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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: public or permission_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;
  • give is an administrative delivery and consumes neither uses nor cooldown;
  • claim always checks uses and cooldown;
  • public kits do not query permissions; permission_required kits use the configured backend;
  • reset is 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.