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 own drops:.

  • 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. targets is 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.