🎁Loots

Loots can be used to specify when to drop a particular item.

You can decide to create different loot types:

  • blocks

  • mobs

  • fishing

For example this is the loots category of a .yml file I created.

loots:
  blocks:
    ruby_ore:
      type: iasurvival:ruby_ore
      items:
        ruby:
          item: iasurvival:ruby
          min_amount: 1
          max_amount: 2
          chance: 100
    nether_quartz_ore:
      type: NETHER_QUARTZ_ORE
      drop_only_first: true
      items:
        crystal:
          item: iasurvival:crystal
          min_amount: 1
          max_amount: 2
          chance: 10
        knowledge_fragment:
          item: iasurvival:knowledge_fragment
          min_amount: 1
          max_amount: 2
          chance: 15

This example has two loots in blocks category.

First one is called ruby_ore (you can call them as you prefer), this will drop a itemsadder:ruby item when you break a custom block of type iasurvival:ruby_ore with a minimum amount of 1 and maximum amount of 2 with 100% chance.

The second one is a loot from a vanilla block. As you imagine it will drop a crystal or a knowledge_fragment when the player breaks a NETHER_QUARTZ_ORE. These drops are decided by ItemsAdder based on chance you set.

Special property: drop_only_first This allows you to stop the plugin from dropping each of the items that succeed into extracting a correct chance to be dropped.

WARNING: this would make your items harder to be dropped.

Drop only in specific biomes

loots:
  blocks:
    ruby_ore:
      type: iasurvival:ruby_ore
      biomes:
        - PLAINS
        - SUNFLOWER_PLAINS
        - MOUNTAINS
      items:
        ruby:
          item: iasurvival:ruby
          min_amount: 1
          max_amount: 2
          chance: 100

Ignore fortune enchant

You can make a loot ignore fortune enchant by adding the ignore_fortune property.

loots:
  blocks:
    ruby_ore:
      type: iasurvival:ruby_ore
      items:
        ruby:
          item: iasurvival:ruby
          min_amount: 1
          max_amount: 2
          chance: 100
          ignore_fortune: true # <----- here

Other types of loots

As I said before there are other types of loots: mobs and fishing. These are some examples:

Fishing

loots:
  fishing:
    loot_blue_parrotfish:
      biomes:
        - WARM_OCEAN
      items:
        item_1:
          item: iasurvival:blue_parrotfish
          min_amount: 1
          max_amount: 1
          chance: 5
    loot_green_sunfish:
      items:
        item_1:
          item: iasurvival:green_sunfish
          min_amount: 1
          max_amount: 1
          chance: 5
    loot_goldfish:
      items:
        item_1:
          item: iasurvival:goldfish
          min_amount: 1
          max_amount: 1
          chance: 5

Mobs

loots:
  mobs:
    villager:
      type: VILLAGER
      ignore_spawner: true
      nbt:
        profession:
          path: VillagerData.profession
          value: minecraft:farmer
          type: string
      items:
        item_1:
          item: iawearables:straw_hat
          min_amount: 1
          max_amount: 1
          chance: 100
    ender_dragon:
      type: ENDER_DRAGON
      items:
        item_1:
          item: iawearables:ender_dragon_wings
          min_amount: 1
          max_amount: 1
          chance: 100

Custom mobs loots (old entities method)

In order to let ItemsAdder drop an item based on when you kill a custom mob (created with ItemsAdder) you have to use the ItemsAdderMob metadata attribute. Example:

loots:
  mobs:
    soul:
      type: HUSK
      metadata:
        ItemsAdderMob:
          name: "ItemsAdderMob"
          value: "creaturesplus:soul"
          type: "string"
      items:
        ruby:
          item: ruby
          min_amount: 1
          max_amount: 1
          chance: 100

As you can see I set ItemsAdderMob **** attribute and specified my custom mob namespace:id (in this example I used the creaturesplus:soul mob)

Custom entities loots

In order to let ItemsAdder drop an item based on when you kill a custom entity (created with ItemsAdder) you have to use the ItemsAdderEntity metadata attribute. Example:

loots:
  mobs:
    soul:
      type: HUSK
      metadata:
        ItemsAdderEntity:
          name: "ItemsAdderEntity"
          value: "custom:ninja_skeleton"
          type: "string"
      items:
        ruby:
          item: ruby
          min_amount: 1
          max_amount: 1
          chance: 100

As you can see I set ItemsAdderEntity **** attribute and specified my custom mob namespace:id (in this example I used the custom:ninja_skeleton mob)

Villager professions (and any other NBT attribute you want to match)

loots:
  mobs:
    villager:
      type: VILLAGER
      nbt:
        profession:
          path: VillagerData.profession
          value: minecraft:farmer
          type: string
      items:
        item_1:
          item: itemsadder:straw_hat
          min_amount: 1
          max_amount: 1
          chance: 100

As you can see I set profession attribute and specified the NBT attribute path, which in this case is VillagerData.profession. Then I set value to minecraft:farmer, this tells ItemsAdder to match only villagers with attribute VillagerData.profession set to minecraft:farmer.

The type attribute of nbt and metadata are really important, don't forget them or matches could not occur.

Drop based on Tile entity NBT data (for example Spawner)

loots:
  blocks:
    change_me:
      enabled: true
      type: SPAWNER
      nbt:
        spawner_type:
          path: SpawnData.entity.id
          value: minecraft:zombie
          type: string
      items:
        change_me:
          item: ACACIA_BOAT
          min_amount: 1
          max_amount: 1
          chance: 100
          ignore_fortune: false

You have to enable this setting if you want to be able to get items from spawners by using an enchanted item with silktouch.

loots:  
    allow-loots-drop-from-spawners-using-silk-touch: true

Per-world loots

This requires ItemsAdder 3.2.5+

loots:
  blocks:
    change_me:
      enabled: true
      type: SAND
      biomes:
        - BEACH
      worlds:
        - "world_*"
        - "!private_*"
        - "example1"
        - "!example2"
      items:
        change_me:
          item: STONE
          min_amount: 1
          max_amount: 1
          chance: 100
          ignore_fortune: false

Loots will drop in all worlds if you don't specify any world.

The special * character allows any world starting with a particular text. In this example every world starting with world_ will match and will drop loots.

The special ! character denies the loot to be dropped in any world starting with a particular text. In this example every world starting with private_ will match and won't allow dropping loots.

You can also specify precise world names, in this example example2 won't allow loots to be dropped.

You can also specify precise world names, in this example example1 will allow loots to be dropped.

Loot PLAYER_HEAD with specific skin

How to assign PLAYER_HEAD with texture as drop.

Preparing the head drop (only existing workaround)

Create a new custom item for the player head to drop.

  1. create new file (name of mine is playerheads.yml), where we set nbt to set texture which can be found on minecraft-heads.com

    skull can be set to what you want

  2. material must be PLAYER_HEAD

  3. set the vanilla model_path

info:
    namespace: playerheads
items:
  skull:
    enabled: true
    display_name: "SKULL"
    nbt: "{display:{Name:'{\"text\":\"Mossy Skull\"}'},SkullOwner:{Id:[I;-178232365,-1961341643,-1329297047,2014436438],Properties:{textures:[{Value:\"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjk4NWQzOTY0NDhmM2NlMWQ0YWRhZGVjMjg2N2U5OGU4N2QxNTVhMjU2YmVmNmY0NjQxMDA1MzNiMjQ3YWMwYSJ9fX0=\"}]}}}"
    resource:
      material: PLAYER_HEAD
      generate: false
      model_path: "minecraft:item/player_head"

Setting up the loot

We have to create a new loot config which should look like this OBSIDIAN is block from which this head will be dropped ↳ namespace:blockname for custom ItemsAdder block head is custom id which can be set to whatever you want To item: we should place our namespace from prepared head to drop, so playerheads:skull All of other variables you can find here https://itemsadder.devs.beer/plugin-usage/adding-content/loots.

info:
  namespace: my_loots
loots:
  blocks:
    obsidian:
      type: OBSIDIAN
      items:
        head:
          item: playerheads:skull
          min_amount: 1
          max_amount: 1
          chance: 100

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