Mods
Resource Packs
Data Packs
Modpacks
Shaders
Plugins
Mods Resource Packs Data Packs Plugins Shaders Modpacks
Get Modrinth App Upgrade to Modrinth+
Sign in
ModsPluginsData PacksShadersResource PacksModpacks
Sign in
Settings
Cobbleloots: Loot Balls and More!

Cobbleloots: Loot Balls and More!

A cobblemon sidemod that adds Poké Balls with loot from the original games to cobblemon for mapmaking.

261.7k
140
Adventure
Minigame
Utility

Compatibility

Minecraft: Java Edition

1.21.1
1.20.1

Platforms

Fabric
NeoForge

Supported environments

Client and server

90% of ad revenue goes to creators

Support creators and Modrinth ad-free with Modrinth+

Links

Report issues View source Visit wiki Join Discord server

Creators

Ripio
Ripio Owner

Details

Licensed MIT
Published last year
Updated 4 days ago
DescriptionGalleryChangelogVersions
All versions2.0.7

2.0.7

Download
Report

Changelog

Cobbleloots ALPHA-2.0.7

IMPORTANT: This update breaks compatibility with previous versions of the mod. You will need to update your data packs and configurations to match the new Loot Ball Data format.

REMEMBER: Alpha versions may contain bugs and unfinished features. Use them at your own risk. If you find any issues, please report them on the Discord server.

Changes

Loot Ball Changes

  • Added the Rainbow Loot Ball:
    • It has a cobbleloots exclusive rainbow texture.
    • It gives 5 XP when opened.
    • Loot table:
      • 1 x Rainbow Creeper Banner (Weight: 8)
      • 16 x Rainbow Fireworks (Weight: 8)
      • 1 x Totem of Undying (Weight: 1)
      • 1 x Exp. Candy XS (Weight: 1)
      • 1 x Exp. Candy S (Weight: 1)
      • 1 x Exp. Candy M (Weight: 1)
    • Obtaining:
      • Generation:
        • Weight: 10
        • Biomes: Can generate in mushroom fields, flower forests, meadows, sunflower plains, cherry groves, and warm ocean biomes.
      • Spawning:
        • Weight: 20
        • Sky Light: 7-15
        • Biomes: Same as generation.
  • You can now place Loot Balls directly where you are looking at instead of placing them on a fixed position centered on the block you are looking at.
  • Added the ability for Loot Balls to drop as decorative items in survival mode.
    • When a loot ball has no remaining uses, you can destroy them in survival and the loot ball will drop as a decorative item.
    • This change is currently work in progress, so expect some bugs.
    • You can disable this behaviour in the config file.
  • Changed Variant NBT Tag type for Loot Balls to String instead of Integer. It now represents a variant id instead of the position in the variants lists inside the Loot Ball definition JSON.
  • Added PlayerTimer Loot Ball NBT Tag of type Long.
    • It represents a value in ticks that the player must wait to reopen the Loot Ball.
    • A value of 0 disables this behaviour.
    • A small value (like 1) indicates that the player can reopen the Loot Ball indefinitely.
  • Added XP Loot Ball NBT Tag of type Integer.
    • It represents the amount of XP that the Loot Ball will give to the player when opened.
  • The default values for Loot Balls are now configurable via the new loot_ball.defaults config section. Some default values may still be hardcoded, but most of them can now be changed in the config file.
  • Loot balls will now try to spawn on a solid block instead of midair, but they will still spawn midair if no solid block is found after a certain amount of attempts.
  • Some default loot balls now have colours applied to their names to make them more distinguishable in the inventory.
  • Updated Loot Ball definitions to use the new Loot Ball Data format, and some of the definitions have been changed to reflect the new data structure:
    • Poké (and variants): Now gives 1 XP when opened.
      • The definition serves as a example for data pack creators to create their own Loot Ball definitions. The values you see in the Poké Loot Ball definition are mostly the default values for all Loot Balls (some of exceptions are the xp or weight values).
    • Great: Now gives 3 XP when opened.
    • Ultra: Now gives 10 XP when opened.
    • Master:
      • Now gives 50 XP when opened.
      • Now it can spawn in all biomes with a weight of 1.
    • Safari: Now gives 1 XP when opened.
    • Luxury: Now gives 25 XP when opened.
    • Dive:
      • Now gives 5 XP when opened.
      • Generation and Spawning:
        • Now it only generates/spawn inside water
        • Removed the below y-level 62 generation condition.
        • It still generates/spawn in the Dive Loot Ball allowed biomes.
    • Heal:
      • Now gives 10 XP when opened.
      • Generation and Spawning:
        • Now it can generate and spawn in all overworld biomes.
        • Reduced the weight to 10 for all sources to make it rarer.
    • Lure: Removed the Lure Loot Ball definition, as it was not used in the mod yet (until the fishing update).
  • Opening a Loot Ball with a despawn timer will now extend the despawn timer during the time the player is opening it. This change is to prevent Loot Balls from despawning while the player is opening them, which could lead to losing the Loot Ball and its contents.
  • Creative players can now middle-click Loot Balls to copy their data, allowing for easier use of Loot Balls in creative mode.

Loot Ball Data Rework

  • Reworked the Loot Ball Data format to be more flexible and easier to use.

  • The Loot Ball definition structure (data/namespace/loot_ball/{name}.json) now contains:

    • (required) name [Component]: The name of the Loot Ball, displayed in the inventory. It can be a simple string or a component with formatting.
    • (optional) loot_table [ResourceLocation]: The loot table to use when opening the Loot Ball.
    • (optional) texture [ResourceLocation]: The texture to use for the Loot Ball item. If not specified, the default texture will be used.
    • (optional) sources [Map<String, List<SourceFilter>>]: A map of sources with filters to use for the Loot Ball.
      • (optional) generation [List<SourceFilter>]: A list of filters for the Loot Ball to generate in the world.
      • (optional) spawning [List<SourceFilter>]: A list of filters for the Loot Ball to spawn in the world.
    • (optional) variants [Map<String, VariantData>]: A map of variants for the Loot Ball. Each variant can have its own name, texture, and loot_table. Each variant is identified by a unique id.
      • (optional) {variant_id} [VariantData]: The data for the variant, where {variant_id} is a unique identifier for the variant.
  • The Loot Ball definition structure now uses a new SourceFilter format, which allows for more flexible filtering of sources:

    • (optional) weight [Integer]: The weight of the filter, used for random selection. Defaults to 1.
    • (optional) structure [Tag<Structure>]: A tag of structures that the filter applies to. If not specified, the filter passes for all structures.
    • (optional) biome [Tag<Biome>]: A tag of biomes that the filter applies to. If not specified, the filter passes for all biomes.
    • (optional) dimension [List<ResourceLocation>]: A list of dimensions that the filter applies to. If not specified, the filter passes for all dimensions.
    • (optional) block [Map<String, Tag<Block>>]:
      • (optional) spawn [Tag<Block>]: A tag of blocks that the filter applies to when checking the block the Loot Ball is spawned on. If not specified, the filter passes for all blocks.
      • (optional) base [Tag<Block>]: A tag of blocks that the filter applies to when checking the base block of the Loot Ball. If not specified, the filter passes for all blocks.
    • (optional) fluid [Tag<Fluid>]: A tag of fluids that the filter applies to when checking the fluid the Loot Ball is spawned on. If not specified, the filter passes for all fluids.
    • (optional) position [Map<String, MinMaxFilter>]:
      • (optional) x [MinMaxFilter]: A filter for the x position of the Loot Ball. If not specified, the filter passes for all x positions.
      • (optional) y [MinMaxFilter]: A filter for the y position of the Loot Ball. If not specified, the filter passes for all y positions.
      • (optional) z [MinMaxFilter]: A filter for the z position of the Loot Ball. If not specified, the filter passes for all z positions.
    • (optional) (exclusive to spawning filters) light [Map<String, MinMaxFilter>]:
      • (optional) block [MinMaxFilter]: A filter for the block light level of the Loot Ball. If not specified, the filter passes for all block light levels.
      • (optional) sky [MinMaxFilter]: A filter for the sky light level of the Loot Ball. If not specified, the filter passes for all sky light levels.
    • (optional) time [Map<String, MinMaxFilter>]:
      • (optional) value [MinMaxFilter]: A filter for the time of day in ticks when the Loot Ball can spawn. If not specified, the filter passes for all times.
      • (optional) period [Integer]: The period of the time filter in ticks, which defines the modulus for the time value. If not specified, the filter does not apply a period.
    • (optional) weather [Map<String, Boolean>]:
      • (optional) clear [Boolean]: Whether the filter passes when the weather is clear. Defaults to true.
      • (optional) rain [Boolean]: Whether the filter passes when it is raining. Defaults to true.
      • (optional) thunder [Boolean]: Whether the filter passes when it is thundering. Defaults to true.
  • The Loot Ball definition structure now uses a new MinMaxFilter format, which allows for more flexible filtering of positions:

    • (optional) min [Integer]: The minimum value for the filter. If not specified, the filter passes for all values.
    • (optional) max [Integer]: The maximum value for the filter. If not specified, the filter passes for all values.
  • The Loot Ball definition structure now uses a new VariantData format, which allows for more flexible variant data:

    • (optional) name [Component]: The name of the variant, displayed in the inventory. If not specified, the parent name will be used.
    • (optional) texture [ResourceLocation]: The texture to use for the variant item. If not specified, the parent texture will be used.
    • (optional) loot_table [ResourceLocation]: The loot table to use when opening the variant Loot Ball. If not specified, the parent loot table will be used.

Creative Tab Changes

  • Replaced all items in the Cobbleloots Creative Tab with:
    • Loot Ball default item, without any specific data attached.
    • Textured Loot Ball items, which are the same as the default item but with a specific texture applied. All the cobblemon textures are now available as textured loot balls.

Config Changes

  • Added new configs:
    • loot_ball.defaults.uses: Default amount of uses a Loot Ball has. Defaults to 1.
    • loot_ball.defaults.multiplier: Default loot multiplier for Loot Balls. Defaults to 1.0.
    • loot_ball.defaults.xp: Default XP amount for Loot Balls. Defaults to 0.
    • loot_ball.defaults.player_timer: Default player timer in ticks. Defaults to 0.
    • loot_ball.defaults.despawn_tick: Default despawn tick timer. Defaults to 0.
    • loot_ball.survival.drop.enabled: Enable Loot Balls to drop as decorative items in survival mode. Defaults to true.
    • loot_ball.survival.drop.automatic: Enable Loot Balls to drop automatically when they have no remaining uses. Defaults to true.
    • loot_ball.survival.destroy_looted: Enable Loot Balls to be destroyed in survival mode when looted. Defaults to false.
    • loot_ball.disabled.dimensions.generation: A list of dimensions where Loot Balls will not generate in the world. Defaults to an empty list.
    • loot_ball.disabled.dimensions.spawning: A list of dimensions where Loot Balls will not spawn in the world. Defaults to an empty list.
    • loot_ball.disabled.dimensions.fishing: A list of dimensions where Loot Balls will not spawn when fishing. Defaults to an empty list.
    • loot_ball.disabled.dimensions.archaeology: A list of dimensions where Loot Balls will not spawn when digging in archaeology sites. Defaults to an empty list.
  • Removed configs:
    • loot_ball.xp.amount: This config was replaced by the new loot_ball.defaults.xp config.

Fixes

  • Fixed a bug where wardens could target and attack loot balls; now wardens ignore loot balls as intended.
  • Fixed loot balls not despawning when falling into the world void.
  • Fixed loot balls not being killed using the /kill command.
  • Fixed a bug where, when a player in creative assigned an item to a loot ball, looting the loot ball caused the item to disappear from its inventory and prevented other players from claiming the loot.

Technical

  • All codecs were reworked for the new loot ball data format.
  • Optimized some internal game detections for loot ball entity targetting and damage.
  • Add a limit to random chunk search to optimize loot ball generation.
  • Removed internal block check for valid position when spawning a loot ball. This is replaced now by loot ball definition filters.
  • Major rewrite of the loot ball code.
  • Updated lang files.
  • Updated some methods to better differentiate between client and server code.
  • Added support for yaml lists in loot ball configs.

Dependencies

dependency-iconCobblemonrequired

Files

cobbleloots-fabric-2.0.7.jar(138.9 KiB) Primary
Download

Metadata

Release channel

Alpha

Version number

2.0.7

Loaders

Fabric

Game versions

1.21.1

Downloads

8485

Publication date

June 17, 2025 at 5:37 AM

Publisher

Ripio

Ripio

Owner

Version ID

Modrinth is open source.

fix-window-open@1656e14

© Rinth, Inc.

Company

TermsPrivacyRulesCareers

Resources

SupportBlogDocsStatus

Interact

Discord X (Twitter) Mastodon Crowdin
Get Modrinth App Settings
NOT AN OFFICIAL MINECRAFT SERVICE. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.