CurseForge · Minecraft mod
classroadout
Self-service 5-slot loadouts, OP whitelists/presets, resupply gadgets, cover, ammo grants, and a spawn kit — a standalone gearing system for any server.
Quick answer
Which classroadout release should I use?
classroadout classloadout-0.5.2.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is classroadout required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does classroadout classloadout-0.5.2.jar need?
classloadout-0.5.2.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add classroadout without breaking your instance.
Built for classroadout classloadout-0.5.2.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use classloadout-0.5.2.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside classloadout-0.5.2.jar. It opens that exact file at the source.
About this project
What does classroadout add?
Class Loadout
A standalone gearing system for Minecraft 1.20.1 (Forge) — no dependency on any squad/party mod. Every player builds their own personal loadout by assigning an item to each of five slots (main weapon / sidearm / throwable / gadget / melee), but only from items an OP has whitelisted for that specific slot. Whatever a player's loadout currently holds is instantly equipped into hotbar slots 0-4 the moment they set it, and again on every respawn.
Admins can also define presets through a GUI editor that players can apply as a starting point and keep tweaking slot by slot, plus curate a global spawn kit (items every player always gets on respawn) and a death-clear protected-items list.
Features
- Self-service personal loadout — 5 slots (main / sidearm / throwable / gadget / melee), picked by the player from the death screen or from a placeable Loadout Station block (no need to die to re-gear).
- OP-curated whitelists — per-slot allow-lists enforced server-side, not just a GUI filter.
- Presets — admin-defined starting-point kits players can apply and then keep customizing.
- Ammo grants — attach an ammo item + count to any whitelisted item; equipping it also grants that ammo on respawn.
- Spawn kit — items/counts an OP configures to be handed to every player on every respawn, unconditionally, independent of the loadout system.
- Resupply gadgets — placeable and throwable health/ammo packs that heal or resupply nearby players over time.
- Cover — a placeable 1000-HP crouch barrier for battlefield cover.
- Optional on-death inventory clear — wipe the whole inventory on respawn (pairs with
keepInventory true), except items on an OP-curated protected list. - TACZ / SuperbWarfare integration (optional) — pick a specific TACZ gun (not just the generic item) or individual TACZ ammo type for a loadout slot; resupply gadgets top up ammo/magazines for both mods automatically. Neither mod is required — Class Loadout works fine without them.
How it works
- Everything is driven by the
/classcommand tree and in-game GUI editors — no external config editing needed for day-to-day use. - Server-authoritative: all loadout/whitelist/preset/spawn-kit data lives in world save data, and every mutation is validated server-side, so a hand-typed command can't bypass what the GUI allows.
- Lightweight networking: only a couple of tiny "open this GUI" trigger packets; everything else rides on vanilla commands.
Requirements
- Minecraft 1.20.1, Forge 47.3.12+
- Required on both client and server (GUI screens + server-authoritative logic)
- Optional soft dependencies: TACZ, SuperbWarfare (enables gun/ammo-specific features if installed; the mod runs fine without either)
Configuration
Server config at world/serverconfig/classloadout-server.toml — resupply radius/interval/amounts, pack/cover lifetimes and per-player limits, throw cooldown, on-death inventory clear toggle. Full list and defaults in the README.
Links
- Source & full documentation (commands, GUI reference, config, design notes): https://github.com/okonomiyak/classloadout
- Issues / feature requests: https://github.com/okonomiyak/classloadout/issues
- License: GNU GPL-3.0-only
Project description from CurseForge.
Pick your setup
classroadout by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
classroadout versions and loaders
classloadout-0.5.2.jar
15 Aug 2026
classloadout-0.5.0.jar
14 Aug 2026
classloadout-0.4.0.jar
9 Aug 2026
classloadout-0.3.0.jar
7 Aug 2026
classloadout-0.2.0.jar
6 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.