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How Entries Work

Flix100000 edited this page Oct 12, 2026 · 2 revisions

The one rule

An entry says: this command belongs to this stage.

Operator Not an operator
No stage names the command Minecraft decides Minecraft decides
Player has one of the stages may use it may use it
Player has none of the stages may not may not

"Has the stage" means what History Stages means by it. A global stage counts once the world has it. An individual stage counts once the player (or their team, if team sharing is on) has it. Alternative stages and OR groups from History Stages count too.

So one entry does two jobs at once. It opens the command for everyone with the stage and closes it for everyone without it. You don't pick between "lock" and "grant".

Writing a path

Paths use dots instead of spaces and start with the mod the command comes from.

Entry Covers
minecraft.gamemode.creative /gamemode creative and everything after it
minecraft.gamemode /gamemode with everything after it
minecraft.gamemode.* the same as the line above
minecraft.* all vanilla commands
ftbquests.* all commands of FTB Quests
* every command (see below)
  • An entry always covers itself and everything below it. A .* at the end is allowed and changes nothing. A * in the middle of a path doesn't exist.
  • When checking a concrete command, only the part after the mod name counts. Top level command names are unique on a server, so a wrong mod guess can never make an entry stop working. The mod name only matters for mod.*.
  • Aliases are the same command. An entry on minecraft.teleport also covers /tp, and the other way around.
  • Typed values count for a few arguments the addon knows, like the game modes of /gamemode. Other values count exactly as typed (see Limits).

Which mod a command belongs to

Minecraft doesn't record which mod registered a command, so the addon works it out from the code behind it. Vanilla commands are minecraft, NeoForge's are neoforge, and commands made with KubeJS end up under kubejs. The editor shows the mod for every command, so you rarely have to guess.

When several entries match

  1. If the player has a stage with *, they may use everything. * never takes anything from anyone.
  2. Otherwise the most specific matching entries decide. minecraft.gamemode.creative beats minecraft.gamemode, which beats minecraft.*. If the player has a stage with one of those entries, they may. If not, they may not, and the message names the missing stages.
  3. If no entry matches, Minecraft's normal check applies.

Example: stage builder has minecraft.gamemode, stage admin has minecraft.gamemode.creative. A builder can switch to survival, adventure and spectator, but creative needs admin, because the more specific entry decides.

Changes apply right away

When a stage is unlocked or taken away, the player's command list is sent again. Tab completion, the F3+F4 menu and the commands themselves follow at once. /reload and /history reload keep everything in place.

When the addon is removed

The entries stay in the stage files untouched. Install the addon again and they work as before.

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