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Mineforgian

Lockout Bingo

A bingo-based mod for Minecraft

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Подписчики
2
Обновлён
26 июня 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 22 мая 2026 г.

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Gamemodes

Lockout: 2 teams race to finish 13 out of 25 goals. Once a goal is completed, the other team cannot complete the same goal.

Blackout: Everyone works together to complete all 25 goals. This gamemode excludes any opponent-based goals.

Blackout Versus: 2 teams race to finish all 25 goals. Both teams can complete the same goal, it's first to 25 to win.

Goal Rush: Start a game initially with 25 goals, but upon completion of a goal, another goal will take its place. Race against a timer or be the first to reach a certain score to end the game. This gamemode can be played individually, cooperatively, or competitively.

More game modes in upcoming updates!

Goal Filtering

For goals to be selected on the board, they must go through three phases. There are two exceptions however. The first exception is the Goal Rush gamemode, where goals only go through the first phase and ignore the rest of the phases. The second exception is if the setting enable_goal_filter is disabled, only the first phase happens.

Phase 1: Difficulty Selection. Based on the setting goal_difficulty_filter, the difficulty selection can be set to Easy, Normal, Hard, or Random. This setting determines which goals are most likely to be selected. The selection occurs by mapping each goal's difficulty (ranging from 0 to 25) to a weight using a normal distribution curve. At Easy, goals with difficulties between 0 and 9 are most likely to be selected; at Normal, goals with difficulties between 2 and 17 are most likely to be selected; at Hard, goals with difficulties between 12 and 25 are most likely to be selected; and at Random, all goals have an equal chance of being selected.

Phase 2: Goal Limits. As the 25 goals are being selected, there are certain limits that determines whether the goal is selected or not. Every goal falls under a goal category (Obtain, Wear Armor, Locate Biome, Kill Mod, etc.), and each category has a maximum number that can every appear on the board. If this maximum limit for a goal's category has been reach, the goal cannot be selected. The same applies for goals that require the Nether, the End, and other goals such as Obtain X Unique Items or Collect All Goals.

Phase 3: Goal Tags. Some goals require you to find a biome or a structure. Other goals require certain items or mobs from specific biomes. These goals will have certain Goal Tags attached to them, such as Locate Deep Dark, Locate Rabbit Spawning Biome, Locate Trail Ruins, etc. In order to select goals that are playable, they are only selected if their biome or structure is within a certain radius of blocks from 0, 0. The distance filtering depends on two settings: filter_distance and filter_distance_type. filter_distance determines the radius that the filter will check for biomes and structures and filter_distance_type determines how the filter will calculate that distance. filter_distance_type has two options: circular and square. circular uses Euclidean distance to check for valid locations and square uses Chebyshev distance to check for valid locations (essentially a square around 0, 0). For example, with a setting radius of 1000 set to a square distance type, the "Locate Ocean Monument" goal will only be on the board if an ocean monument is within -1000, -1000 to 1000, 1000.

If a goal passes all three phases, it is added to the goal board.

Commands

Use /lockoututil to access general commands.

/lockoututil reloadcache: searches the seed and saves the location of biomes and structures. This reduces the loading time at the start of a game.

/lockoututil goal award <id> <player>: awards a goal completion to the specified player (an id of 0 being the first goal and 24 being the last goal, left-to-right and top-down).

/lockoututil goal revoke <id>: revokes the specified goal from whoever completed it.

/lockoututil score add <team> <count>: adds points to the specified team (where 1 represents team 1 and 2 represents team 2). If count is not specified, 1 point is added to the specified team’s score.

/lockoututil score subtract <team> <count>: subtracts points from the specified team. If count is not specified, 1 point is subtracted from the specified team’s score.

/stopfreeze: stops the initial start countdown and unfreezes every player, starting the game immediately.

Use /blackout to access Blackout commands.

/blackout solo: starts a solo game of Blackout.

/blackout coop <team>: starts a cooperative team game of Blackout.

/blackout versus <player1> <player2>: starts a player vs. player game of Blackout.

/blackout teams <team1> <team2>: starts a team vs. team game of Blackout.

Use /goalrush to access Goal Rush commands.

/goalrush solo: starts a solo game of Goal Rush.

/goalrush coop <team>: starts a cooperative team game of Goal Rush.

/goalrush versus <player1> <player2>: starts a player vs. player game of Goal Rush.

/goalrush teams <team1> <team2>: starts a team vs. team game of Goal Rush.

/goalrush win_condition score <points>: view/change the Goal Rush win condition to a score with a set score.

/goalrush win_condition timer <seconds>: view/change the Goal Rush win condition to a timer with a set time limit.

Use /lockout to access Lockout commands.

/lockout versus <player1> <player2>: starts a player vs. player game of Lockout.

/lockout teams <team1> <team2>: starts a team vs. team game of Lockout.

Use /lockoutrule to change certain game rules.

/lockoutrule enable_goal_filter <T/F>: controls whether or not to filter goals based on goal limits, distance, and other filters. By default, set to true.

/lockoutrule filter_distance <range>: sets how far in blocks from (0, 0) to check for biomes and structures. By default, set to 1000.

/lockoutrule filter_distance_type <type>: sets how to calculate the distance (circular or square). Circular checks for biomes and structures within a circle with a radius of filter_distance centered at (0, 0). Square checks for biomes and structures within a square with a half-length and half-width of filter_distance centered at (0, 0). By default, set to square.

/lockoutrule freeze_time <seconds>: sets how long the start countdown should be at the beginning of a game where players are frozen, in seconds. By default, set to 30.

/lockoutrule goal_difficulty_filter <difficulty>: controls what kinds of goals are preferred (easy, normal, hard, or random). By default, set to normal.

/lockoutrule limit_debugging_info <T/F>: toggles how much information is shown on the server console about what is going on behind the scenes. By default, set to true.

/lockoutrule reset_inventory <T/F>: controls whether or not to reset every player's inventory before the start of each game. By default, set to true.

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History

1.0 - Released May 31, 2024 (Lockout)

2.0 - Released May 12, 2025 (Blackout)

2.1 - Released October 12, 2025 (Blackout Versus)

3.0 - Released May 22, 2026 (Goal Rush)

3.1 - Released June 24, 2026 (Bonus Goals & Goal Tooltips)

Ченджлог

3.1-fabricРелиз26.2 · 26 июня 2026 г.

Lockout Bingo 3.1, now on Fabric.

Find the changelog here: https://modrinth.com/mod/lockout-bingo/version/3.1-neoforge

3.1-neoforgeРелиз26.2 · 24 июня 2026 г.

A new update with improvements for the Goal Rush gamemode along with a major quality of life feature: goal tooltips. The mod has been updated to Minecraft 26.2.

Goal Rush Improvements

Initially, Goal Rush would discourage players from going for harder goals and only aiming for easy, short-term goals. To counteract that and give more motivation for completing harder goals, Goal Rush now has a chance to make certain goals become bonus goals.

  • Goals have a chance of becoming bonus goals if the win condition is set to score OR is set to a timer longer than 10 minutes. If that is satisfied, goals are given bonuses as such:
    • After 5 minutes of play time, a timer is started ranging from 4 to 9 minutes. After the timer expires, a goal WILL be selected to gain bonus points.
    • The chance that a goal is selected (out of the 25) to gain bonus points is proportional to its difficulty, meaning harder goals will be more likely to gain bonus points
    • When a goal is selected to gain bonus points, the number of extra points is also proportional to the difficulty of the goal, starting from 1 extra point and going up to 6 extra points for the hardest goals (this range may be tweaked in the future)
    • When a goal is selected to gain bonus points, it will be announced in chat. Hovering over the goal's name in chat or hovering over the goal on the board will show how many extra points it will give the player upon completion.
    • Upon completion of a bonus goal, the extra points are added to the team's score along with the 1 point the team would have gotten without the bonus. The completion chat message will also show the bonus points if hovering over the goal's name.
    • Bonus goals have a golden frame around them on the board
    • There can only be a maximum of 5 bonus goals on the board at one time
  • Whenever a new goal is added to the board, a chat message indicates which goal was added

A goal with bonus points:

bonus demo

Goal Tooltips

This update introduces goal tooltips, which shows extra information on a player's progress towards a goal. These tooltips only show up for goals that require more than one item, action, or advancement.

For example, Eat 24 Unique Foods will now show which food items have been eaten so far:

Tooltip demo 1

If the tooltip gets big enough and requires more than 6 items to be listed, it will be hidden unless the player holds Shift while hovering over the goal:

Tooltip demo 2

These tooltips also appear for multiple-mob goals, such as Breed Unique Animals:

Tooltip demo 3

Tooltips also appear for goals requiring a certain count, not just uniqueness, such as Kill Mobs or Complete Advancements goals:

Tooltip demo 4 Tooltip demo 5

Another goal tooltip, this time with bonus points:

Tooltip demo 6

New Goals

  • Obtain Chiseled Cinnabar
  • Obtain Sulfur Brick Slab
  • Obtain Potent Sulfur
  • Obtain Bucket of Sulfur Cube
  • Locate a Sulfur Cave
  • Visit More Biomes Than Opponent
  • Take a Bath in a Sulfur Pool
  • Hit a Block Absorbed Sulfur Cube
  • Give Soul Soil to a Sulfur Cube
  • Give TNT to a Sulfur Cube
  • Put Out a Campfire
  • Light a Campfire
  • Light a Candle
  • Set Leaves on Fire

New Features

  • Added versus commands for Blackout and Goal Rush
    • The versus command acts similar to the teams commands for the gamemodes, but it works for 1v1s. This doesn't require players to create teams for 1v1 games
  • Renamed /lockout start to /lockout versus, to maintain consistency
  • Added a new goal tag, more_than_opponent, with the following goals:
    • Have More Experience Than Opponent
    • Visit More Biomes Than Opponent

Goal Changes

  • Added Bounce music disc to Obtain 1 Music Disc goal
  • Renamed "Die to mob" goals to "Get Killed by mob"
  • Added Copper Hoe as a candidate for Break a Hoe goal
  • Reach Sky Limit goal now only works if the player is at the Overworld's max height or above
  • Use Glow Ink Sac on Sign goals now work for standing and wall signs (previously only worked for standing signs)
  • Increased Cook Food on a Campfire goal's difficulty to 2 (up from 1)
  • Break a Hoe goal now has new goal icons
  • Fully Charge a Respawn Anchor goal's icon is now a fully charged Respawn Anchor (instead of an uncharged one)
  • Added Breed Nautilus goal to the ocean goal tag
  • Added the following goals to the nether goal tag
    • Obtain More Magma Blocks Than Opponent
    • Obtain More Soul Torches Than Opponent
    • Breed Hoglins
    • All brew potion goals
    • Locate a Bastion
    • Locate a Fortress
    • Locate a Stronghold
    • Enter the Nether
    • Get "Subspace Bubble" Advancement
    • Visit All Nether Biomes
    • Ride a Happy Ghast
  • Added Locate End City goal to the end goal tag
  • Added Obtain 3 Stone Types to the unique goal tag

Changes

  • Goal Rush can now have opponent-related goals if playing against a player or team
    • Opponent-related goals will be ignored if playing a solo or coop game
  • The board hud overlay will now shift down if the player has any active effects
    • Previously the board overlay would hide the effect icons, this should prevent that
  • Removed Player Tracker compasses
  • Removed custom piglin bartering trades
    • Piglin bartering will follow vanilla rates

Bug Fixes

  • FIxed goals not being loaded on server restart
    • This would cause a blank board whenever starting a game after a server restart
  • Fixed Break Shield goal not being detected properly
  • Fixed Fill an Armor Stand with Armor goal not being detected properly
  • Fixed entity-related goals not working with nametagged mobs
  • Fixed Place a Book in a Chiseled Bookshelf goal sometimes being granted if a book was taken out
  • Fixed a crash occurring when modifying a team's score with the /lockoututil score command
  • Fixed certain trackers not being updated during Goal Rush
    • Trackers are what the mod uses to keep track of what the player has eaten, which mobs the player has bred/killed, which biomes the player has visited, etc.
  • Fixed the goal filter's search origin not being saved on world reload
3.0.1-fabricРелиз26.1.2 · 12 июня 2026 г.

Lockout Bingo, now in Fabric!

This version is exactly the same as 3.0.1-neoforge. For it's changelog, view it here: https://modrinth.com/mod/lockout-bingo/version/3.0.1-neoforge

3.0.1-neoforgeРелиз26.1.2 · 8 июня 2026 г.

A minor update for version 3.0. This update contains several changes, optimizations, and a new rule setting.

Goal Changes

  • Breed Camels goal now searches for a Desert biome for selection
  • Added distance traveled by Happy Ghast and Nautilus to the Travel 1k by Vehicle goal
  • Fishing goals are now much easier, now only needing to catch 1 or 10 fish

New Game Setting

  • filter_search_origin: Set the coordinates at which the seed searching should originate from (default: 0, 0, 0). It is from this point where the mod will also search for biomes and structures to decide a goal's selection on the board based on the filter's range.

Changes

  • While frozen, players can no longer attempt to sprint
  • Seed cache containing biome and structure locations in the world is now always cleared before caching again
  • Heavily optimized the biome search function, so the initial wait when starting the first game in a world should take half the time it took previously
  • Improved how Goal Tags are used to filter for goals
  • Removed unnecessary structure tags

Bug Fixes

  • Fixed an issue where a player joining a world, after a game has ended, would not be able to move
  • Fixed accidentally resetting a player's inventory and stats on the client-side whenever rejoining a server with a game running
    • This would cause a "ghost inventory" whenever a player rejoined the server, which is now fixed
  • Fixed several null usage cases
3.0-neoforgeРелиз26.1.2 · 22 мая 2026 г.

Introducing a new gamemode: Goal Rush! The mod has been updated to Minecraft 26.1.2.

New Gamemode

Goal Rush is a unique challenge where you are initially given 25 goals, but upon completion of a goal, it gets replaced by another goal. This gamemode comes with two separate win conditions (by default, set to a timer). Either complete the most goals in a set amount of time or be the first to reach a set score to win! Goal Rush can be played solo, as a team, or against another team.

Goal Rush

  • Several goals will not appear in a Goal Rush game:
    • Any "Obtain more ... than the opponent" goals (including having more experience points than opponent)
    • Any opponent-based goals
  • Goal Rush will have no goal filtering besides the blacklisted goals
  • New commands have been added for the gamemode (accessed by using /goalrush)
    • solo: Start a solo game of Goal Rush
    • coop <team>: Start a cooperative game of Goal Rush
    • versus <teamA> <teamB>: Start a competitive game of Goal Rush between two teams
    • win_condition: View the current win condition for a Goal Rush game (default: timer of 20 minutes)
      • The win condition can be changed by specifying either score or timer with the same command
      • The win condition can be further changed by specifying a specific score or a specific time to end a game
      • If a versus Goal Rush game is set to have a win condition by a timer, but both teams' scores are tied when the timer hits zero, a sudden death takes affect. During sudden death, the first team to complete a goal will win.

New Goals

Obtain Goals

  • Obtain Chiseled Resin Bricks
  • Obtain 5 Unique Wood
  • Obtain Bush
  • Obtain All Chicken Eggs
  • Obtain Creaking Heart
  • Obtain Copper Bars
  • Obtain Copper Chain
  • Obtain Copper Chest
  • Obtain Shelf
  • Obtain Golden Dandelion
  • Obtain All Nuggets
  • Obtain Bundle
  • Obtain All Dyed Bundles
  • Obtain Harness
  • Obtain Dried Ghast
  • Obtain Nether Star
  • Obtain Beacon
  • Obtain All Copper Tools
  • Obtain Every Type of Spear
  • Obtain Nautilus Armor
  • Obtain Every Type of Nautilus Armor

Entity Goals

  • Breed Nautilus
  • Trade with a Villager
  • Attack a Creaking
  • Ride a Happy Ghast

Other Goals

  • Wear Copper Armor Set
  • Get Breath of the Nautilus
  • Drop a Bucket Into Water
  • Summon a Copper Golem
  • Put a Bundle in a Bundle
  • Place a Book in a Chiseled Bookshelf

New Features

  • All randomness is now based off the world seed
    • Starting a game in two worlds with the same seed and rule settings will always give the same goal board
  • A brand new difficulty system has been implemented for goal selection
    • Goal difficulty filtering is still controlled by the lockoutrule command: goal_difficulty_filter
    • The goal difficulties are still the same, easy, normal, hard, random, but now the filter follows a truncated normal distribution to select goals. This results in much easier goals being selected for easy filter and much harder goals for hard.
    • When the goal filtering is set to random this difficulty-based selection is neglected and the goals are shuffled and selected randomly
    • Along with the new difficulty filtering system, the majority of goals have had their difficulties readjusted and balanced
    • A list of all the goals, their difficulties, and other stats can be found on this spreadsheet: https://docs.google.com/spreadsheets/d/1iHwkswuP4jHoH8m0q09K0LUTUei9IMnLLvZAik6GUk8/edit?usp=sharing
  • Added a new Lockout rule (accessed by using /lockoutrule ...:
    • enable_compass: Enable/disable compasses for team-based games (default: false)
  • Added a new goal textures for several goals
    • Summon an Iron Golem
    • Get "Crafters Crafting Crafters" Advancement

Changes

  • Piglin bartering pearl loot now drops between 4 to 8 pearls
  • Added Pale Oak-related blocks to wood-related goals
  • Added missing banner patterns to its obtain goal
  • Added missing flowers to its obtain goal
  • Added missing music discs to its obtain goal
  • Added copper tools and horse armor to its respective obtain goals
  • Added netherite horse armor to its obtain goal
  • Added the different types of spears to its respective obtain tool goals
  • Renamed "Obtain Chain" goal to "Obtain Iron Chain"
  • Added Collect All goal tags to goals which were missing them
  • Added and increased goal limits for several categories
    • Obtain goals now have a max of 10 (previously: 5)
    • Locate structures have a max of 3 (previously had no limit)
    • Locate biomes have a max of 3 (previously had no limit)
    • Opponent-based goals now have a max of 5 (previously: 4)
    • Miscellaneous goals now have a max of 11 (previously: 10)
  • Renamed commands:
    • lbrules -> lockoutrule
    • lockoutbingo -> lockoututil
  • Renamed Lockout rules and modified default values:
    • enableFilter -> enable_goal_filter
    • filterDistance -> filter_distance
    • filterDistanceType -> filter_distance_type
    • freezeTime -> freeze_time
    • goalDifficulty -> goal_difficulty_filter (now defaults to normal)
    • limitDebugging -> limit_debugging_info (now defaults to true)
    • resetPlayers -> reset_inventory
  • Changed some commands' argument names for better clarity
  • freeze_time no longer has a maximum value
  • The reset_inventory rule now only affects resetting player inventories whenever a game starts
    • Player food levels, experience, advancements, and other stats will now always be reset
  • Renamed util command reloadCache to reloadcache
  • The mod's custom rules (Lockout Rules) are now saved per world (meaning they persist if you close the world and open it again later)
  • Updated mod banner
  • Cleaned up server-client packets

Fixes

  • fixed a crash when setting a goal with a negative difficulty

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