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Welcome to the Lootables wiki! Lootables is a Loot API that aims to provide more featureful and flavorful loot rewards to players.
Whether you are a mod dev looking to spice up your mods drops, a modpack dev looking to add unique progression loot mechanisms, or anyone else, there are some important things to remember as you are constructing and using Lootables tables.
Don't let the below essay overwhelm you. There is an examples page that provides concrete examples and templates for starting your own tables, as well as examples sprinkled throughout most other pages, too.
Add the following to your build script to depend on Fzzy Config:
// build.gradle.kts
maven {
name = "FzzyMaven"
url = uri("https://maven.fzzyhmstrs.me/")
}// build.gradle
maven {
name = "FzzyMaven"
url = "https://maven.fzzyhmstrs.me/"
}Version names will be in the form x.x.x+[mc_version], e.g. 0.1.1+1.21.1. For NeoForge builds, add +neoforge.
// build.gradle.kts
val lootablesVersion: String by project //define this in your gradle.properties file
modImplementation("me.fzzyhmstrs:lootables:$lootablesVersion") // build.gradle
modImplementation "me.fzzyhmstrs:lootables:${project.lootablesVersion}"Lootables goes beyond item rewards. For the most flavorful and interesting tables, make sure to work different loot types into your table. Rare loot could include something like a permanent attribute buff, or long lasting status effect boosts. Maybe even an advancement reward that unlocks recipes, or a new game stage. The choices go on and on, so keep all of the possibilities in mind as you construct your tables.
Current reward types include:
- Single Item
- Loot Pool
- Loot Table
- Player Experience
- Heal the Player
- Attribute boost, temporary or permanent
- Status effect buff
- Grant advancement
- Apply item modifiers to player equipped items
- Custom pool type defined and registered in-code
- Multiple pools together in one ("AND")
- One random pool from a sub-collection ("OR")
- Play a Sound (alongside another reward)
- Spawn Particles (alongside another reward)
Lootable Tables work differently then vanilla ones when it comes to rolling and choosing the loot. Vanilla loot tables supply all of the loot defined within them on every roll. As such:
- They rely on loot conditions to determine when items shouldn't be supplied every time.
- They often include a lot of "filler" and "junk" loot that most players don't want, but adds to the "luck factor"
Lootable Tables are built around the concept of providing choices. A Lootable table will often have more pools than a loot table might, and will have more diverse pools to add interest. A Lootable table might have:
- A few common and uncommon pools
- A couple rare pools
- 1 legendary or epic pool with the "jackpot" loot every player is hunting for.
All told, a single table could easily have anywhere from 15 to 25+ individual pools, and the player will only see 2, 3, maybe 5 of these at a time; or only roll 1 pool per pick up.
That one roll might be equivalent to the reward from an entire vanilla loot table in terms of player value. A pool can even be balanced to be much more valuable than a typical loot pool or table; you can limit how many times the player can acquire that loot (only once ever? 3 max times? etc.). A super-rare pool only available once will be a truly legendary drop!
Each pool in a table should stand on its own as a potentially useful option. Lootable pools are competing for player attention rather than filling out a chest.
- You don't need "junk" pools that roll sand, rotten flesh, etc. (unless inclusion is purposeful to your design).
- Instead, the
commonpools in your tables can be a simple material resource or low level player reward- An iron ingot or two.
- Heal a heart or two.
- A couple levels of XP.
- Repair player gear a bit.
- Uncommon rewards may be a vanilla loot roll, or a temporary buff
- A roll of a loot pool containing multiple options of basic materials.
- Grant a status effect temporarily
- Simple gear like a sword, armor, etc.
- Rare and above pools can grant permanent, sought after rewards, that don't always appear in a roll.
- Randomly enchant the players chestplate, armor, etc.
- Roll an entire loot table; dungeon chest, stronghold corridor chest, etc.
- Powerful ("Legendary") gear with enchantments and so on. A Simply Swords unique sword is a great example.
- Permanent attribute buff.
- "Infinite" status effect buff.
- Unlock a progression gate via advancement reward.
Again, you aren't trying to fill out a chest. Lootable tables don't really work for that anyways. You are offering a collection of unique choices with varying qualities that are competing for limited player choice.
- If it is useful, think of your table more like a Magic: the Gathering set than a Minecraft loot table. Each roll is like opening a pack. Each pack has an assortment of common, uncommon, rare, and mythic rare cards to choose from. Of course, MTG does include "filler", but it's rare that any card is outright useless.