Equal Loot

Quick rating

Equal Loot

No reviews yet

Adds a configurable per player mob loot system

QoL & Tweaks
Mod Loaders
NeoForge
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Unsupported
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
equal_loot-26.1.2-1.1.0-fabric.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

neoforge fabric

discord-singular kofi-singular-alt patreon-singular 


Equal Loot

Equal loot is a simple mod that allows mobs to drop their loot multiple times for each player that assisted in its kill. Only the player the drop it's for can see and pickup the items.

Additionally, the mod offers various configuration to change the behaviour of this system.

By default, player based loot is only enabled for bosses (mobs in the c:bosses tag).
A maximum of 5 players that hit the boss within the last 15 seconds and dealt at least 5% of the mobs health receive the loot (sorted by the damage done).
Note that the player who killed the mob is not guaranteed to also receive its loot. If they do not meet the requirements they will only receive the mobs loot if the maximum player amount is not reached.

⚙️ Configuration

The configuration of this mod is data-driven meaning you would need to create a datapack to change the behaviour.

A config is defined via a file under data/<namespace>/equal_loot/entity and have the following format:

{
  "include": <Holder>, // A tag or list of entities that apply to this config
  "exclude": <Holder>, // A tag or list of entities that are excluded from this config
  "max_players": <integer>, // The amount of players that can receive the loot at max. Set to 0 to have no limit
  "min_damage": <float>, // The minimum damage a player needs to do to count
  "percentage": <true | false>, // If true min_damage is treated as a percentage value based on the mobs max health. Otherwise min_damage is the flat amount of damage required
  "damaged_within": <integer>, // Time in ticks the player needed to hit the mobs within to count. So if the player hasnt hit the mob in this time they wont receive the loot
  "killer_handling": <"always" | "fill" | "requirements">, // How the loot of the killing player should be handled. See below
  "priority": <integer>, // Only relevant if a config overlaps with another. This defines which config will take precedence then
}

Killer Handling:
always: The killing player always receives the loot
fill: If the killing player does not meet the requirement (dealing enough damage or hit the mob since x ticks) they only receive the loot if max_players is not reached
requirements: If the killing player does not meet the requirements they do not receive the loot

Example:

The following is the configuration the mod ships with

{
  "damaged_within": 300,
  "exclude": [],
  "include": "#c:bosses",
  "max_players": 5,
  "min_damage": 0.05,
  "percentage": true,
  "priority": 10
}

neoforge fabric

discord-singular kofi-singular-alt patreon-singular

Equal Loot

Equal loot is a simple mod that allows mobs to drop their loot multiple times for each player that assisted in its kill. Only the player the drop it's for can see and pickup the items.

Additionally, the mod offers various configuration to change the behaviour of this system.

By default, player based loot is only enabled for bosses (mobs in the c:bosses tag).
A maximum of 5 players that hit the boss within the last 15 seconds and dealt at least 5% of the mobs health receive the loot (sorted by the damage done).
Note that the player who killed the mob is not guaranteed to also receive its loot. If they do not meet the requirements they will only receive the mobs loot if the maximum player amount is not reached.

⚙️ Configuration

The configuration of this mod is data-driven meaning you would need to create a datapack to change the behaviour.

A config is defined via a file under data/<namespace>/equal_loot/entity and have the following format:

{
  "include": <Holder>, // A tag or list of entities that apply to this config
  "exclude": <Holder>, // A tag or list of entities that are excluded from this config
  "max_players": <integer>, // The amount of players that can receive the loot at max. Set to 0 to have no limit
  "min_damage": <float>, // The minimum damage a player needs to do to count
  "percentage": <true | false>, // If true min_damage is treated as a percentage value based on the mobs max health. Otherwise min_damage is the flat amount of damage required
  "damaged_within": <integer>, // Time in ticks the player needed to hit the mobs within to count. So if the player hasnt hit the mob in this time they wont receive the loot
  "killer_handling": <"always" | "fill" | "requirements">, // How the loot of the killing player should be handled. See below
  "priority": <integer>, // Only relevant if a config overlaps with another. This defines which config will take precedence then
}

Killer Handling:
always: The killing player always receives the loot
fill: If the killing player does not meet the requirement (dealing enough damage or hit the mob since x ticks) they only receive the loot if max_players is not reached
requirements: If the killing player does not meet the requirements they do not receive the loot

Example:

The following is the configuration the mod ships with

{
  "damaged_within": 300,
  "exclude": [],
  "include": "#c:bosses",
  "max_players": 5,
  "min_damage": 0.05,
  "percentage": true,
  "priority": 10
}

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works