TFMC

Thievery

Thievery is the server's in-house crime system. You can lock your own doors and chests with keys, and you can break into other people's doors, chests, display furniture and graves with lockpicks, pickpocket players, or hold someone up in a consensual timed robbery. Almost everything you do here can leave a clue pointing back at your character.

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Locking your own stuff

Protecting your own doors and containers.

  • Doors: hold a key (Iron Key or Gold Key) and sneak + right-click the door to lock it. Sneak + right-click again with the same key to unlock it; a wrong key is rejected. While locked, a door will not open (and cannot be broken) without the matching key.
  • Containers: you automatically own any container you place. Sneak + left-click a container you own to cycle its lock state: Private → Guild → Public → back to Private. Ender chests are excluded from the whole system.

Copying keys

Copying a key costs no crafting bench, just your own inventory.

Drag one item onto another directly in your inventory:

Copying a key to paper is on a 240-minute (4 hour) per-player, per-key cooldown.
Pick up (cursor)Click ontoResult
Clay Balla master keyKey Mold
Copper Ingota key moldCopper Key (permanent)
Papera master key or copper copyPaper Key (single-use, doors only)

Lockpicking

The offensive loop: breaking into someone else's stuff.

  1. Hold a lockpick (only one exists on this server: the Basic Lockpick Set) and right-click a closed, locked door within 3 blocks: or a lockable container, display furniture (artifact display, pedestal), or entity (armor stand, item frame, glow item frame).
  2. Doing this requires the "thief" character trait; without it you are told you lack the needed trait(s).
  3. A minigame starts: a 20-slot bar scrolls alongside your current risk. Right-click the door/container again to strike: land on a success slot (up to 3 wide) and avoid the break slots.
  4. Doors that are successfully picked enter a 60-minute unlock window during which anyone can open them.
  5. Containers and furniture do not hand you the contents directly on a success: you get a Steal GUI instead. You click slots to probe them; each probe risks breaking your lockpick, and each item you take costs budget points from your loadout.
  6. Graves work the same way as containers: right-clicking another player's grave opens the Steal GUI with a 10-point budget.

Pickpocketing and robbery

Taking directly from another player.

  • Pickpocketing: /pickpocket start, then right-click a target within 4 blocks. A Steal GUI of their inventory opens with a 10-point budget. The victim sees a warning subtitle (a rarer "critical" version names your character directly). Moving too far away ends it.
  • Robbery is opt-in: /robbery start on a target, who must run /robbery accept within 30 seconds or the request times out. Once accepted, the victim is frozen and cannot move; you get 120 seconds and a 30-point budget. Clicking their coin pouch takes 10 denar per click, shift-click 100.

Commands

CommandAliasesWhat it doesNotes
/thieveryNoneLists the player subcommands (loadout, clearclues).Use the subcommands below to manage your loadout and activities.
/thievery loadoutNoneOpens the 30-point steal-category loadout GUI.Requires the "thief" character trait, else you are told you lack the needed trait(s).
/thievery clearcluesNoneArms a right-click to wipe clues from one door or container.No permission check exists in the code for this command.
/pickpocketNoneShows pickpocket usage.None
/pickpocket startNoneArms a right-click to pickpocket a player within 4 blocks.Requires the "thief" trait.
/robberyNoneShows robbery usage.None
/robbery startNoneArms a right-click to demand a robbery from a player within 4 blocks.Requires the "bandit" trait.
/robbery acceptNoneAccepts a robbery demand aimed at you.No trait or permission needed: any player can accept.