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Luck All Bonus
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Nearly every kind of loot scales with luck.
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Runs entirely on the server. Also works in singleplayer.
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Description
In vanilla, luck only matters in a few places (fishing loot, for example). With this mod, nearly every kind of loot scales with luck:
- Chest loot is increased N-fold.
- Mob equipment drop rate is increased by N/100.
- When calculating rare item drop rates, it is treated as if the Looting enchantment level were increased by N.
(N is the Luck value.)
Chest loot
- Every loot table whose id starts with
chests/orchest/, or whose parameter set ischest, gets its bonus rolls raised to at least 1 per pool - Vanilla counts bonus rolls as "floor(bonus rolls × luck)", so each point of luck adds one more roll and roughly doubles the loot of a chest
Block drops
- When a player breaks a block, the breaker's luck is written into the loot context
- Pool weights and bonus rolls that depend on luck therefore change accordingly
Entity drops
- In the
random_chance_with_enchanted_bonuscondition, the enchantment level is increased by "luck × entity loot bonus" - The count of
enchanted_count_increaseis rounded probabilistically instead of withMath.round
Equipment drops
- For each point of luck the killer has, equipment drop chances are raised by the "equipment drop bonus"
Container loot
- Breaking a chest, barrel, decorated pot or any other container block unpacks its loot table with the breaking player, so luck takes part in generation. Vanilla only does this for shulker boxes
- Inserting an item into a decorated pot also passes the player along
- Breaking a chest boat, chest minecart or any other container entity passes the player along too
Scattering loot
- Loot that does not fit into the container is no longer discarded, but dropped right where the block or entity is
- The extra loot is split into as many full stacks as needed
No splitting drops
- Contents of a container drop in full stacks instead of being split into random small piles
Probabilistic rounding
- Fractional parts are carried with a probability instead of always being floored or rounded, so even a fraction of a point of luck matters
- Bonus rolls and entity drop counts are controlled by "probabilistic rounding: loot pool" and "probabilistic rounding: entity drops" respectively
Bone meal
- When "bone meal bonus" is above 0, bone meal is applied "1 + luck × bone meal bonus" times. Defaults to 0, which disables it
Configuration
Everything lives in config/luckallbonus-server.toml and is decided by the server.
enable: master switch. Turning it off disables every change this mod makesround: probabilistic rounding for entity drops. Fractional counts are carried with a probability instead of being roundedfloor: probabilistic rounding for loot pools. Fractional bonus rolls are carried with a probability instead of being flooredequipment: equipment drop bonus. Extra drop chance per point of luck the killer has, defaults to 0.01entity_loot: entity loot bonus. Extra enchantment level per point of luck in therandom_chance_with_enchanted_bonuscondition, defaults to 1bonemeal: bone meal bonus, defaults to 0 (disabled)scatter: scatter overflow loot, on by defaultcontainer: unpack container loot with the player, on by defaultno_split: do not split drops, on by default

Luck All Bonus
In vanilla, luck only matters in a few places (fishing loot, for example). With this mod, nearly every kind of loot scales with luck.
Chest loot
- Every loot table whose id starts with
chests/orchest/, or whose parameter set ischest, gets its bonus rolls raised to at least 1 per pool - Vanilla counts bonus rolls as "floor(bonus rolls × luck)", so each point of luck adds one more roll and roughly doubles the loot of a chest
Block drops
- When a player breaks a block, the breaker's luck is written into the loot context
- Pool weights and bonus rolls that depend on luck therefore change accordingly
Entity drops
- In the
random_chance_with_enchanted_bonuscondition, the enchantment level is increased by "luck × entity loot bonus" - The count of
enchanted_count_increaseis rounded probabilistically instead of withMath.round
Equipment drops
- For each point of luck the killer has, equipment drop chances are raised by the "equipment drop bonus"
Container loot
- Breaking a chest, barrel, decorated pot or any other container block unpacks its loot table with the breaking player, so luck takes part in generation. Vanilla only does this for shulker boxes
- Inserting an item into a decorated pot also passes the player along
- Breaking a chest boat, chest minecart or any other container entity passes the player along too
Scattering loot
- Loot that does not fit into the container is no longer discarded, but dropped right where the block or entity is
- The extra loot is split into as many full stacks as needed
No splitting drops
- Contents of a container drop in full stacks instead of being split into random small piles
Probabilistic rounding
- Fractional parts are carried with a probability instead of always being floored or rounded, so even a fraction of a point of luck matters
- Bonus rolls and entity drop counts are controlled by "probabilistic rounding: loot pool" and "probabilistic rounding: entity drops" respectively
Bone meal
- When "bone meal bonus" is above 0, bone meal is applied "1 + luck × bone meal bonus" times. Defaults to 0, which disables it
Configuration
Everything lives in config/luckallbonus-server.toml and is decided by the server.
enable: master switch. Turning it off disables every change this mod makesround: probabilistic rounding for entity drops. Fractional counts are carried with a probability instead of being roundedfloor: probabilistic rounding for loot pools. Fractional bonus rolls are carried with a probability instead of being flooredequipment: equipment drop bonus. Extra drop chance per point of luck the killer has, defaults to 0.01entity_loot: entity loot bonus. Extra enchantment level per point of luck in therandom_chance_with_enchanted_bonuscondition, defaults to 1bonemeal: bone meal bonus, defaults to 0 (disabled)scatter: scatter overflow loot, on by defaultcontainer: unpack container loot with the player, on by defaultno_split: do not split drops, on by default
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