Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Locked Cargo
Lock your ships like a ward. Owners lock and unlock at the cargo or rudder; while a ship is locked, only the owner, players on the ship's list and admins can steer, open the cargo or take the ship apart. Every player and the server need the mod.
By Zenaug
CHANGELOG
Changelog: Locked Cargo
0.3.1 (2026-10-17)
P-SHIPLOCK-06. A fix release: a 0.3.0 player can still join a 0.3.1 server (minor version matches). Not yet on Danaheim.
- Inside someone else's ward, the ship's owner, permitted players and admins (with admin bypass on) no longer see "No access" on ship parts that check the ward themselves, and can use them: LongshipUpgrades' Hull and other parts, its trophy stand and turrets, a map table on the ship, and cargo boxes that check wards.
- Vikings_Village kilns: when a locked ship's cargo is the nearest chest to a kiln or smelter, villagers now use the next nearest chest instead of none.
- Added AI-assistance disclosure (README and assembly metadata) for publishing.
0.3.0 (2026-10-16)
P-SHIPLOCK-05. Not yet on Danaheim. Every player and the server need 0.3.x (minor version must match).
- Inside someone else's ward, the ship's owner, its permitted players and admins (with admin bypass on) can steer, open the cargo, use the ship's other parts, deconstruct and repair it, locked or unlocked, with no ward refusal. ProtectiveWards used to let only the ship's last helmsman through. Everyone else is still stopped by the ward and the lock, and nothing changes for pieces that are not part of a ship.
- Vikings_Village villagers no longer take items from (or return items to) a locked ship's cargo.
0.2.0 (2026-10-16)
P-SHIPLOCK-04. Not yet on Danaheim. Every player and the server need 0.2.x (minor version must match).
- New setting in Configuration Manager: "1 - General" / "Admins bypass ship locks" (default on). Synced from the server; only admins can change it; takes effect at once. Off: admins and the host are treated like any player.
- The lock toggle (Shift+E, i.e. AltPlace + Use) now also works at the rudder of every ship, with the same rules as on the cargo. The rudder hover shows the lock lines and the available action.
- The ship's owner (and an admin while admin bypass is on) can lock and unlock their own ship inside someone else's ward. Others still cannot claim an ownerless ship or add themselves there.
0.1.0 (2026-10-16)
First build (P-SHIPLOCK-03). Not yet on Danaheim.
- Ward-style ship lock. The ship's builder owns it; Shift+E (AltPlace + Use) on the cargo locks or unlocks.
- While unlocked, other players use Shift+E on the cargo to add or remove themselves, as on an inactive ward.
- Ships from the ship construction site have no owner; the first player to Shift+E the cargo claims and locks it.
- While locked, only the owner, permitted players and admins can steer, open the cargo, deconstruct, repair or use anything else on the ship. Seats and ladders stay open. Weapon damage is not blocked, as with a ward.
- Craft-from-containers, MultiUserChest, ItemHopper and GorilaChestMod cannot reach a locked ship's cargo for players without access.
- New ships start locked; ships that existed before the mod start unlocked and show "Unknown owner" until their builder interacts with them.
- Every player and the server must have the mod (Jotunn: EveryoneMustHaveMod, minor version must match).