Alternatives makes minecraft:alternatives Uses the first child whose conditions pass, and ignores the rest.
Alternatives(children, modifier?, condition?)
children list of LootPoolEntry (at least 1) The entries to try, in order.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Dynamic makes minecraft:dynamic Drops a block's own contents: contents for a shulker box's items, sherds for a decorated pot's sherds.
Dynamic(name, weight?, quality?, modifier?, condition?)
name DynamicDrops Which contents to drop.
weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Empty makes minecraft:empty Gives nothing. Give it a weight to make a pool sometimes drop nothing.
Empty(weight?, quality?, modifier?, condition?)
weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
LootTable maybe {
pools = [Pool(1, [Item(name = diamond), Empty().Weight(4)])]
}
Group makes minecraft:group Uses every child whose conditions pass.
Group(children, modifier?, condition?)
children list of LootPoolEntry (at least 1) The entries to use.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Item makes minecraft:item Gives one item. A plain item id where an entry is expected does the same thing.
Item(name, weight?, quality?, modifier?, condition?)
name item id The item.
weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
LootTable gems {
pools = [Pool(1, [Item(name = diamond).Weight(1), Item(name = emerald).Weight(3)])]
}
LootTable makes minecraft:loot_table Rolls another loot table and gives what it drops.
LootTable(value, expand?, weight?, quality?, modifier?, condition?)
value LootTableListRef The loot table, by id, or a table written inline.
expandoptional bool If true, each of the loot tables becomes an independent entry in the pool with the same weight and quality.
If false, drops all loot tables.
Defaults to false.
weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Sequence makes minecraft:sequence Uses children in order until one's conditions fail.
Sequence(children, modifier?, condition?)
children list of LootPoolEntry (at least 1) The entries to use, in order.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Slots makes minecraft:slots Gives items taken from slots of an entity or container, picked by a slot source.
Slots(slot_source, weight?, quality?, modifier?, condition?)
slot_source SlotSource weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.
Gives items from an item tag: all of them, or with expand, one picked at random. A #tag where an entry is expected does the same thing.
Tag(items, expand?, weight?, quality?, modifier?, condition?)
items ItemListRef The item tag.
expandoptional bool If true, each of the items becomes an independent entry in the pool with the same weight and quality.
If false, drops all items in the tag.
Defaults to false.
weightoptional int 1.. How likely this entry is to be picked against the other entries of the pool, relative to their weights. Defaults to 1.
qualityoptional int Changes weight by the luck of the player: the weight becomes weight + quality * luck. Defaults to 0.
modifieroptional ItemModifier Item modifiers (loot functions) applied to the items this entry gives.
conditionoptional PredicateRef Conditions that must all pass for the entry to be used. Combine several with && and ||.