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The documentation lives at https://historystages.github.io now, and it is split by mod version there — so you can read the pages for the build you actually have installed.
These pages are frozen at the 5.6/6.0 changeover and are not updated any more. They are kept so old links keep working.
History Stages is a progression and gatekeeping mod for Minecraft on Forge, NeoForge, and Fabric. It provides a framework for modpack creators to implement custom progression systems by locking game content behind research stages.
History Stages has two progression models that can be combined freely:
- Global Stages: Server-wide "Eras". One unlock applies to every player. This is the only mode that can lock Recipes and Mob Spawns.
- Individual Stages: Per-player, tracked by UUID. Each player has to unlock their own. Good for personal skill paths.
If a piece of content is listed in both types of stage at once, History Stages turns on a Dual-Phase Lock for it automatically (two-step unlock).
→ Full comparison, lock-type matrix, and pitfalls: Global vs Individual Stages.
History Stages allows for the restriction of various game elements until specific stages are unlocked:
- Items & Blocks: Prevent usage, equipping, or interaction.
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Recipes: Display a "Locked" overlay in recipe viewers (JEI/EMI) instead of hiding them. Locked items and recipes can optionally be hidden from JEI entirely via
hideLockedItemsInJei/hideLockedRecipesInJei. - Tags & Mods: Lock entire item tags or all items from specific mod IDs.
- Fluids: Lock a fluid rather than a container, so one entry covers the vanilla bucket, every modded bucket and every tank item that holds it — along with the recipes producing or consuming it.
- NBT Data: Lock items based on specific NBT criteria (e.g., specific enchantments).
- Dimensions: Restrict access to specific dimensions.
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Structures: Prevent players from entering specific structures until the required stage is unlocked. Supports plain structure IDs (e.g.
minecraft:stronghold) and structure tags via a#prefix (e.g.#minecraft:village). The mod builds a tight, piece-aware lock zone around each structure with a red force-field overlay, cancels right-clicks, left-clicks, and projectile impacts inside the zone, and can optionally deal periodic damage. Structures can also be capped on how often they're allowed to generate instead of being blocked outright. - Biomes: Prevent players from surviving in specific biomes until the required stage is unlocked, with the same effect/damage/message toolkit as structure locking.
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Entities: Prevent players from attacking specific mobs (
attacklock), block non-combat interactions like breeding or mounting (interactionlock), or write a full spawn rule (spawnlock) — by source, dimension, biome, height, light, time, weather and moon phase, either while the stage is locked or only after it opens. The same rule can add biomes an entity spawns in rather than take them away. - Zones: Draw your own areas out of cubes, spheres and cylinders, each with its own rules — message, damage, potion effects, blocked interactions, explosion protection, a hard barrier, spawn suppression, and a visible force field. Beta.
- Merchant Trades: Gate single offers, whole villager professions, or merchant levels across every profession at once.
- Loot: Remove or replace locked items in chest loot and mob drops.
- Block Interactions: Prevent opening GUIs of locked blocks (e.g., chests, furnaces) and significantly reduce mining speed.
Modpack creators can define stages and manage configurations through two methods:
- In-Game Editor: A graphical interface accessible via the pause menu (requires OP permissions) for creating and modifying stages without editing files directly.
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JSON Configuration: Manual editing of
.jsonfiles located in theconfig/historystages/global/andconfig/historystages/individual/directories. Files can be organized into nested folders for large modpacks — see Folders.
Large modpacks can also expose an interactive Stage Graph to players from the pause menu, visualizing the whole progression tree.
Questions, support, or feedback? Join our Discord server.
License: All Rights Reserved — the source is public, but the mod is not open source.
Quick rules:
- Use in modpacks (public, private, commercial): allowed
- Use in Let's Plays, streams, servers: allowed
- Fork to prepare a PR: allowed
- Port to another Minecraft version or mod loader: allowed under conditions — see Porting History Stages
- Publish forks / modified versions / re-uploads: not allowed
Full terms: LICENSE.txt.
Authors: Flix100000, PixlStudios
Discord · Report a bug · History Stages © 2026 Flix100000 — All Rights Reserved
→ Current documentation (these pages are no longer updated)
- Stage Configuration
- Stage Modes
- Stage Examples
- Recipe Examples
- In-Game Editor
- Research System
- Stage Graph
- Commands & Permissions
- Configuration (TOML)
- Mod Compatibility
- Scripting (KubeJS & CraftTweaker)