Loot Injection
Loot configs drop custom items from vanilla gameplay - breaking vanilla blocks, killing mobs, and fishing - without touching datapacks. Each config in the loots/ folder is one loot entry; the file name is its ID.
# loots/ruby_from_stone.yml
type: block # block, mob, or fishing
targets: # block lookups (or entity types for mob loot)
- stone
- deepslate
chance: 0.02 # chance for the loot to roll at all
fortune: true # fortune on the tool multiplies amounts (block only)
items:
- item: ecoitems:ruby
chance: 1.0 # per-item chance within a successful roll
amount: 1 # or a range like 1-3
xp: 1-3 # bonus xp
# loots/rare_catch.yml
type: fishing
chance: 0.05
items:
- item: ecoitems:enchanted_boot
biomes: # optional filters; also worlds:
- ocean
- deep_ocean
How each type behaves
block- rolls when a player breaks a matching block (survival mode, and not when another plugin already cancelled the drops). Works on custom EcoItems blocks too, on top of their owndrops:.mob- rolls when a player kills a matching entity; items join the death drops at the mob's location.fishing- rolls on a successful catch; the first rolled item replaces the vanilla catch.targetsis ignored.
Filters and conditions
biomes: and worlds: limit where the loot applies (biome keys like deep_dark, lowercase world names). A conditions: block accepts libreforge conditions checked on the player - permissions, skill levels, anything the toolbox offers.