

Thievery
Overhauls the vanilla block locking mechanic to use keys and lockpicking. Now with locked ruins!

Description
Thievery
Welcome to Thievery, a mod that overhauls the vanilla reinforcement system to allow for key usage and (if enabled) lock picking! Now with locked ruins!
Confirmed Compatibility:
CarryOn
Tera Prety
Better Ruins or any world gen mod that adds new structures through vanilla methods and/or doesn't alter vanilla generation code.
Part 1: Lock and Key
Lock and key is the first part of the Thievery system.
Features:
Keys: Keys can be smithed at an anvil out of any metal. When initially smithed, a key is unpaired, shift right clicking a reinforced and padlocked block (see vanilla reinforcement system) will open a dialogue to rename your key and pairs it to that block permanently. Keys can lock and unlock padlocked blocks with sneak+right click. Only the original locker of a block or a member of a a group that has been given permission can pair key to a block. Keys can be duplicated with a key pressing.
Key Pressings: Through clayforming you can make an unused key pressing, essentially a small pad of raw clay. With your paired key (or any nefariously obtained keys) right click the unused pressing to create a key pressing. Fire this in a pit kiln like normal to create a key mold that creates duplicates of your desired key.
Locktool: A locktool is a tool used to rekey blocks that have been locked with the same lock pattern as another block. Simply sneak+right click a block while on the copy tool mode to memorize its lock pattern and sneak+rightclick another block while on the paste mode to paste your lock pattern onto other blocks. Only the original locker of a block or a member of a group that has been given permission can copy or paste lock patterns onto blocks.
Lockpick and Tension Wrench: Lockpicks and Tension Wrenchs are small tools to allow the unauthorized unlocking of blocks. By default only Clockmakers and Malefactors have the knowledge necessary to use lockpicks. To pick a lock, hold your tension wrench in your off hand and lockpick in your main hand and hold sneak + right click on a locked block to begin picking it. As you pick you will damage your tools, and the stronger material the padlock is made of, the longer it will take. These tools can be smithed on an anvil out of tool metals. See the lockpicking handbook entry for guidance on the mini game. See in game handbook for lockpicking guide.
XSkill Integration: WIP (I have decided that I am going to just write a companion mod for this as adding it without making it a dependency has been a huge headache, because of this though, it is going to go into lower priority and will be worked on after part 2 and 3 are done)
ConfigLib Support: Supports config lib to allow server owners to fully configure lockpicking behavior.
Ruins can generate with locked doors and containers requiring lock picking to get into them. Optionally ruins can be set to generate reinforced building blocks requiring lockpicking or finding weak points to get in.
Future plans:
Potentially do unique models for each key metal type.
NOTES: I highly recommend keeping a backup key IN your house hidden somewhere in case you die in the wilds and drop your key and have your spawn point set inside your locked house.
Part 2: Sticky Fingers and Loose Purses
Features:
Malefactors (configurable to any trait) can pick the pockets of other players. Hold sneak + right click while behind someone to start picking their pocket and on success (configurable chance) you will steal one item from their back pack. If you do not succeed there is a configurable chance that they will be notified of the intrusion!
Xskill Integration will come for this to have a Thief class that gets bonuses to this feature.
Part 3: Thief's Downfall (NOT IMPLEMENTED WIP)
Features:
Traps and trappable blocks.
Trap Detection and Disarming
Current configuration options can be changed in the thieveryconfig.json file located in your modconfig folder after launching a world with the mod installed once.
Lockpicking & Tool Damage Settings
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LockPicking: (Default: true) – Master switch for enabling or disabling the lockpicking system.
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PadlockDifficulty (1–100): Sets the difficulty rating for a padlock. If the minigame is off, this value affects how long it takes to pick the lock.
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LockPickDamageChance: Chance that tools (lockpicks/tension wrenches) take damage when the minigame is off. By default, 10% every 4 seconds.
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LockPickDamage: Amount of damage tools take if a damage check succeeds when the minigame is off.
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RequiredTraits: List of traits that grant the ability to pick locks. (delete all entries in the brackets to allow every class to pick locks.)
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AgedKeyDamageChance: Chance an aged key takes damage when used.
Ratings & reviews
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