Ominous Chest Lock (& Lock Picking)
🟡 Updated this year🖼️ Gallery (5 images)
🔍 Analysis
- 👍 0.4% endorsement rate
- 🏆 #11 of 34 fabric mods in this game by downloads
📋 About This Mod
# OminousChestLock !(https://i.imgur.com/lheQ9q9.png) Paper plugin (1.21.0 --> 26.2) and Fabric server mod (1.21.11 + 26.2) that locks chests, double chests, barrels, and shulker boxes to a named Ominous or regular Trial Key, with an optional lockpicking minigame. ## How it works - Rename an ominous trial key in an anvil (example: `secretkeyname`). - Right-click a chest, barrel, or shulker box while holding that key to lock it. - Only players holding a matching named key can open, break, or otherwise interact with the locked container. - Locks are key-name based, not player based. Keys can be stolen or copied. - One player can lock only one container per key name at a time. - Different players can reuse the same key name for their own single container. - If two players use the same key name, either matching key can open either container. - Optional: normal trial keys can be enabled. The first successful open with a normal key arms the lock; the next successful open consumes the key and permanently unlocks the container. - Paper only: optional paid recovery via Vault economy. If the player is both the lock owner and last user, has no matching key in hand or inventory, they get a clickable locksmith service fee prompt (or `/chestlockrecover confirm`) to unlock. Vault sounds are used for success/failure feedback. ### Player feedback messages - Opening a locked container with no key shows: `This chest is locked. You need the correct key.` - Opening a locked container with the wrong key shows: `Wrong key.` - Breaking a locked container without the correct key shows: `This chest is locked and cannot be broken.` - Break-attempt chat warnings are rate-limited to avoid spam when repeatedly attempting to break. - Successful lockpicking does not reveal the key name in chat (`Chest lock successfully picked.`). - Optional verbose lock/unlock chat can be toggled with: - Config: `messages.verbose-lock-actions` - Command: `/chestlock verbosemessages <on|off>` - Eligible paid recovery shows a clickable locksmith service fee prompt and `/chestlockrecover confirm` fallback. ## Lock picking !(https://i.imgur.com/7i5efl9.png) Three lock picks can be crafted and used to pick locked containers when you do not have the correct key. Attempts and lockouts are tracked per pick type, using the configured lockout scope. - Rusty pick: `copper ingot + tripwire hook + stick` (default 88% break chance). - Normal pick: `iron ingot + tripwire hook + breeze rod` (default 33% break chance). - Silence pick: `normal pick + silence trim + echo shard` in a smithing table (default 5% break chance). Lockout limit is a random roll between `lockpicks.limit.min` and `lockpicks.limit.max` (inclusive). The roll happens on the first pick attempt for that pick type and is stored on the lock until it is unlocked/destroyed. Lockout scope can be set to `chest` (shared across all players) or `player` (each player has their own lockout/attempts) via `lockpicks.lockout-scope`. On failed attempts, the player takes damage (defaults: 0.5/1/2 hearts for rusty/normal/silence). Rusty/normal lock out hard when over limit. Silence uses soft over-limit penalties and resets after `lockpicks.silence.penalty-reset-minutes`. The silence reset timer is anchored to the first over-limit attempt and does not extend with additional over-limit tries. The attempt limit roll, lockout tracking, and fail-damage rules apply in both lockpick modes (legacy RNG and minigame). In minigame mode, each `TURN LOCK` press counts as an attempt, and failed turns apply the configured pick damage. ### Lockpick modes - `lockpicks.minigame.enabled: false` -> legacy RNG mode (uses `open-chance` and `normal-key-chance`). - `lockpicks.minigame.enabled: true` -> pin minigame mode (default mode). ### Minigame mode - Opens a custom inventory UI (pins as columns, depths as rows). - Depth range is capped at 5 (`1..5`) for generated lock secrets and config values. - Left click: select depth for a pin. Right click: eliminate candidate. - `TURN LOCK` consumes one full attempt each press (attempt/break/damage rules apply on failed turns). - Success requires all selected depths to match the secret pinout. - Turn-distance meter is rendered on the bottom row of the minigame inventory (full width). - Bossbar feedback: - Normal fail: yellow turn distance, then red `Chest Locked!`, then reset. - Hard lockout fail: red `Locked Out` (no turn-distance animation). - Success: fills to full, flashes green `Chest Unlocked!`, then unlocks and opens the container. - Optional visual feedback alternative (inside GUI): - Bottom row meter (full width) fills with turn distance, then flashes red/green on fail/success. - Inventory title behavior: - Idle title: `Locked Chest` - During feedback events: title changes to status text (`Turn Distance`, `Chest Locked!`, `Locked Out`, `Chest Unlocked!`) with matching color - Returns to `Locked Chest` after the event - `lockpicks.
# OminousChestLock
!(https://i.imgur.com/lheQ9q9.png)
Paper plugin (1. 21. 0 --> 26. 2) and Fabric server mod (1. 21. 11 + 26. 2) that locks chests, double chests, barrels, and shulker boxes to a named Ominous or regular Trial Key, with an optional lockpicking minigame.
## How it works - Rename an ominous trial key in an anvil (example: `secretkeyname`). - Right-click a chest, barrel, or shulker box while holding that key to lock it. - Only players holding a matching named key can open, break, or otherwise interact with the locked container. - Locks are key-name based, not player based. Keys can be stolen or copied. - One player can lock only one container per key name at a time. - Different players can reuse the same key name for their own single container. - If two players use the same key name, either matching key can open either container. - Optional: normal trial keys can be enabled. The first successful open with a normal key arms the lock; the next successful open consumes the key and permanently unlocks the container. - Paper only: optional paid recovery via Vault economy. If the player is both the lock owner and last user, has no matching key in hand or inventory, they get a clickable locksmith service fee prompt (or `/chestlockrecover confirm`) to unlock.
Vault sounds are used for success/failure feedback.
### Player feedback messages
- Opening a locked container with no key shows: `This chest is locked. You need the correct key.`
- Opening a locked container with the wrong key shows: `Wrong key.`
- Breaking a locked container without the correct key shows: `This chest is locked and cannot be broken.`
- Break-attempt chat warnings are rate-limited to avoid spam when repeatedly attempting to break.
- Successful lockpicking does not reveal the key name in chat (`Chest lock successfully picked.`).
- Optional verbose lock/unlock chat can be toggled with:
- Config: `messages.verbose-lock-actions`
- Command: `/chestlock verbosemessages
## Lock picking
!(https://i.imgur.com/7i5efl9.png)
Three lock picks can be crafted and used to pick locked containers when you do not have the correct key. Attempts and lockouts are tracked per pick type, using the configured lockout scope.
- Rusty pick: `copper ingot + tripwire hook + stick` (default 88% break chance).
- Normal pick: `iron ingot + tripwire hook + breeze rod` (default 33% break chance).
- Silence pick: `normal pick + silence trim + echo shard` in a smithing table (default 5% break chance).
Lockout limit is a random roll between `lockpicks.limit.min` and `lockpicks.limit.max` (inclusive). The roll happens on the first pick attempt for that pick type and is stored on the lock until it is unlocked/destroyed.
Lockout scope can be set to `chest` (shared across all players) or `player` (each player has their own lockout/attempts) via `lockpicks.lockout-scope`.
On failed attempts, the player takes damage (defaults: 0. 5/1/2 hearts for rusty/normal/silence). Rusty/normal lock out hard when over limit. Silence uses soft over-limit penalties and resets after `lockpicks.silence.penalty-reset-minutes`. The silence reset timer is anchored to the first over-limit attempt and does not extend with additional over-limit tries.
The attempt limit roll, lockout tracking, and fail-damage rules apply in both lockpick modes (legacy RNG and minigame). In minigame mode, each `TURN LOCK` press counts as an attempt, and failed turns apply the configured pick damage.
### Lockpick modes - `lockpicks.minigame.enabled: false` -> legacy RNG mode (uses `open-chance` and `normal-key-chance`). - `lockpicks.minigame.enabled: true` -> pin minigame mode (default mode).
### Minigame mode - Opens a custom inventory UI (pins as columns, depths as rows). - Depth range is capped at 5 (`1.. 5`) for generated lock secrets and config values. - Left click: select depth for a pin. Right click: eliminate candidate. - `TURN LOCK` consumes one full attempt each press (attempt/break/damage rules apply on failed turns). - Success requires all selected depths to match the secret pinout. - Turn-distance meter is rendered on the bottom row of the minigame inventory (full width). - Bossbar feedback: - Normal fail: yellow turn distance, then red `Chest Locked!`, then reset. - Hard lockout fail: red `Locked Out` (no turn-distance animation). - Success: fills to full, flashes green `Chest Unlocked!`, then unlocks and opens the container. - Optional visual feedback alternative (inside GUI): - Bottom row meter (full width) fills with turn distance, then flashes red/green on fail/success. - Inventory title behavior: - Idle title: `Locked Chest` - During feedback events: title changes to status text (`Turn Distance`, `Chest Locked!`, `Locked Out`, `Chest Unlocked!`) with matching color - Returns to `Locked Chest` after the event - `lockpicks.
📊 Mod Details
- Game
- Minecraft Plugins
- Author
- cev-api
- Version
- 1.3.4
- Downloads
- 760
- Endorsements
- 3
- Category
- fabric
- Created
- 1/15/2026
- Updated
- 8/25/2026
- Game Versions
- 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4
- Tags
- game-mechanics, minigame, storage
🔧 How to Install Minecraft Plugins Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
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❓ Frequently Asked Questions
Which Minecraft Plugins versions does Ominous Chest Lock (& Lock Picking) support?
The author lists 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5. Other versions may work but are untested by the author.
What is the latest version of Ominous Chest Lock (& Lock Picking)?
Version 1.3.4, published 2026-08-25 with 760 downloads recorded at the source.
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