FAQs - LootrMinecraft/Lootr GitHub Wiki
Q: How do I get support?
A: Support is available on GitHub and Discord.
Q: What versions are supported?
A: Support varies.
Lootr is actively being developed for Minecraft 1.21.0 on the NeoForge and Fabric mod loaders. It's available for 1.21.0 (compatible with 1.21.1), 1.21.2 (not actively developed, compatible with 1.21.3) and 1.21.4 (actively developed).
New features are primarily released on 1.21.0, and are sometimes back-ported to Forge and Fabric 1.20.0 (compatible with 1.20.1).
Versions exists for 1.20.4 NeoForge and Fabric.
Bug fixes releases are made for 1.19.0 (compatible with 1.19.1 and 1.19.2), 1.18.2 and 1.16.5.
Releases have previously been made for 1.19.3, 1.19.4, 1.18.0 (compatible with 1.18.1) and 1.17 and are available on CurseForge.
Q: Is there a server-only version? Can I connect without installing it on the client?
A: No. Lootr is required on both the client and the server.
If you are looking for a server-only solution, LootIn by Lauriichan is available for Spigot-based servers.
Polymer
and PolyMC
allow you to run client-side mods as "server only", and a Polymer plug-in for Lootr specifically exists as PolyLootr
.
There are currently no plans for a NeoForge or Fabric-based "server only" version.
Q: How do I change what loot is generated by Lootr? How do I include loot from other mods in Lootr containers? How do I prevent loot from certain mods from appearing in Lootr containers?
A: Lootr uses identical code to Vanilla to generate loot. Generally speaking, if the seed is specified and the "randomize seed" configuration option is disabled, loot in Lootr containers will be identical to what would generate in Vanilla containers.
Lootr currently provides no functionality for modifying loot, as it simply creates a new container for loot to appear in.
If you wish to modify loot, you will need to modify the relevant loot tables either with a data pack or with such mods as LootJS and Loot Integrations.
For more advice, I'd recommend asking for advice in a Discord that has a channel for mod pack authors, as this is a common question amongst mod pack creators.
Q: How do I balance dungeon mods? I want to prevent players from going in and looting everything after the threat (monsters, traps) have been cleared.
A: Lootr provides several features to help with this:
- Loot table blacklists allow you to prevent specific containers from being converted into Lootr containers. You can access the loot table with the
/data get block
and using tab complete while targeting the container you wish to know the loot table of. - Certain containers (either by loot table, structure, etc) can be configured to "decay" a short time after they are first opened, at which point the next time the container is opened it will be destroyed.
Q: How do I prevent players from breaking containers?
A: By default, Lootr prevents players from breaking containers unless they are sneaking.
There are a variety of configuration options to adjust this:
- Breaking can be disabled entirely.
- Breaking can be enabled (removing all prompts).
- Breaking for fake players (such as mining turtles, digital miners, quarries, etc) can be enabled.
Q: What happened to the old textures? I do not like how the containers appear.
A: The "client" configuration (the lootr-common.toml
file for NeoForge, and the lootr.json
file for Fabric) have two configuration options:
- You can switch between the old textures and the new textures (the configuration option varies slightly for some versions).
- You can instead have all containers use Vanilla textures.
Q: The container from <random mod>
isn't converting!
A: By default, Lootr only converts Vanilla containers, but it can be configured to support other containers through tags if that container supports loot tables.
For examples of these, see:
Q: How do I add blocks for conversion?
A: As per the above question, the standard way to do this is through block tags
. You can see the default block tags in the Lootr source code.
Please note: As it currently stands in all recent versions of Lootr, the blocks included in the tag must provide a block entity that extends RandomizableContainerBlockEntity
. Any blocks added to this tag which do not provide this block entity extension will be discarded without notice.
These block tags are divided thus:
-
lootr:convert/barrels
for blocks that should be converted into Lootr barrels. -
lootr:convert/chests
for blocks that should be converted into Lootr chests. -
lootr:convert/shulkers
for blocks that should be converted into Lootr shulkers. -
lootr:convert/trapped_chests
for blocks that should be converted into Lootr trapped chests.
The other tags are as follows:
-
lootr:convert/blacklist
for blocks that shouldn't be converted (and that otherwise might be converted by inclusion in a relevant tag). This is consulted last, and thus is always applied. (This is not present in older versions of Lootr.) -
lootr:convert/custom_eligible
for blocks that are eligible to have the/lootr custom
and/lootr convert
commands run on them. (This is not present in older versions of Lootr.) -
lootr:convert/blocks
is a collection of the main four block conversion tags and does not need to be added to.
To add additional chests, you will need to create a data pack. I recommend MrBysco's Data Pack Tutorial.
For an example of how the data packs for BetterEnd and BetterNether are constructed, you can view the source of them here.
In older versions of Lootr, blocks can be added in the configuration through additional_chests
. In 1.16.5, the only way to add additional chests is through this configuration.
Q: Why are no Vanilla containers converting?
A: If your server has low TPS, it's possible that they are timing out before being converted.
Adjusting the maximum_age
(max_age
on some versions) to a higher value and restarting your server should resolve this issue. If it does not, please check out the Discord or file an issue on GitHub.
Please note that some structures (specifically the "axe chest" in the Vanilla woodland mansion) do not have associated loot tables and thus are not converted.
Q: How do I make a starter chest?
A: You can convert a chest (or barrel) into a "custom inventory" by placing items within it, then standing on top of it and using the operator command /lootr custom
.
If you wish to convert all chests in an area, there is the command /lootr convert <start> <stop>
.
Please note that, if you create a starter chest in your spawn area, it will be affected by Spawn protection, which will prevent non-operators from opening the chest.
Q: What other Lootr commands are there?
A: Check out the Lootr Commands page on the Wiki.
Q: How do I remove Lootr?
A: Removing Lootr will unfortunately also remove all containers from your world.
Q: What about Elytras?
A: By default, Lootr removes the item frame containing an Elytra from the end ship and instead places a chest below it. This chest is converted into a Lootr container by default, and will always generate with a single elytra in it.