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:
Creative and spectator players are never blocked.
The first time you join a new world, a screen asks how the mods should unlock:
You can change everything later at any time.
Type /gates (or set a key in Options → Controls):
Three buttons to shake things up:
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.
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 screenUse /gates reload to apply config changes without restarting.
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.
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.