[conversion] #determine whether or not loot generated is the same for all players using the provided seed, or randomised per player randomise_seed = true #the maximum age for containers; entries above this age will be discarded [default: 60 * 20 * 15, fifteen minutes] [note: the value 6000 will be corrected to 18000. if you wish to use 6000, please use 6001 or 5999.] # Default: 18000 # Range: > 0 max_age = 18000 #configuration options for the conversion of chests #if true, no chests will be converted disable = false #whether or not mineshaft chest minecarts should be converted to standard loot chests convert_mineshafts = true #lootr will automatically log all unresolved tables (i.e., for containers that have a loot table associated with them but, for whatever reason, the lookup for this table returns empty). setting this option to true additionally informs players when they open containers. report_unresolved_tables = false #disregard chests and chunks that are outside of the world border; enable this option if you are using a world border and are suffering consistent TPS issues; if you change the world border, you will need to restart your client check_world_border = false #checks structure pieces as well as structure starts when determining if a structure contains a position, more accurate but may cause lag (default true) perform_piecewise_check = true #determines when lootr saves data files for containers. 'always' will always save them, which may result in more files than expected; 'when_opened' will only save them the first time they have been opened; 'smart' defaults to 'always' but switches to 'when_opened' for aternos and exaroton #Allowed Values: ALWAYS, SMART, WHEN_OPENED save_mode = "SMART" #if true, accessing a Lootr container will bypass spawn protection bypass_spawn_protection = true #whether or not the Elytra item frame should be converted into a standard loot chest with a guaranteed elytra convert_elytras_to_chests = false #whether or not the Elytra item frame should be converted into a Lootr item frame with an elytra inside convert_elytras_to_item_frames = false #whether or not item frames with items in them generated by structures should be converted into Lootr item frames convert_item_frames = false #whether or not to output a warning to the log when a suitable block entity has no loot table and is skipped during conversion skip_logging_no_loot_table_at_generation = true #the default delay between ticks. the higher this value, the slower it takes for containers to determine they should refresh, decay, or start refreshing or decaying # Default: 20 # Range: > 0 tick_delay = 20 [whitelist] #configuration for specific whitelisting and blacklisting of dimensions, loot tables and modids #list of dimensions (to the exclusion of all others) that loot chest should be replaced in (default: blank, allowing all dimensions, e.g., ["minecraft:overworld", "minecraft:the_end"]) dimension_whitelist = [] #list of dimensions that loot chests should not be replaced in (default: blank, allowing all dimensions, format e.g., ["minecraft:overworld", "minecraft:the_end"]) dimension_blacklist = [] #list of dimensions by modid that loot chests should not be replaced in (default: blank, allowing all modids, format e.g., ["minecraft #othermod"]) modid_dimension_blacklist = [] #list of dimensions by modid that loot chest should be replaced in (default: blank, allowing all modids, format e.g., ["minecraft #othermod"]) modid_dimension_whitelist = [] #list of loot tables which shouldn't be converted (in the format of ["modid:loot_table", "othermodid:other_loot_table"]) loot_table_blacklist = [] #list of modids whose loot tables shouldn't be converted (in the format of ["modid", "other_modid"]) loot_modid_blacklist = [] #list of loot tables which will forcefully be converted even if they are included in the loot table blacklist or the problematic loot tables (format: see loot_table_blacklist) loot_table_forced_whitelist = [] [breaking] #configuration options for breaking containers #prevent the destruction of Lootr chests except while sneaking in creative mode disable_break = false #allow the destruction of Lootr chests regardless. overrides `disable_break` enable_break = false #allows fake players to destroy Lootr chests without having to sneak, overrides the `disable_break` option for fake players enable_fake_player_break = false #lootr chests cannot be destroyed by creeper or TNT explosions blast_resistant = false #lootr chests cannot be destroyed by any explosion blast_immune = false #lootr chests will drop the contents of the player-specific inventory (generated when not generated) when broken should_drop_player_loot = false #lootr brushable blocks will not fall if the blocks under them are broken brushables_self_support = false #lootr item frames will not break if the blocks they are attached to are broken item_frames_self_support = false #breaking a lootr chest (while not sneaking) will drop a player's loot but not destroy the block, simply marking it as opened break_to_drop_loot = false [power] #configuration options for comparators and redstone power #when true, comparators on Lootr containers will give an output of 1; when false, they will give an output of 0 power_comparators = true #when true, custom inventories will act like trapped chests when opened trapped_custom = false [notifications] #configuration options for notifications #disables styling of breaking, decaying and refreshing messages sent to players disable_message_styles = false [decay] #configuration options for decaying containers #how long (in ticks) a decaying loot containers should take to decay (default 5 minutes = 5 * 60 * 20) # Default: 6000 # Range: > 0 decay_value = 6000 #list of loot tables which will decay (default blank, meaning no chests decay, in the format of (in the format of ["modid:loot_table", "othermodid:other_loot_table"]) decay_loot_tables = [] #list of mod IDs whose loot tables will decay (default blank, meaning no chests decay, in the format ["modid", "othermodid"]) decay_modids = [] #list of dimensions where loot chests should automatically decay (default: blank, e.g., ["minecraft:the_nether", "minecraft:the_end"]) decay_dimensions = [] #containers that have already been marked as decaying will be decayed during level tick as well as when next trapped perform_decay_while_ticking = true #containers that have not yet been marked as decaying will be marked for decay during level tick as well as when next trapped start_decay_while_ticking = false #overriding decay_loot_tables, decay_modids and decay_dimensions: all chests will decay after being trapped for the first time decay_all = false #when true, decayed containers will be replaced with their equivalent vanilla block instead of being removed replace_when_decayed = false [refresh] #configuration options for refreshing containers #how long (in ticks) a refreshing loot containers should take to refresh their contents (default 20 minutes = 20 * 60 * 20) # Default: 24000 # Range: > 0 refresh_value = 24000 #list of loot tables which will refresh (default blank, meaning no chests refresh, in the format of ["modid:loot_table", "othermodid:loot_table"]) refresh_loot_tables = [] #list of mod IDs whose loot tables will refresh (default blank, meaning no chests refresh, in the format of ["modid", "othermodid"]) refresh_modids = [] #list of dimensions where loot chests should automatically refresh (default: blank, e.g., ["minecraft:overworld", "othermod:otherdimension"]) refresh_dimensions = [] #containers that have already been marked as refreshing will be refreshed during level tick as well as when next trapped perform_refresh_while_ticking = true #containers that have not yet been marked as refreshing will be marked for refresh during level tick as well as when next trapped start_refresh_while_ticking = true #overriding refresh_loot_tables, refresh_modids and refresh_dimensions: all chests will refresh after being trapped for the first time refresh_all = false [team] #if true, instead of providing individual loot per player, loot will be assigned based on teams. by default, the entity's scoreboard team will be used. if the player is not in a team, their own uuid will be used instead. [default: false] team_loot = false #the team resolver to use. by default, this is the standard minecraft scoreboard system. anyone not assigned to a scoreboard team will instead be considered in a team of just themselves. this value only needs to be set when using multiple team-based add-ons that provide teams with the same priority and you wish to specify which one you want to use. if blank or empty or the team resolver cannot be found, it will default to 'lootr:default' [default: blank] pinned_team_resolver = ""