Loot Tables
Writing a loot table, and what the chance and range fields mean.
A loot table replaces what a mob drops into spawner storage. Files live in loottables/, one per
mob, named after the entity type — zombie.yml, blaze.yml.
drops:
itemDrops:
- ROTTEN_FLESH:70:1-3
- GOLD_INGOT:10:1-1
xpDrops: 1-15
xpDropChance: 100
The drop format
ITEM:CHANCE:RANGE
| Part | Meaning |
|---|---|
ITEM | A material name |
CHANCE | 0–100, the percent chance this line drops at all |
RANGE | min-max quantity, e.g. 1-3 |
Each line is rolled on its own, so a mob can drop everything or nothing.
XP
xpDrops is a range and xpDropChance is the percent chance of rolling it.
Scope
modules/autokill.yml → loottable-only-autokill decides who these apply to:
| Value | Effect |
|---|---|
true (default) | Loot tables apply to auto-killed mobs. A player who kills a mob by hand gets vanilla drops |
false | Loot tables apply to both |
Leaving it true is what lets you tune farm output hard without changing what mob drops mean
everywhere else on the server.
loottables/example_zombie.yml ships as a working reference. Copy it to zombie.yml — the
example file name does not match an entity, so it is never used by itself.
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