Cobbleloots ALPHA-2.0.1
IMPORTANT: Alpha versions of the mod may contain bugs and unfinished features. Use them at your own risk. If you find any issues, please report them on the GitHub repository.
Changes
Loot Ball Generation and Spawning
- Loot balls can now be generated with new chunks in the world. The generation is based on biome tags filters and height filters.
- The generation can be configured in data packs and enabled or disabled for individual loot balls. By setting the
typeentry togeneratedin a source definition, the loot ball will be generated in the world. - The generator will try to spawn a loot ball in a section of a chunk. By default, 3 attempts are made to spawn a loot ball in a chunk.
- Reduced the performance impact of loot ball generation compared to the previous mod, by checking smaller sections of the world.
- The generation can be configured in data packs and enabled or disabled for individual loot balls. By setting the
- Loot balls can now spawn nearby a random player. The spawning uses the same biome tags filters and height filters as generation, but they can be configured separately in data packs.
- Every certain amount of time, the mod will try to spawn a loot ball near a random player. By default, the mod will try to spawn a loot ball every 5-30 minutes.
Loot Ball
- Reverted changes to item obtaining in survival. Now, the item will be directly added to the player's inventory instead of dropping it on the ground. If the player's inventory is full, the item will be dropped on the ground.
- In the future, I will add a config option to choose between these two behaviors.
Loot Ball NBT
- Added new nbt tag
DespawnTick. This tag is used to store the tick when the loot ball will despawn. This tag is used to prevent spawned loot balls from staying in the world indefinitely. Generated loot balls doesn't have this tag, so they will not despawn.
Tags
- Added new internal biome and block tags for loot ball generation and spawning.
Loot Ball Data
- Changed
biomeentry data type insourcesdefinitions fromResourceLocationtoTagKey<Biome>for better performance. From now on, biome filters should point to biome tags instead of biome IDs. If no biome filter is specified, the loot ball will be available in all biomes. - Added an experimental boolean
announceentry. If set totrue, when the loot ball is spawned, a message will be sent to all players on the server.
Cobbleloots ALPHA-2.0.0
IMPORTANT: Alpha versions of the mod may contain bugs and unfinished features. Use them at your own risk. If you find any issues, please report them on the GitHub repository.
Note: This mod replaces my previous mod
Cobblemon: Loot Balls, but it is not compatible with the old loot balls from the other mod, so I suggest backing up items from previous worlds.
Changes from previous mod
- The Loot Balls code was completely redone from scratch. From now on, the mod will be called Cobbleloots, to avoid confusion with the old incompatible versions.
- Loot Balls are now entities instead of blocks.
- Loot Ball generation and survival sources aren't implemented yet. They will be added in future alpha versions.
- Loot Balls now doesn't disappear after being opened. They will stay in the world until they are destroyed by the players. This change was made to allow players to use the loot balls as decorations in future versions.
- Loot Balls doesn't drop themselves when destroyed. This will be added in future versions.
- Loot Balls items now drop into the world instead of being directly added to the player's inventory.
New Features
- Loot Balls now have new sounds and animations.
- The opening sound was updated to be more in line with the original Pokémon games.
- The opening animation was updated to be more fluid and visually appealing.
- Various sounds were added/updated for different actions on the loot balls.
Mapmaking
- The mod now has a documentation to help mapmakers use the mod objects and features in their custom maps. This will be updated as new features are added.
- At the moment of this release, the documentation is still a work in progress. If you have any questions, feel free to ask on my discord server. I will update the documentation as soon as possible.
- Added a new
Loot Ball Datasystem to help mapmakers create custom loot balls with different properties.- You can now create custom loot balls trough datapacks! Check the documentation for more information.
- The system is still a work in progress, and it may change in future versions.
- The system is not yet implemented in survival sources nor generation. It will be added in future alpha versions.
- You can customize the loot table, texture, sources, rarity, biomes and more. Some of these features are not yet implemented, but you can write the data for future use.
- Reworked the
Openerstag to allow more flexibility for mapmakers.- The system is still a work in progress, and it may change in future versions.
- It now stores the
UUIDand theTimestampof the player that opened the loot ball. This will be used in future versions to add more features to the mod, like cooldowns and re-usable loot balls.
Changes
- Crítical: Modified
OpenersNBT save/loading. It works as a list of strings now, to avoid issues with larger UUIDs strings.
NOTE: The old code was left in place to deserialize this NBT key for compatibility reasons. It is recommended to load the chunks containing loot balls already generated to be updated to the new system. This may be removed in the future.
- Removed
perPlayerLootBallsconfig. It was redundant and now loot balls can only be opened 1 time per player by default.
NOTE: In single player worlds, loot balls have 1 use by default, and loot balls will be destroyed when used. In multiplayer worlds, the new
ignoreLootBallUsessetting must be changed totrueso that everyone can claim the loot (see below) or adjust thenaturalLootBallUsessetting to allow more than 1 use in natural loot balls.
- Replaced
ignorePerPlayerLootBallUsesconfig withignoreLootBallUsesconfig. Whentrue, the remaining uses of a loot ball will be ignored (infinite uses), but will still be limited to 1 loot per player. Defaults tofalse. - Added
randomizeAfterUseconfig. Whentrue, loot balls with an assigned loot table (like the natural ones) will grant random loot to each player. Iffalse, all players will get the same loot. Defaults totrue. - Updated the docs.
Fixes
- Fix:
InfiniteNBT tag in loot balls ignoresOpenersNBT.
Changes
- Generated Loot Balls are now a bit rarer.
- Added 2 new configs:
minLootBallsPerChunk: You can now set the minimum amount of lootballs generated per chunk. (Defaults to0)generationChance: You can now set the chance for a lootball generation attempt to be successful. (Defaults to0.08)
Changes
- Updated all existing loot tables. You can check the new loots in the lootball docs.
- Added loot ball fishing, archaeology and drop sources.
- Added 5 new loot balls:
- Lure: Obtainable only by fishing in cold oceans.
- Heal: Naturally generated in biomes with villages.
- Dive: Naturally generated in oceans at the bottom and by fishing in deep ocean biomes.
- Repeat: Obtainable only by brushing suspicious sand in desert pyramids and wells.
- Luxury: Obtainable only by breaking Budding Amethyst.
- Added config file in
configfolder with 10 new configurations.- From now, you can configure loot balls to allow loot for multiple players (works similar to Lootr mod).
- You can tweak the max amount of loot balls generated per chunk.
- You can disable loot ball fishing, archaeology, natural generation and other sources.
- Check the details in the config docs
- Added new NBT tags to lootballs for mapmakers:
Uses: Indicates the uses remaining in a loot ball. When it reaches 0, the lootball is destroyed.Infinite: Boolean byte that indicates if loot ball has infinite uses.Multiplier: Float that indicates the bonus loot multiplier for a loot ball. (defaults to 2.0 for natural hidden loot balls)
- Tweaked loot ball generation and particles.
- By default, 3 attempts will be made per chunk (configurable) to spawn loot balls.
- Hidden loot balls will now generate 3 sparks instead of 1.
- Added Loot Ball Finder item.
- Currently, it only helps to find hidden loots in a
64x64x64area centered in the player. - It can be obtained by crafting. See the features docs
- This is WIP. I appreciate your feedback on discord!
- Currently, it only helps to find hidden loots in a
- Updated language files and text formatting.
- Removed unused
doLootBallFishinggamerule and replaced with a new config.
Fixes
- Critical fix to NBT saving/loading for loot balls.
- Manually placed loot balls should now remember the items inside correctly.
- Fixed: Loot balls aren't generating in y-levels below 0.
- Fixed: generated hidden loot balls not giving double loot after world reload.
- Only newly generated hidden loot balls will have double loot.
- Added natural loot ball generation. The remaining loot balls will be added in future updates.
- Added
generateLootBallsanddoLootBallFishinggame rules. - Loot Ball loot will now display the item name instead of the "path" when obtained in Survival.
- Invisible loot balls will now spark more often.
- It should no longer be possible to remove objects from (or insert) Loot Balls using hoppers/droppers/etc.
First alpha version.


