Drops and items
The easiest way to change these settings is the web editor. It shows every option and checks what you type. This page shows the files, so you know what the editor writes for you.
When a player kills a special mob, it can drop extra items and more experience. Its normal loot drops too.
Items
Drops and equipment name items. There are three kinds:
- Plain items by name, like
minecraft:golden_apple. - Items registered in game. Hold any item and run
/bloodnight item register. You get an ID. Click it to copy it. The item keeps everything: name, enchantments, custom data from other plugins. - Items made in the editor, with a material, a name, lore and enchantments.
Remove a registered item with /bloodnight item remove <id>.
Drop tables
There are three places for drops:
| Place | Where it lives | Used by |
|---|---|---|
| Global | global_drops.yml | every world |
| World | worldDrops in a world file | that world |
| Mob | mobDrops of a special mob | that mob |
A drop looks like this:
dropList:
- itemId: minecraft:golden_apple
amount: 1
weight: 10
- itemId: 3f9a12c4
amount: 1
weight: 1
A drop with a bigger weight is picked more often.
How many drops?
weights says how likely each number of drops is:
weights:
1: 90
2: 50
3: 10
Here one drop is most likely, three drops are rare.
Which tables count?
A mob's mobDrops decides where things come from:
mobDrops:
weightsScope: GLOBAL
dropTables: [GLOBAL, WORLD, MOB]
xpScope: GLOBAL
xpModifier: MULTIPLY
xpValue: 4
weightsScope: whoseweightsto use:GLOBAL,WORLDorMOB.dropTables: which drop lists to pick from. They are mixed together.xpScope: whose experience setting to use.
Experience
xpModifier | Experience becomes |
|---|---|
DEFAULT | Normal |
MULTIPLY | Normal times xpValue |
VALUE | Exactly xpValue |
By default, special mobs give 4 times the normal experience. All drop lists start empty, so add your own items.
Normal loot of special mobs
vanillaLoot in mobDrops decides what happens to the normal loot of a special mob:
vanillaLoot | What drops |
|---|---|
KEEP | The normal loot, as always |
MULTIPLY | More normal loot, like ordinary monsters in a blood night (see below) |
CLEAR | No normal loot. Only the drops from the tables. |
Items a mob wears or holds always drop as normal.
Ordinary monsters
During a blood night, ordinary monsters drop more too. They need to be killed by a player. You set this in
worldDrops.vanilla in the world file:
worldDrops:
vanilla:
enabled: true
lootMultiplier: 2
extraDrops: false
xpModifier: MULTIPLY
xpValue: 2
excludedTypes: []
excludedReasons: [SPAWNER, TRIAL_SPAWNER, NETHER_PORTAL]
lootMultiplier: how much loot drops.2means twice as much. A stack never grows past its size.extraDrops: withtrue, ordinary monsters also get drops from the world's tables.xpModifierandxpValue: their experience, like in the table above.excludedTypes: kinds of mobs that keep their normal loot, likeZOMBIFIED_PIGLIN.excludedReasons: mobs from spawners or nether portals keep their normal loot. This stops mob farms from getting more.
Items a monster wears or holds are never multiplied. During a blood night, monsters can't pick up items either. So a dropped diamond can't come back twice.
Mobs of other plugins keep their loot (see mobs of other plugins).