Screenshot 1 of 5. A player stands on grass beside birch trees holding a wooden sword and bread, as given by Starter Kit.
What Starter Kit works with.
| Platform | Java Edition |
|---|---|
| Loaders | Fabric, Forge, NeoForge, Quilt |
| Minecraft versions | 1.12.2, 1.16.5, 1.17.1, 1.18.2, 1.19.4, 1.20.6, 1.21.11, 26.1.2, 26.2, 26.3 |
| Environment | Server |
Starter Kit is a starter kit mod for Fabric, Forge, NeoForge and Quilt. It hands configurable items to players the first time they join a world, whether on a dedicated server or in singleplayer. The mod works server-side only, which keeps modpack and server setups simple.
Loaders and versions
- Fabric and Quilt: Minecraft 1.18.2 to 26.3. The newest build requires Collective.
- Forge: Minecraft 1.12.2 to 26.3. The newest build requires Collective.
- NeoForge: Minecraft 1.20.1 to 26.3. The newest build requires Collective.
What a kit can hold
Items can go into any inventory slot, the offhand and the armour slots. Active potion effects are saved with the kit and applied to new players. Items in Curios and Trinkets slots are stored and returned too, without requiring either mod. Each kit can also run commands when it is given, such as granting a skill, with one file per kit in the commands folder. Kit names, descriptions and the choice text can be translation keys, which suits multilingual modpacks.
The mod tracks who has never joined before, so it also works on existing worlds. If another mod adds guide books, the addExistingItemsAfterKitSet option decides whether they are kept after the kit is set or removed. Optional support for FTB Team Islands re-sets the kit after the create island command.
Multiple kits and commands
With several kits, one is picked at random on first join (weights are configurable), or the player chooses. A choice screen needs the mod on the player's side as well. Without it, players pick through commands. Both /starterkit and /sk work.
- /sk add (kit_name) adds your current inventory to the active kits.
- /sk set (kit_name) makes your current inventory the only active kit.
- /sk give <player> (kit_name) gives a player a random or specific kit.
- /sk activate <kit_name> moves a kit, or all kits, from inactive to active.
Setting up your first kit
- 1.Install a matching loader, using the guide on installing Fabric or Forge and NeoForge if needed.
- 2.Put the mod file and Collective in the mods folder and start the world.
- 3.Arrange your inventory the way new players should receive it.
- 4.Run /sk set followed by a kit name, then join with a fresh player to test it.
Questions about Starter Kit.
4 questions
Does Starter Kit need to be installed on players' computers?
No. The mod runs server-side only, so players can join without it. The one exception is the kit choice screen, which appears only for players who also have the mod. Everyone else can choose a kit through the server commands instead.
Does Starter Kit work on an existing world?
Yes. The mod uses its own tracking to detect which players have never joined before, and that tracking is compatible with existing worlds. Players who have not yet joined since the mod was added will receive the kit on their first visit.
Can players get the kit again after dying?
Yes, but it is off by default. Enable giveStarterKitOnRespawn and players receive the last kit they got whenever they respawn. The option does nothing if the keepInventory gamerule is enabled.
Can I give players different kits at random?
Yes. Add several kits with /sk add and leave randomizeMultipleKitsToggle on. One kit is picked per new player, and randomKitWeights lets you make some kits more likely, for example warrior:5,wizard:1.








