation states, and door panels use brick-equivalent effective mining resistance. Breaking them by hand or with the wrong tool is slow, while pickaxes, tool tiers, Efficiency, Haste, Mining Fatigue, water, and airborne penalties work normally.
Supported lights can use optional MoreMcmeta emissive overlays.