Loot table

Loot tables are technical JSON files that are used to dictate what items should generate in various situations, such as what items should be in naturally generated containers, what items should drop when breaking a block or killing a mob, what items can be fished, and more. It does not affect dropped experience, or dropped non-item entities such as slimes from larger slimes or silverfish from infested blocks.

Usage
The loot tables are structured as a String tag that determines the table to use, and a Long tag determining the seed. Containers or mobs with the same seed and table drop the same items. Loot tables do not determine the container's slot to be used; that is randomly determined based on the seed.

For chests, trapped chests, hoppers, storage minecarts, minecarts with hoppers, dispensers, droppers, shulker boxes and barrels: These tags are removed once the items have been interacted with (by opening the container, breaking the container, etc.), and only then are items put in the container.
 * : Loot table to be used to fill the container when it is next opened, or the items are otherwise interacted with. When the container is a chest that is part of a double chest, only the half corresponding to the tagged single-chest is affected.
 * : Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.
 * : Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.

For mobs:


 * The root tag.
 * : Loot table to be used for the items that drop when the entity is killed.
 * : Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.

The loot tables of mobs and containers can be altered with and. The player could also grant a loot table to an entity or drop it in the world with.

Tags
Loot tables are defined using the JSON format. Below are a list of tags used.


 * Optional type of the loot table. Must be one of  if the loot table does not generate any loot,   for loot an entity drops,   for loot a block drops,   for a treasure chest,   for a fishing loot table,   for a cat or villager gift,   if it's used as a reward for an advancement,   for loot from bartering with piglins,   for,   for   in selectors,   for   predicates in advancements or   if none of the above apply.
 * : Applies functions to all item stacks produced by this table. Functions are applied in order, so for example  must be after   to work correctly.
 * A function.
 * : Namespaced ID of the function to apply. Valid functions are described below.
 * : Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
 * A condition.
 * : Namespaced ID of condition. Valid conditions are described below.
 * : A list of all pools for this loot table. Each pool used generates items from its list of items based on the number of rolls. Pools are applied in order.
 * A pool.
 * Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
 * A condition.
 * Namespaced ID of condition. Valid conditions are described below.
 * Applies functions to all item stacks produced by this pool. Functions are applied in order, so for example  must be after   to work correctly.
 * A function.
 * Namespaced ID of the function to apply. Valid functions are described below.
 * Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
 * A condition.
 * Namespaced ID of condition. Valid conditions are described below.
 * Number Provider. Specifies the number of rolls on the pool.
 * Number Provider. Specifies the number of bonus rolls on the pool per point of luck. Rounded down after multiplying.
 * A list of all things that can be produced by this pool. One entry is chosen per roll as a weighted random selection from all entries without failing conditions.
 * An entry.
 * : Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
 * A condition.
 * : Namespaced ID of condition. Valid conditions are described below.
 * : Applies functions to the item stack or item stacks being produced. Functions are applied in order, so for example  must be after   to work correctly.
 * A function.
 * : Namespaced ID of the function to apply. Valid functions are described below.
 * : Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
 * A condition.
 * : Namespaced ID of condition. Valid conditions are described below.
 * : Namespaced ID type of entry. Can be  for item entries,   for item tags,   to produce items from another loot table,   for child entries,   to select one sub-entry from a list,   to select sub-entries until one entry cannot be granted,   to generate block specific drops, or   for an entry that generates nothing.
 * For type 'item', ID name of the item to be produced, e.g. . The default, if not changed by , is a stack of 1 of the default instance of the item.
 * For type 'tag' item tag to be used, e.g..
 * For type 'loot_table', loot table to be used, e.g..
 * For type 'dynamic', can be  for block entity contents or   for banners and player skulls.
 * For type 'group' a list of entries that are used to generate loot. Can be used for convenience, e.g. if one condition applies for multiple entries.
 * For type 'alternatives' a list of entries of which the first, and only the first, successful entry gets generated.
 * For type 'sequence' a list of entries that are used until the first entry fails. After an entry fails, no more entries of this list are generated
 * : For type 'tag', if set to true, it chooses one item of the tag, each with the same weight and quality. If false, it generates one of each of the items in the tag. Required when type is 'tag'.
 * : Determines how often this entry is chosen out of all the entries in the pool. Entries with higher weights are used more often (chance is $this entry's weight/total of all considered entries' weights$).
 * : Modifies the entry's  based on the killing/opening/fishing player's luck attribute. Formula is.
 * : For type 'tag', if set to true, it chooses one item of the tag, each with the same weight and quality. If false, it generates one of each of the items in the tag. Required when type is 'tag'.
 * : Determines how often this entry is chosen out of all the entries in the pool. Entries with higher weights are used more often (chance is ⇭⇭⇭⇭⇭).
 * : Modifies the entry's  based on the killing/opening/fishing player's luck attribute. Formula is.

Functions
Loot tables use various functions to change the item stack being produced, such as adjusting the stack size or adding enchantments. Below are a list of valid functions, and the tags used by them. The tags are placed in the same function object as :.

The functions from directory in the   directory in data packs have the same structure as the loot functions.

See item modifier for the possible functions.

Conditions
Loot tables use various conditions that add requirements to a drop, pool, or function. Below are a list of valid conditions, and the tags used by them. The tags are placed in the same condition object as.

Moreover, the conditions from directory in the   directory in data packs have the same structure as the loot conditions.

See predicate for the possible conditions.

Number Providers
Loot tables use number providers in some places that accept an int or float. They can either be defined as a constant value or as an object.


 * : Constant number provider.
 * : The root tag.
 * : The number provider type.

The possible values for and associated extra contents:


 * constant - A constant value.
 * : The exact value


 * uniform - A random number following a uniform distribution between two values (inclusive).
 * : Number provider. The minimum value.
 * : Number provider. The maximum value.


 * binomial - A random number following a binomial distribution
 * : Number provider. The amount of trials.
 * : Number provider. The probability of success on an individual trial.


 * score - A scoreboard value
 * : Scoreboard name provider. One of,  ,  ,.
 * : Scoreboard name provider
 * : Resource location. Either fixed or context.
 * If  is  :
 * : A UUID or playername.
 * If  is  :
 * : Scoreboard name provider. One of,  ,  ,.
 * : The scoreboard objective.
 * : Optional. Scale to multiply the score before returning it.

List of loot tables
Below is a list of all loot tables that exist by default. More tables can be added in the world save for use with custom maps. Note that some blocks, such as bedrock, end portals and other blocks unbreakable in survival do not have loot tables, some blocks share loot tables (namely wall and floor variants of blocks) and that certain drops, such as head drops from charged creepers, the wither's nether star, and blocks held by endermen, are currently not covered by loot tables.

Data packs
Custom data packs use loot tables to change what loot can spawn in containers or drop by mobs. They can either change existing loot tables or create new ones. This is the file structure:


 * world save folder
 * datapacks
 * data pack
 * data
 * minecraft
 * loot_tables
 * See
 * custom_namespace
 * loot_tables
 * loot table name.json

The JSON files go in this folder. Vanilla loot tables are grouped into 4 categories: gameplay (fishing), entities, blocks, and chests, with some tables being in subfolders of those. For example, the file for zombies would go in. This makes every zombie in that world use the datapack's loot table rather than the default zombie loot table.

Loot tables are namespaced. To create a custom loot table, first create a new folder for the custom namespace, and then create loot tables within following a similar structure. Then, summon the mob with the data tag DeathLootTable set to the name of the directory and file (without the .json extension), such as.