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The Forgotten Gates
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Seal any mod until it's earned — after a number of in-game days or by unlocking an advancement. Includes a randomizer and a setup screen for new worlds.
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The Forgotten Gates
Turn your game into a journey. The Forgotten Gates "seals" the mods you choose: until its seal breaks, a mod simply doesn't exist for the player.
Each seal breaks in one of two ways:
- ☀ Days — the mod unlocks for everyone after a number of in-game days
- ★ Advancement — the mod unlocks when the player earns a specific advancement (each player on their own)
🔒 While a mod is sealed
- JEI: its items and recipes are hidden
- Crafting: its recipes can't be crafted, and no machine or furnace lets you take its items
- Items: its items vanish from the inventory and can't be used or placed
- Blocks: its blocks drop nothing and can't be interacted with
- Loot: none of its items appear in chests, mob drops or fishing
- Mobs: its creatures don't spawn
- Structures: entering one of its structures sends you back outside
- Dimensions: travel to its dimensions is blocked
- Extra data: data a sealed mod adds to normal items (like Apotheosis affixes) is removed
Creative and spectator players are never blocked.
🌍 New world setup
The first time you join a new world, a screen asks how the mods should unlock:
- Same number of days for every mod (10 by default)
- Random days (between 1 and 100 by default)
- Random advancements
- Chaos — a random mix of days and advancements
- All free — no seals at the start
- Set it up myself — opens the seals screen
You can change everything later at any time.
🖥️ The seals screen
Type /gates (or set a key in Options → Controls):
- See every installed mod, whether it's free or sealed, and how long is left
- Mods are detected automatically — libraries without content are ignored, and mods added later show up on their own
- Operators (or the player in single player) choose for each mod:
- ☀ a number of days (0 = free from the start), with + / − buttons
- ★ an advancement, picked from a searchable list of every Minecraft and modded advancement
- Search bar and "Apply to all" for the mods shown
- Settings are saved per world
🎲 Randomizer
Three buttons to shake things up:
- Days — a random number of days for every mod
- Advancements — a random advancement for every mod
- Chaos — each mod randomly gets days or an advancement
The advancement randomizer checks dependencies: it looks at what each advancement needs (its mod, the items, blocks and mobs in its conditions, its parent advancements). A mod is never locked behind an advancement that needs a mod that is still sealed after it — so there is never an impossible loop.
The result is shown as a proposal: tweak it if you want, then click Save. Challenge advancements are left out by default.
📢 Announcements
- "✦ The seal of Create is broken! (after 10 days)"
- "✦ Player broke the seal of Create!"
⚙️ Configuration
config/forgotten_gates_days.json sets the defaults for new worlds:
default_days— days before a mod unlocks (10)mods— per-mod values, e.g.{ "create": 3, "cobblemon": 5 }ignored_mods— mods that are never sealedalways_unlocked— items that always stay freerandom_min_days/random_max_days— randomizer range (1 – 100)random_include_challenges— allow challenge advancements in the randomizerchaos_advancement_chance— chance (0–100) that chaos picks an advancement instead of dayslock_dimensions/lock_structures— also lock dimensions and structuressetup_reminder— show the new world setup screen
Use /gates reload to apply config changes without restarting.
📜 Skraumium edition
In my modpack Skraumium, The Forgotten Gates runs a special version: each seal is linked to a story quest. Players break the seals by progressing through the questline, and they can choose to skip a mod entirely by never completing its quest.
This quest-based version is exclusive to the Skraumium modpack.
📦 Requirements
- Minecraft 1.21.1 — NeoForge
- JEI (optional — for hiding sealed items)
- Install on both client and server
🇫🇷 En français
The Forgotten Gates « scelle » les mods de ton choix : tant que son sceau n'est pas brisé, un mod n'existe pas pour le joueur (objets, recettes, butin, créatures, structures, dimensions).
Chaque mod se débloque soit au bout d'un nombre de jours Minecraft, soit quand le joueur obtient un succès précis. Tout se règle en jeu avec /gates : un écran d'accueil au premier lancement d'un monde, un sélecteur de succès, et un randomiseur (jours, succès ou chaos) qui vérifie les dépendances pour ne jamais créer de boucle impossible.
Dans mon modpack Skraumium, une version spéciale lie chaque sceau à une quête de l'histoire. Cette version par quêtes est exclusive au modpack.
Made for my modpack Skraumium, but works in any game or modpack.
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