Loot table
Loot tables are technical JSON files that represent what items should be in naturally generated containers, what items should drop when breaking a block or killing a mob, or what items can be fished. It does not affect dropped experience, or dropped non-item entities such as slimes from larger slimes or silverfish from infested blocks.
Contents
Usage[edit]
The loot tables are structured as a String tag that determines the table to use, and a Long tag determining the seed. Containers or mobs with the same seed and table drop the same items. Loot tables do not determine the container's slot to be used; that is randomly determined based on the seed.
For chests, trapped chests, hoppers, storage minecarts, minecarts with hoppers, dispensers, droppers, and shulker boxes:
-
- LootTable: Loot table to be used to fill the container when it is next opened, or the items are otherwise interacted with. When the container is a chest that is part of a double chest, only the half corresponding to the tagged single-chest is affected.
- LootTableSeed: Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.
These tags are removed once the items have been interacted with (by opening the container, breaking the container, etc.), and only then are items put in the container.
For mobs:
- The root tag.
- DeathLootTable: Loot table to be used for the items that drop when the entity is killed.
- DeathLootTableSeed: Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.
The loot tables of mobs and containers can be altered with /entitydata
, /blockdata
, /execute store
and /data merge
. The player could also grant a loot table to an entity or drop it in the world with /loot
.
Tags[edit]
Loot tables are defined using the JSON format. Below are a list of tags used.
- The root tag
- type: Optional type of the loot table. Must be one of
empty
if the loot table does not generate any loot,entity
for loot an entity drops,block
for loot a block drops,chest
for a treasure chest,fishing
for a fishing loot table,advancement_reward
if it's used as a reward for an advancement orgeneric
if none of the above apply. - pools: A list of all pools for this entity. Each pool used generates items from its list of items based on the number of rolls. Pools are applied in order.
- A pool.
- conditions: Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
- A condition.
- condition: Namespaced ID of condition. Valid conditions are described below.
- A condition.
- rolls: Specifies the exact number of rolls on the pool.
- rolls: Specifies a random number of rolls within a range.
- min: Minimum number of rolls. Inclusive.
- max: Maximum number of rolls. Inclusive.
- bonus_rolls: Specifies the exact number of bonus rolls on the pool per point of luck. Rounded down after multiplying.
- bonus_rolls: Specifies a random number of bonus rolls within a range. Rounded down after multiplying.
- min: Minimum number of bonus rolls. Inclusive.
- max: Maximum number of bonus rolls. Inclusive.
- entries: A list of all things that can be produced by this pool. One entry is chosen per roll as a weighted random selection from all entries without failing conditions.
- An entry.
- conditions: Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
- A condition.
- condition: Namespaced ID of condition. Valid conditions are described below.
- A condition.
- type: Namespaced ID type of entry. Can be
item
for item entries,tag
for item tags,loot_table
to produce items from another loot table,group
for child entries,alternatives
to select one sub-entry from a list,sequence
to select sub-entries until one entry cannot be granted,dynamic
to generate block specific drops, orempty
for an entry that generates nothing. - name:
- For type 'item', ID name of the item to be produced, e.g.
diamond
. The default, if not changed byfunctions
, is a stack of 1 of the default instance of the item. - For type 'tag' item tag to be used, e.g.
arrows
. - For type 'loot_table', loot table to be used, e.g.
gameplay/fishing/junk
. - For type 'dynamic', can be
contents
for block entity contents orself
for banners and player skulls.
- For type 'item', ID name of the item to be produced, e.g.
- children:
- For type 'group' a list of entries that are used to generate loot. Can be used for convenience, e.g. if one condition applies for multiple entries.
- For type 'alternatives' a list of entries of which the first, and only the first, successful entry gets generated.
- For type 'sequence' a list of entries that are used until the first entry fails. After an entry fails, no more entries of this list are generated
- expand: For type 'tag', if set to true, it chooses one item of the tag, each with the same weight and quality. If false, it uses all the items in the tag.
- functions: For type 'item', applies functions to the item stack being produced. Functions are applied in order, so for example
looting_enchant
must be afterset_count
to work correctly.- A function.
- function: Namespaced ID of the function to apply. Valid functions are described below.
- conditions: Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
- A condition.
- condition: Namespaced ID of condition. Valid conditions are described below.
- A condition.
- A function.
- weight: Determines how often this entry is chosen out of all the entries in the pool. Entries with higher weights are used more often (chance is this entry's weight⁄total of all considered entries' weights).
- quality: Modifies the entry's
weight
based on the killing/opening/fishing player's luck attribute. Formula isfloor( weight + (quality * generic.luck))
.
- conditions: Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
- An entry.
- conditions: Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
- A pool.
- type: Optional type of the loot table. Must be one of
Functions[edit]
Loot tables use various functions to change the item stack being produced, such as adjusting the stack size or adding enchantments. Below are a list of valid functions, and the tags used by them. The tags are placed in the same function object as function:.
- apply_bonus - Applies a predefined bonus formula.
- enchantment: Enchantment ID used for level calculation.
- formula: Can be
binomial_with_bonus_count
for a biominal distribution (withn=level + extra
,p=probability
),uniform_bonus_count
for uniform distribution (from0
tolevel * bonusMultiplier
), orore_drops
for a special function used for ore drops in the vanilla game (Count * (max(0; random(0..Level + 2) - 1)+1)
). - parameters: Values required for the formula.
- extra: For formula 'binomial_with_bonus_count', the extra value.
- probability : For formula 'binomial_with_bonus_count', the probability.
- bonusMultiplier : For formula 'uniform_bonus_count', the bonus multiplier.
- copy_name - For loot table type 'block', copies a block entity's
CustomName
tag into the item'sdisplay.Name
tag.- source: "block_entity" - Needs to be set to 'block_entity'.
- copy_nbt - Copies nbt to the item's
tag
tag.- source: Specifies the source. Set to
block_entity
for the block entity of the destroyed block,this
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player. - ops: A list of copy operations.
- An operation
- source: The nbt path to copy from.
- target: The nbt path to copy to, starting from the item's
tag
tag. - op: Can be
replace
to replace any existing contents of the target,append
to append to a list, ormerge
to merge into a compound tag.
- An operation
- source: Specifies the source. Set to
- copy_state[upcoming: JE 1.15] - Copies state properties from dropped block to the item's
BlockStateTag
tag.- block: A block ID. Function fails if the block doesn't match.
- properties: A list of property names to copy.
- A block state name to copy.
- enchant_randomly - Enchants the item with one randomly-selected enchantment. The level of the enchantment, if applicable, is random.
- enchantments: List of enchantment IDs to choose from. If omitted, all enchantments applicable to the item are possible.
- enchant_with_levels - Enchants the item, with the specified enchantment level (roughly equivalent to using an enchantment table at that level).
- treasure: Determines whether treasure enchantments are allowed on this item.
- levels: Specifies the exact enchantment level to use.
- levels: Specifies a random enchantment level within a range.
- min: Minimum level to use.
- max: Maximum level to use.
- exploration_map - Converts an empty map into an explorer map leading to a nearby generated structure.
- destination: The type of generated structure to locate. Accepts any of the
StructureType
s used by the/locate
command (case insensitive). - decoration: The icon used to mark the destination on the map. Accepts any of the map icon text IDs (case insensitive). If
mansion
ormonument
is used, the color of the lines on the item texture changes to match the corresponding explorer map. - zoom: The zoom level of the resulting map. Defaults to 2.
- search_radius: The size, in chunks, of the area to search for structures. The area checked is square, not circular. Radius 0 causes only the current chunk to be searched, radius 1 causes the current chunk and eight adjacent chunks to be searched, and so on. Defaults to 50.
- skip_existing_chunks: Don't search in chunks that have already been generated. Defaults to true.
- destination: The type of generated structure to locate. Accepts any of the
- explosion_decay - For loot tables of type 'block', removes some items from a stack, if there was an explosion. Each item has a chance of 1/explosion radius to be lost.
- furnace_smelt - Smelts the item as it would be in a furnace. Used in combination with the
entity_properties
condition to cook food from animals on death.
- fill_player_head - Adds required item tags of a player head
- entity: Specifies an entity to be used for the player head. Set to
this
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player.
- entity: Specifies an entity to be used for the player head. Set to
- limit_count - Limits the count of every item stack.
- limit: Specifies the exact limit to use.
- limit: Specifies a random limit within a range.
- min: Minimum limit to use.
- max: Maximum limit to use.
- looting_enchant - Adjusts the stack size based on the level of the Looting enchantment on the
killer
entity.- count: Specifies an exact number of additional items per level of looting.
- count: Specifies a random number (within a range) of additional items per level of looting. Note the random number generated may be fractional, rounded after multiplying by the looting level.
- min: Minimum increase.
- max: Maximum increase.
- limit: Specifies the maximum amount of items in the stack after the looting calculation. If the value is 0, no limit is applied.
- set_attributes - Add attribute modifiers to the item.
- modifiers
- A modifier
- name: Name of the modifier.
- attribute: The name of the attribute this modifier is to act upon.
- operation: Must be either "addition", "multiply_base" or "multiply_total".
- amount: Specifies the exact amount of change of the modifier.
- amount: Specifies a random amount within a range.
- min: Minimum amount.
- max: Maximum amount.
- id: Optional : UUID of the modifier following. If none specified, a new UUID is generated.
- slot: Slots the item must be in for the modifier to take effect, this value can be one of the following : "mainhand", "offhand", "feet", "legs", "chest", or "head".
- slot: One of the listed slots is chosen randomly.
- A modifier
- modifiers
- set_contents - For loot tables of type 'block', sets the contents of a container block item to a list of entries.
- entries: The entries to use as contents.
- set_count - Sets the stack size.
- count: Specifies the exact stack size to set.
- count: Specifies a random stack size within a range.
- min: Minimum stack size.
- max: Maximum stack size.
- set_damage - Sets the item's damage value (durability) for tools.
- damage: Specifies the damage fraction to set (1.0 is undamaged, 0.0 is zero durability left).
- damage: Specifies a random damage fraction within a range.
- min: Minimum value.
- max: Maximum value.
- set_lore - Adds lore to the item
- lore: List of JSON text components. Each list entry represents one line of the lore.
- entity: Specifies the entity to act as the source
@s
in the JSON text component. Set tothis
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player. - replace: If true, replaces all existing lines of lore, if false appends the list.
- set_name - Adds display name of the item.
- name: A simple name like with an anvil.
- name: A JSON text component name, allowing color, translations, etc.
- entity: Specifies an entity to act as source
@s
in the JSON text component. Set tothis
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player.
- set_nbt - Adds NBT data to the item.
- tag: Tag string to add, similar to those used by commands. Note that the first bracket is required and quotation marks need to be escaped using a backslash (
\
).
- tag: Tag string to add, similar to those used by commands. Note that the first bracket is required and quotation marks need to be escaped using a backslash (
- set_stew_effect - Sets the status effects for suspicious stew.
- effects: The effects to apply.
- An effect.
- type: The effect ID.
- duration: The duration of the effect.
- An effect.
- effects: The effects to apply.
Conditions[edit]
Loot tables use various conditions that add requirements to a drop, pool, or function. Below are a list of valid conditions, and the tags used by them. The tags are placed in the same condition object as condition.
Moreover, the conditions from predicates
directory in the <namespace> directory in data packs have the same structure as the loot conditions.[upcoming: JE 1.15]
- alternative - Joins conditions from parameter terms with "or".
- terms: A list of conditions to join using 'or'.
- block_state_property - Check properties of a block state.
- block: A block ID. Test fails if the block doesn't match.
- properties: (Optional) A map of block property names to values. All values are strings. Test fails if the block doesn't match.
- damage_source_properties - Check properties of damage source.
- properties: map of property:value pairs.
- entity_present - Returns true if entity is set.
- entity_properties - Test properties of an entity.
- entity: Specifies the entity to check for the condition. Set to
this
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player. - predicate: Predicate applied to location, uses same structure as advancements.
- flags: Predicate Flags to be checked.
- is_on_fire: Test whether the entity is or is not on fire.
- is_sneaking: Test whether the entity is or is not sneaking.
- is_sprinting: Test whether the entity is or is not sprinting.
- is_swimming: Test whether the entity is or is not swimming.
- is_baby: Test whether the entity is or is not a baby variant.
- flags: Predicate Flags to be checked.
- entity: Specifies the entity to check for the condition. Set to
- entity_scores - Test the scoreboard scores of an entity.
- entity: Specifies the entity to check for the condition. Set to
this
to use the entity that died or the player that gained the advancement, opened the container or broke the block,killer
for the killer, orkiller_player
for a killer that is a player. - scores: Scores to check. All specified scores must pass for the condition to pass.
- A score: Key name is the objective while the value is the exact score value required for the condition to pass.
- A score: Key name is the objective while the value specifies a range of score values required for the condition to pass.
- min: Minimum score.
- max: Maximum score.
- entity: Specifies the entity to check for the condition. Set to
- inverted - Inverts condition from parameter term.
- term: The condition to be negated.
- killed_by_player - Test if a
killer_player
entity is available.- inverse: If true, the condition passes if
killer_player
is not available.
- inverse: If true, the condition passes if
- location_check - Checks if the current location matches.
- offsetX[upcoming: JE 1.15]- optional offsets to location
- offsetY[upcoming: JE 1.15]- optional offsets to location
- offsetZ[upcoming: JE 1.15]- optional offsets to location
- predicate: Predicate applied to location, uses same structure as advancements.
- Tags common to all locations see Template:Nbt inherit/conditions/location/template
- match_tool - Checks tool.
- predicate: Predicate applied to item, uses same structure as advancements.
- random_chance - Test if a random number 0.0–1.0 is less than a specified value.
- chance: Success rate as a number 0.0–1.0.
- random_chance_with_looting - Test if a random number 0.0–1.0 is less than a specified value, affected by the level of Looting on the
killer
entity.- chance: Base success rate.
- looting_multiplier: Looting adjustment to the base success rate. Formula is
chance + (looting_level * looting_multiplier)
.
- reference[upcoming: JE 1.15] - Test if another referred condition (predicate) passes.
- name: The namespaced ID of the condition (predicate) referred to. Cyclic reference causes a parsing failure.
- survives_explosion - Returns true with 1/explosion radius probability.
- table_bonus - Passes with probability picked from table, indexed by enchantment level.
- enchantment: Id of enchantment.
- chances: List of probabilities for enchantment level, indexed from 0.
- tool_enchantment - Test the tool's enchantments.
- enchantments: List of enchantments the tool must have.
- An enchantment.
- enchantment: The enchantment namespaced ID.
- levels: The level this enchantment has to be.
- min: The minimum level.
- max: The maximum level.
- An enchantment.
- enchantments: List of enchantments the tool must have.
- weather_check - Checks for a current weather state
- raining: If true, the condition evaluates to true only if it's raining.
- thundering: If true, the condition evaluates to false only if it's thundering.
List of loot tables[edit]
Below is a list of all loot tables that exist by default. More tables can be added in the world save for use with custom maps. Note that some blocks, such as fire,[1] do not have loot tables,[needs testing] and that certain drops, namely head drops from charged creepers, are currently not covered by loot tables.[2]
- loot_tables
- blocks - items dropped when a block is broken.
- acacia_button
- acacia_door
- acacia_fence
- acacia_fence_gate
- acacia_leaves
- acacia_log
- acacia_planks
- acacia_pressure_plate
- acacia_sapling
- acacia_sign
- acacia_slab
- acacia_stairs
- acacia_trapdoor
- acacia_wood
- activator_rail
- allium
- andesite
- andesite_slab
- andesite_stairs
- andesite_wall
- anvil
- attached_melon_stem
- attached_pumpkin_stem
- azure_bluet
- bamboo
- bamboo_sapling
- barrel
- beacon
- beetroots
- bell
- birch_button
- birch_door
- birch_fence
- birch_fence_gate
- birch_leaves
- birch_log
- birch_planks
- birch_pressure_plate
- birch_sapling
- birch_sign
- birch_slab
- birch_stairs
- birch_trapdoor
- birch_wood
- black_banner
- black_bed
- black_carpet
- black_concrete
- black_concrete_powder
- black_glazed_terracotta
- black_shulker_box
- black_stained_glass
- black_stained_glass_pane
- black_terracotta
- black_wool
- blast_furnace
- blue_banner
- blue_bed
- blue_carpet
- blue_concrete
- blue_concrete_powder
- blue_glazed_terracotta
- blue_ice
- blue_orchid
- blue_shulker_box
- blue_stained_glass
- blue_stained_glass_pane
- blue_terracotta
- blue_wool
- bone_block
- bookshelf
- brain_coral
- brain_coral_block
- brain_coral_fan
- brewing_stand
- brick_slab
- brick_stairs
- brick_wall
- bricks
- brown_banner
- brown_bed
- brown_carpet
- brown_concrete
- brown_concrete_powder
- brown_glazed_terracotta
- brown_mushroom
- brown_mushroom_block
- brown_shulker_box
- brown_stained_glass
- brown_stained_glass_pane
- brown_terracotta
- brown_wool
- bubble_coral
- bubble_coral_block
- bubble_coral_fan
- cactus
- cake
- campfire
- carrots
- cartography_table
- carved_pumpkin
- cauldron
- chest
- chipped_anvil
- chiseled_quartz_block
- chiseled_red_standstone
- chiseled_sandstone
- chiseled_stone_brick
- chorus_flower
- chorus_plant
- clay
- coal_block
- coal_ore
- coarse_dirt
- cobblestone
- cobblestone_slab
- cobblestone_stairs
- cobblestone_wall
- cobweb
- cocoa
- comparator
- conduit
- cornflower
- cracked_stone_bricks
- crafting_table
- creeper_head
- cut_red_sandstone
- cut_sandstone
- cyan_banner
- cyan_bed
- cyan_carpet
- cyan_concrete
- cyan_concrete_powder
- cyan_glazed_terracotta
- cyan_shulker_box
- cyan_stained_glass
- cyan_stained_glass_pane
- cyan_terracotta
- cyan_wool
- damaged_anvil
- dandelion
- dark_oak_button
- dark_oak_door
- dark_oak_fence
- dark_oak_fence_gate
- dark_oak_leaves
- dark_oak_log
- dark_oak_planks
- dark_oak_pressure_plate
- dark_oak_sapling
- dark_oak_sign
- dark_oak_slab
- dark_oak_stairs
- dark_oak_trapdoor
- dark_oak_wood
- dark_prismarine
- dark_prismarine_slab
- dark_prismarine_stairs
- daylight_detector
- dead_brain_coral
- dead_brain_coral_block
- dead_brain_coral_fan
- dead_bubble_coral
- dead_bubble_coral_block
- dead_bubble_coral_fan
- dead_bush
- dead_fire_coral
- dead_fire_coral_block
- dead_fire_coral_fan
- dead_horn_coral
- dead_horn_coral_block
- dead_horn_coral_fan
- dead_tube_coral
- dead_tube_coral_block
- dead_tube_coral_fan
- detector_rail
- diamond_block
- diamond_ore
- diorite
- diorite_slab
- diorite_stairs
- diorite_wall
- dirt
- dispenser
- dragon_egg
- dragon_head
- dried_kelp_block
- dropper
- emerald_block
- emerald_ore
- enchanting_table
- end_rod
- end_stone
- end_stone_brick_slab
- end_stone_brick_stairs
- end_stone_brick_wall
- end_stone_bricks
- ender_chest
- farmland
- fern
- fire_coral
- fire_coral_block
- fire_coral_fan
- fletching_table
- flower_pot
- frosted_ice
- furnace
- glass
- glass_pane
- glowstone
- gold_block
- gold_ore
- granite
- granite_slab
- granite_stairs
- granite_wall
- grass
- grass_block
- grass_path
- gravel
- gray_banner
- gray_bed
- gray_carpet
- gray_concrete
- gray_concrete_powder
- gray_glazed_terracotta
- gray_shulker_box
- gray_stained_glass
- gray_stained_glass_pane
- gray_terracotta
- gray_wool
- green_banner
- green_bed
- green_carpet
- green_concrete
- green_concrete_powder
- green_glazed_terracotta
- green_shulker_box
- green_stained_glass
- green_stained_glass_pane
- green_terracotta
- green_wool
- grindstone
- hay_block
- heavy_weighted_pressure_plate
- hopper
- horn_coral
- horn_coral_block
- horn_coral_fan
- ice
- infested_chiseled_stone_bricks
- infested_cobblestone
- infested_cracked_stone_bricks
- infested_mossy_stone_bricks
- infested_stone
- infested_stone_bricks
- iron_bars
- iron_block
- iron_door
- iron_ore
- iron_trapdoor
- jack_o_lantern
- jukebox
- jungle_button
- jungle_door
- jungle_fence
- jungle_fence_gate
- jungle_leaves
- jungle_log
- jungle_planks
- jungle_pressure_plate
- jungle_sapling
- jungle_sign
- jungle_slab
- jungle_stairs
- jungle_trapdoor
- jungle_wood
- kelp
- kelp_plant
- ladder
- lantern
- lapis_block
- lapis_ore
- large_fern
- lectern
- lever
- light_blue_banner
- light_blue_bed
- light_blue_carpet
- light_blue_concrete
- light_blue_concrete_powder
- light_blue_glazed_terracotta
- light_blue_shulker_box
- light_blue_stained_glass
- light_blue_stained_glass_pane
- light_blue_terracotta
- light_blue_wool
- light_gray_banner
- light_gray_bed
- light_gray_carpet
- light_gray_concrete
- light_gray_concrete_powder
- light_gray_glazed_terracotta
- light_gray_shulker_box
- light_gray_stained_glass
- light_gray_stained_glass_pane
- light_gray_terracotta
- light_gray_wool
- light_weighted_pressure_plate
- lilac
- lily_of_the_valley
- lily_pad
- lime_banner
- lime_bed
- lime_carpet
- lime_concrete
- lime_concrete_powder
- lime_glazed_terracotta
- lime_shulker_box
- lime_stained_glass
- lime_stained_glass_pane
- lime_terracotta
- lime_wool
- loom
- magenta_banner
- magenta_bed
- magenta_carpet
- magenta_concrete
- magenta_concrete_powder
- magenta_glazed_terracotta
- magenta_shulker_box
- magenta_stained_glass
- magenta_stained_glass_pane
- magenta_terracotta
- magenta_wool
- magma_block
- melon
- melon_stem
- mossy_cobblestone
- mossy_cobblestone_slab
- mossy_cobblestone_stairs
- mossy_cobblestone_wall
- mossy_stone_brick_slab
- mossy_stone_brick_stairs
- mossy_stone_brick_wall
- mossy_stone_bricks
- mushroom_stem
- mycelium
- nether_brick_fence
- nether_brick_slab
- nether_brick_stairs
- nether_brick_wall
- nether_quartz_ore
- nether_wart
- nether_wart_block
- netherrack
- note_block
- oak_button
- oak_door
- oak_fence
- oak_fence_gate
- oak_leaves
- oak_log
- oak_planks
- oak_pressure_plate
- oak_sapling
- oak_sign
- oak_slab
- oak_stairs
- oak_trapdoor
- oak_wood
- observer
- obsidian
- orange_banner
- orange_bed
- orange_carpet
- orange_concrete
- orange_concrete_powder
- orange_glazed_terracotta
- orange_shulker_box
- orange_stained_glass
- orange_stained_glass_pane
- orange_terracotta
- orange_tulip
- orange_wool
- oxeye_daisy
- packed_ice
- peony
- petrified_oak_slab
- pink_banner
- pink_bed
- pink_carpet
- pink_concrete
- pink_concrete_powder
- pink_glazed_terracotta
- pink_shulker_box
- pink_stained_glass
- pink_stained_glass_pane
- pink_terracotta
- pink_tulip
- pink_wool
- piston
- player_head
- podzol
- polished_andesite
- polished_andesite_slab
- polished_andesite_stairs
- polished_diorite
- polished_diorite_slab
- polished_diorite_stairs
- polished_granite
- polished_granite_slab
- polished_granite_stairs
- poppy
- potatoes
- potted_acacia_sapling
- potted_allium
- potted_azure_bluet
- potted_bamboo
- potted_birch_sapling
- potted_blue_orchid
- potted_brown_mushroom
- potted_cactus
- potted_cornflower
- potted_dandelion
- potted_dark_oak_sapling
- potted_dead_bush
- potted_fern
- potted_jungle_sapling
- potted_lily_of_the_valley
- potted_oak_sapling
- potted_orange_tulip
- potted_oxeye_daisy
- potted_pink_tulip
- potted_poppy
- potted_red_mushroom
- potted_red_tulip
- potted_spruce_sapling
- potted_white_tulip
- potted_wither_rose
- powered_rail
- prismarine
- prismarine_brick_slab
- prismarine_brick_stairs
- prismarine_bricks
- prismarine_slab
- prismarine_stairs
- prismarine_wall
- pumpkin
- pumpkin_stem
- purple_banner
- purple_bed
- purple_carpet
- purple_concrete
- purple_concrete_powder
- purple_glazed_terracotta
- purple_shulker_box
- purple_stained_glass
- purple_stained_glass_pane
- purple_terracotta
- purple_wool
- purpur_block
- purpur_pillar
- purpur_slab
- purpur_stairs
- quartz_block
- quartz_pillar
- quartz_slab
- quartz_stairs
- rail
- red_banner
- red_bed
- red_carpet
- red_concrete
- red_concrete_powder
- red_glazed_terracotta
- red_mushroom
- red_mushroom_block
- red_nether_brick_slab
- red_nether_brick_stairs
- red_nether_brick_wall
- red_nether_bricks
- red_sand
- red_sandstone
- red_sandstone_slab
- red_sandstone_stairs
- red_sandstone_wall
- red_shulker_box
- red_stained_glass
- red_stained_glass_pane
- red_terracotta
- red_tulip
- red_wool
- redstone_block
- redstone_lamp
- redstone_ore
- redstone_torch
- redstone_wire
- repeater
- rose_bush
- sand
- sandstone
- sandstone_slab
- sandstone_stairs
- sandstone_wall
- scaffolding
- sea_lantern
- sea_pickle
- seagrass
- shulker_box
- skeleton_skull
- slime_block
- smithing_table
- smoker
- smooth_quartz
- smooth_quartz_slab
- smooth_quartz_stairs
- smooth_red_sandstone
- smooth_red_sandstone_slab
- smooth_red_sandstone_stairs
- smooth_sandstone'
- smooth_sandstone_slab
- smooth_sandstone_stairs
- smooth_stone
- smooth_stone_slab
- snow
- snow_block
- soul_sand
- spawner
- sponge
- spruce_button
- spruce_door
- spruce_fence
- spruce_fence_gate
- spruce_leaves
- spruce_log
- spruce_planks
- spruce_pressure_plate
- spruce_sapling
- spruce_sign
- spruce_slab
- spruce_stairs
- spruce_trapdoor
- spruce_wood
- sticky_piston
- stone
- stone_brick_slab
- stone_brick_stairs
- stone_brick_wall
- stone_bricks
- stone_button
- stone_pressure_plate
- stone_slab
- stone_stairs
- stonecutter
- stripped_acacia_log
- stripped_acacia_wood
- stripped_birch_log
- stripped_birch_wood
- stripped_dark_oak_log
- stripped_dark_oak_wood
- stripped_jungle_log
- stripped_jungle_wood
- stripped_oak_log
- stripped_oak_wood
- stripped_spruce_log
- stripped_spruce_wood
- sugar_cane
- sunflower
- sweet_berry_bush
- tall_grass
- tall_seagrass
- terracotta
- tnt
- torch
- trapped_chest
- tripwire
- tripwire_hook
- tube_coral
- tube_coral_block
- tube_coral_fan
- turtle_egg
- vine
- wet_sponge
- wheat
- white_banner
- white_bed
- white_carpet
- white_concrete
- white_concrete_powder
- white_glazed_terracotta
- white_shulker_box
- white_stained_glass
- white_stained_glass_pane
- white_terracotta
- white_tulip
- white_wool
- wither_rose
- wither_skeleton_skull
- yellow_banner
- yellow_bed
- yellow_carpet
- yellow_concrete
- yellow_concrete_powder
- yellow_glazed_terracotta
- yellow_shulker_box
- yellow_stained_glass
- yellow_stained_glass_pane
- yellow_terracotta
- yellow_wool
- zombie_head
- chests - Items from loot chests
- abandoned_mineshaft - Minecarts with chests found in abandoned mineshafts
- buried_treasure - Chests found by following buried treasure explorer maps
- desert_pyramid - Chests found in the treasure room inside desert temples
- end_city_treasure - Chests found in End cities
- igloo_chest - The chest that appears in the basements in igloos
- jungle_temple - Chests found inside jungle temples
- jungle_temple_dispenser - Dispensers found inside jungle temples
- nether_bridge - Chests found in Nether fortresses
- pillager_outpost Chests found at the top of Pillager outposts
- shipwreck_map - Chests found in shipwrecks that can include a treasure map
- shipwreck_supply - Supply chests found in shipwrecks
- shipwreck_treasure - Treasure chests found in shipwrecks
- simple_dungeon - Dungeon chests
- spawn_bonus_chest - Bonus chests that appear in a new world when bonus chests are enabled
- stronghold_corridor - Chests found on slab altars in corridors in strongholds
- stronghold_crossing - The chest in the upper level of store rooms in strongholds
- stronghold_library - Chests found in a library in strongholds
- underwater_ruin_big - Chests found in the big variant of underwater ruins
- underwater_ruin_small - Chests found in the small variant of underwater ruins
- village_armorer - Chest found in a village armorer house.
- village_blacksmith - Chest found in a village blacksmith building prior to the Village & Pillage update; replaced by village_weaponsmith.
- village_butcher - Chest found in a village butcher house.
- village_cartographer - Chest found in a village cartographer house.
- village_mason - Chest found in a village mason house.
- village_shepherd - Chest found in a village shepherd house.
- village_tannery - Chest found in a village tannery house.
- village_weaponsmith - Chest found in a village weaponsmith house.
- village_desert_house- Chest found in a village desert house.
- village_plains_house - Chest found in a village plains house.
- village_savanna_house Chest found in a savanna village house.
- village_snowy_house - Chest found in a snowy village house.
- village_taiga_house - Chest found in a taiga village house.
- woodland_mansion - chests found in a woodland mansion.
- entities - Items dropped from entities. May cause issues when applied to chests, due to some items spawning in stacks of 0
- sheep - Sheep with wool
- black
- blue
- brown
- cyan
- gray
- green
- light_blue
- light_gray
- lime
- magenta
- orange
- pink
- purple
- red
- white
- yellow
- armor_stand
- bat
- blaze
- cat
- cave_spider
- chicken
- cod
- cow
- creeper
- donkey
- dolphin
- drowned
- elder_guardian
- ender_dragon
- enderman
- endermite
- evoker
- ghast
- giant
- guardian
- horse
- husk
- illusioner
- iron_golem
- llama
- magma_cube
- mooshroom
- mule
- ocelot
- panda
- parrot
- phantom
- player
- pig
- pillager
- polar_bear
- pufferfish
- rabbit
- ravager
- salmon
- sheep - Sheep without wool, also inherited by sheep with wool
- shulker
- silverfish
- skeleton
- skeleton_horse
- slime
- snow_golem
- spider
- squid
- tropical_fish
- vex
- villager
- vindicator
- witch
- wither
- wither_skeleton
- wolf
- zombie
- zombie_horse
- zombie_pigman
- zombie_villager
- sheep - Sheep with wool
- gameplay
- cat_morning_gift
- fishing
- fish - Also inherited by guardians and elder guardians
- junk
- treasure
- fishing - Used to determine loot from fishing by loading the three tables from the fishing folder and applying luck to each one
- hero_of_the_village
- armorer_gift
- butcher_gift
- cartographer_gift
- cleric_gift
- farmer_gift
- fisherman_gift
- fletcher_gift
- leatherworker_gift
- librarian_gift
- mason_gift
- shepherd_gift
- toolsmith_gift
- weaponsmith_gift
- empty - Contains no items
- blocks - items dropped when a block is broken.
Data packs[edit]
Custom data packs use loot tables to change what loot can spawn in containers or drop by mobs. They can either change existing loot tables or create new ones. This is the file structure:
- world save folder
- datapacks
- data pack
- data
- minecraft
- loot_tables
- custom_namespace
- loot_tables
- loot table name.json
- loot_tables
- minecraft
- data
- data pack
- datapacks
The JSON files go in this folder. Vanilla loot tables are grouped into 4 categories (along with empty): gameplay
(fishing), entities
, blocks
, and chests
, with some tables being in subfolders of those. For example, the file for zombies would go in datapacks/pack name/data/minecraft/loot_tables/entities/zombie.json
. This makes every zombie in that world use the datapack's loot table rather than the default zombie loot table.
Loot tables are namespaced. To create a custom loot table, first create a new folder for the custom namespace, and then create loot tables within following a similar structure. Then, summon the mob with the data tag DeathLootTable set to the name of the directory and file (without the .json extension), such as DeathLootTable:"custom_namespace:path/to/table"
.
History[edit]
Java Edition | |||||
---|---|---|---|---|---|
1.9 | October 19, 2015 | Dinnerbone announces loot tables. | |||
15w43a | Added loot tables. | ||||
15w43b | Added condition entity_scores. | ||||
15w43c | Renamed "villager_golem.json" to "iron_golem.json" | ||||
Added fishing loot tables, sheep without wool, and zombie and skeleton horses. | |||||
Renamed the tag item: to name:, and the tag items: to entries: | |||||
Added the tag type: and support to load a loot table instead of an item. | |||||
Added the tag luck: to default files, though it currently does nothing in the code. | |||||
Added the function set_damage | |||||
15w44a | Added the function enchant_randomly and set_attributes. | ||||
15w44b | Added the quality tag. | ||||
Removed luck and luck_multiplier tags. | |||||
Added the bonus_rolls tag. | |||||
15w51a | A player in spectator mode no longer triggers a container to use its loot table to generate loot. | ||||
1.9.1 | pre1 | Loot tables now work with dispensers and droppers. | |||
Added default table chests/jungle_temple_dispenser . | |||||
1.11 | 16w32a | Donkey, mule, husk and zombie villager now each draw from their own loot tables, rather than drawing from the horse and zombie loot tables, respectively | |||
16w43a | Villagers, vexes and ender dragons are now able to draw from their own loot tables | ||||
1.13 | 17w43a | Custom loot tables have been moved into data packs. | |||
1.14 | 18w43a | Block drops changed to use loot tables too. | |||
Loot tables receieved a bunch of new options. | |||||
Setting entity to "this" now refers to the player in chest and block loot tables. | |||||
18w44a | Added loot tables for cat, cat_morning_gift, player, wither. | ||||
Added loot tables for new blocks. | |||||
18w46a | Added loot table for illusioners. | ||||
18w48a | Added more loot tables for villages, some of which are currently unused. | ||||
Removed loot table: village_blacksmith | |||||
18w49a | village_savanna_house and village_snowy_house loot tables are now used. | ||||
Added more loot tables for villages. | |||||
18w50a | village_desert_house and village_taiga_house loot tables are now used, making all previously unused loot tables no longer unused. | ||||
Upcoming Java Edition | |||||
1.15 | 19w34a | Added the function copy_state. |
Issues[edit]
Issues relating to "Loot table" are maintained on the bug tracker. Report issues there.
Components |
|
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Other |