🪄Introduction
This mod is mainly made for modpacks and is used to inject new loots into existing loot tables.
⚙️Configuration
The initial configuration file looks like:
{
"patches": []
}
This mod is configured via the config/loot-patcher.json
file. By default, this mod will not inject any loot tables.
This mod is compatible with ModMenu, which you can install in order to configure the mod in-game via the configuration screen. After modifying the config you will need to reload the datapack (in-game by typing the /reload
command) to apply the changes.
📜Example Usage
It is obvious that there should be no ellipses or comments in the JSON format file, and this case is only for the sake of explanation.
Configuration file:
loot-patcher.json
{
"patches": [
{
"target_tables": [
"minecraft:chests/ancient_city",
"^(?!.*xxx).*entities.*" //Support regular expressions.
],
"extra_tables": [
"xxx:entities/common_drop",
"xxx:entities/rare_drop"
]
},
{
"target_tables": ...
"extra_tables": ...
},
...
]
}
Consequence
The above configuration indicates that two loot pools will be added to the loot table with ID minecraft:chests/ancient_city
and to all loot tables with IDs that contain entities
but not xxx
, with the only loot entry in the pools being those of the loot table type (xxx:entities/ common_drop
and xxx:entities/rare_drop
).
🚨Warning
You should try to avoid infinite loops in the loot table during the configuration process.
Even if you don't, there won't be any serious consequences...
{
"patches": [
{
"target_tables": [".*"],
"extra_tables": ["minecraft:entities/zombie"]
}
]
}
In this case, the target loot tables include the extra tables. If you kill a zombie, the zombie's loot table will attempt to drop itself, which causes infinite recursion.
✉️Feedback
If there are any bugs or suggestions, please provide feedback to the issue page.
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