Kit overview¶
A kit contains:
id: stable identity used by commands, progress, and permissions;name: display name that can change without changing the ID;uses: number of claims allowed per player;cooldownSeconds: delay between claims;description: optional administrative description;accessMode:publicorpermission_required;items: copy of the items captured from the inventory.
Important rules¶
- renaming a kit does not change its ID or permission node;
- changing uses does not automatically restore previously consumed uses;
- changing the cooldown does not rewrite an already persisted next claim time;
- deleting a kit preserves orphaned player history;
giveis an administrative delivery and consumes neither uses nor cooldown;claimalways checks uses and cooldown;publickits do not query permissions;permission_requiredkits use the configured backend;resetis the explicit operation for restarting progress.
This behavior prevents an administrative edit from silently restoring kits for every player.
Simple access without groups¶
The mod does not create groups or automatically assign every player to one.
For a kit such as starter, mark it public. Keep rank, event, or staff kits
restricted and assign their nodes through the built-in system, FTB Ranks, or
another Forge/NeoForge handler.
New kits and legacy kits without accessMode are restricted by default. An
administrator must publish each kit explicitly.
Data integrity¶
JSON writes use atomic replacement. If an invalid document is detected, the
original is preserved with a suffix similar to .corrupt-<timestamp>.bak
instead of silently being treated as empty.