Loot tables are technical JSON tables that represent what items should be in a naturally generated chest, what items should drop when killing a mob, or what items can be fished.
Usage
The loot tables are structured as a String tag which determines the table to use, and a Long tag determining the seed. Chests or mobs with the same seed and table will drop the same items. Loot tables do not determine which slot of a chest is used; that is randomly determined based on the seed.
For Chests, Trapped Chests and Storage Minecarts:
-
- LootTable: Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with. When the chest is part of a double chest, only the half corresponding to the tagged single-chest will be affected.
- LootTableSeed: Seed for generating the loot table. 0 or omitted will use a random seed.
These tags will be removed once the items have been interacted with (by opening the chest, breaking the chest, etc.), and only then will items be put in the chest.
For Mobs:
- The root tag.
- DeathLootTable: Loot table to be used for the items that drop when the entity is killed.
- DeathLootTableSeed: Seed for generating the loot table. 0 or omitted will use a random seed.
The loot tables of Mobs and Chests can be altered with /entitydata and /blockdata.
Tags
Loot tables are defined using the JSON format. Below are a list of tags used.
- The root tag
- pools: A list of all pools for this entity. Each pool used will generate items from its list of items based on the number of rolls. Pools are applied in order.
- A pool
- conditions: Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
- A condition
- condition: Name of condition. Valid conditions are described below.
- A condition
- rolls: Specifies the exact number of rolls on the pool.
- rolls: Specifies a random number of rolls within a range.
- min: Minimum number of rolls.
- max: Maximum number of rolls.
- entries: 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
- conditions: Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
- A condition
- condition: Name of condition. Valid conditions are described below.
- A condition
- type: Type of entry. Can be
itemfor item entries,loot_tableto produce items from another loot table, oremptyfor an entry that generates nothing. - name:
- For type 'item', ID name of the item to be produced, e.g.
minecraft:diamond. The default, if not changed byfunctions, is a stack of 1 of the default instance of the item. - For type 'loot_table', loot table to be used, e.g.
minecraft:gameplay/fishing/junk.
- For type 'item', ID name of the item to be produced, e.g.
- functions: For type 'item', applies functions to the item stack being produced. Functions are applied in order, so for example
looting_enchantmust be afterset_countto work correctly. - weight: Determines how often this entry will be chosen out of all the entries in the pool. Entries with higher weights will be used more often (chance is this entry's weight⁄total of all considered entries' weights).
- luck: Unused, but set in the built-in fishing.json. Possibly intended to be
luck_multiplier. - luck_multiplier: Increases the entry's
weightbased on luck being applied to this application of the loot table, formula isfloor( weight + weight * luck_multiplier * luck ). Currently, luck is only set (to the level of the Luck of the Sea enchantment) when fishing, and is not passed throughloot_tableentries.
- conditions: Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
- An entry
- conditions: Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
- A pool
- pools: A list of all pools for this entity. Each pool used will generate items from its list of items based on the number of rolls. Pools are applied in order.
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 function:.
- enchant_with_levels - Enchants the item, with the specified enchantment level (roughly equivalent to using an enchantment table at that level).
- treasure: Determines whether treasure enchantments are allowed on this item.
- levels: Specifies the exact enchantment level to use.
- levels: Specifies a random enchantment level within a range.
- min: Minimum level to use.
- max: Maximum level to use.
- furnace_smelt - Smelts the item as it would be in a furnace. Used in combination with the
entity_propertiescondition to cook food for animals on death. - looting_enchant - Adjusts the stack size based on the level of the Looting enchantment on the
killerentity.- count: Specifies an exact number of additional items per level of looting.
- count: Specifies a random number (within a range) of additional items per level of looting. Note the random number generated may be fractional, and will be rounded after multiplying by the looting level.
- min: Minimum increase.
- max: Maximum increase.
- set_count - Sets the stack size.
- count: Specifies the exact stack size to set.
- count: Specifies a random stack size within a range.
- min: Minimum stack size.
- max: Maximum stack size.
- set_damage - Sets the item's damage value (durability) for tools.
- damage: Specifies the damage fraction to set (1.0 is undamaged, 0.0 is zero durability left).[verify]
- damage: Specifies a random damage fraction within a range.
- min: Minimum value.
- max: Maximum value.
- set_data - Sets the item data value of the item.
- data: Specifies the exact value to set.
- data: Specifies a random value within a range.
- min: Minimum value.
- max: Maximum value.
- set_nbt - Adds NBT data to an item.
- tag: Tag string to add, similar to those used by commands. Note that the first bracket is required and quotation marks need to be escaped using a backslash (
\).
- tag: Tag string to add, similar to those used by commands. Note that the first bracket is required and quotation marks need to be escaped using a backslash (
Conditions
Loot tables use various conditions which 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 condition:.
- entity_properties - Test properties of an entity.
- entity: Specifies the entity to check for the condition. Set to
thisto use the entity that died,killerfor the killer, orkiller_playerfor a killer that is a player. - properties: Properties to be checked.
- on_fire: Test whether the entity is or is not on fire.
- entity: Specifies the entity to check for the condition. Set to
- entity_scores - Test the scoreboard scores of an entity.
- entity: Specifies the entity to check for the condition. Set to
thisto use the entity that died,killerfor the killer, orkiller_playerfor a killer that is a player. - scores: Scores to check. All specifies scores must pass for the condition to pass.
- A score: Key name is the objective while the value is the exact score value required for the condition to pass. Note that this is broken as of 15w43b.[verify]
- A score: Key name is the objective while the value specifies a range of score values required for the condition to pass. Note that only the minimum score works as of 15w43b.[verify]
- min: Minimum score.
- max: Maximum score.
- entity: Specifies the entity to check for the condition. Set to
- killed_by_player - Test if a
killer_playerentity is available.- inverse: If true, the condition passes if
killer_playeris not available.
- inverse: If true, the condition passes if
- random_chance - Test if a random number 0.0–1.0 is less than a specified value.
- chance: Success rate as a number 0.0–1.0.
- random_chance_with_looting - Test if a random number 0.0–1.0 is less than a specified value, affected by the level of Looting on the
killerentity.- chance: Base success rate.
- looting_multiplier: Looting adjustment to the base success rate. Formula is
chance + looting_level * looting_multiplier.
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.
- loot_tables
- chests - Items from loot chests
- abandoned_mineshaft - Minecarts with chests found in abandoned mine shafts
- desert_pyramid - Chests found in the treasure room inside Desert Temples
- end_city_treasure - Chests found in End Cities
- igloo_chest - The chest that appears in the basements in igloos
- jungle_temple - Chests found inside Jungle Temples
- nether_bridge - Chests found in Nether Fortresses
- simple_dungeon - Dungeon chests
- spawn_bonus_chest - Bonus chests that appear in a new world when bonus chests are enabled
- stronghold_corridor - Chests found on slab altars in corridors in strongholds
- stronghold_crossing - The chest in the upper level of store rooms in strongholds
- stronghold_library - Chests found in a library in strongholds
- village_blacksmith - The chest found in the Blacksmith's house in a Village
- entities - Items dropped from entities. May cause issues when applied to chests, due to some items spawning in stacks of 0
- sheep - Sheep with wool, also inherited by colored sheep
- black
- blue
- brown
- cyan
- gray
- green
- light_blue
- lime
- magenta
- orange
- pink
- purple
- red
- silver
- white
- yellow
- bat
- blaze
- cave_spider
- chicken
- cow
- creeper
- elder_guardian
- enderman
- endermite
- ghast
- giant
- guardian
- horse
- iron_golem
- magma_cube
- mushroom_cow
- ocelot
- pig
- rabbit
- sheep - Sheep without wool
- shulker
- silverfish
- skeleton
- skeleton_horse
- slime
- snowman - Snow golems
- spider
- squid
- wolf
- zombie
- zombie_horse
- zombie_pigman
- sheep - Sheep with wool, also inherited by colored sheep
- gameplay
- fishing
- fish.json
- junk.json
- treasure.json
- fishing.json - Loads the three tables from the fishing folder, applying luck to each one
- fishing
- empty - Contains no items
- chests - Items from loot chests
History
| u | |||||
|---|---|---|---|---|---|
1.9{{Extension DPL}}<ul><li>[[Tool|Tool]]<br/>{{About|the in-game items|program enhancing software|Programs and Editors}}
A '''tool''' is an [[item]] used by the [[player]] while held to perform actions faster and more efficiently, to gather materials not obtainable by hand, to gain information, or to perform completely new actions. With the exception of the [[clock]], [[compass]], empty [[bucket]], and [[lead]], tools do not stack in the inventory. Tools can be repaired; see [[Item repair]].
== Obtaining ==
=== Mob loot ===
{{main|Drops#Mob drops|title1=Drops}}
Some tools can be obtained by killing mobs that carry the equipment.
=== Crafting ===
Most tools can be obtained through crafting.
{{:Crafting/Tools}}
=== Upgrading ===
[[Netherite]] tools can be obtained only through upgrading.
{{Smithing
|head=1
|Netherite Upgrade
|Diamond Pickaxe; Diamond Axe; Diamond Shovel; Diamond Hoe
|Netherite Ingot
|Netherite Pickaxe; Netherite Axe; Netherite Shovel; Netherite Hoe
}}
== Usage ==
=== Best tools ===
{{main|Breaking#Best tools|title1=Breaking}}
Many blocks have a preferred tool to break them. Some blocks can be broken only with certain tools. The tool's material also affects how fast a block is mined. Materials from worst to best in terms of mining speed are wooden, stone, iron, diamond, netherite, gold.
=== Item durability ===
{{main|Durability}}
Different tools have different amounts of durability. Some uses require more durability to be used than others. A tool's durability is also affected by its material. Materials from worst to best in terms of durability are gold, wooden, stone, iron, diamond, netherite.
Some tools are not block-breaking tools: This includes bows, fishing rods, carrots on sticks, flint & steel, and buckets. Such tools are no better than bare fists at breaking blocks, but they do not take damage from doing so—they take damage from being used in their own intended manners.
=== Item enchantability ===
Materials from worst to best in terms of [[enchantability]] are stone, diamond, iron, wooden/netherite, gold.
=== Smelting ===
{{main|Smelting}}
Iron or golden tools can be smelted into [[nugget]]s.
{{Smelting|showname=1|head=1|Any iron tools|Iron Nugget|0,1}}
{{Smelting|showname=1|foot=1|Any golden tools|Gold Nugget|0,1}}
; Fuel
* Wooden tools can be used as a fuel in [[furnace]]s, smelting 1 item per tool.
* A [[fishing rod]] can be used as fuel in [[furnace]]s, smelting 1.5{{only|java|short=1}}/1{{only|bedrock|short=1}} items per fishing rod.
== History ==
{{info needed section|earlier Java Edition history between Indev and 1.3.1|section=10}}
{{History|java indev}}
{{History||0.31|snap=20091231-2|Added iron shovels.}}
{{History|||snap=20100110|Added iron axes and pickaxes.}}
{{History|||snap=20100128|Added wooden, stone, and diamond tools.}}
{{History|||snap=20100129|Added crafting recipes for wooden, stone, iron, and diamond tools.}}
{{History|||snap=20100130|Added golden tools.}}
{{History|||snap=20100131|A [[Tiers|tier system]] for wooden, stone, iron, diamond, and gold tools is added. Each tier has a different mining speed multiplier and durability.}}
{{History|||snap=20100201-2|Tools are now required to break blocks and ores.}}
{{history|java}}
{{History||1.0.0|snap=RC1|Tools now make a breaking sound and have a breaking animation.
|All tools now also have breaking animation.}}
{{History|||snap=RC2|Tools no longer break quickly after loading a world that was saved in RC1.}}
{{History||1.3.1|snap=12w17a|Tools now have infinite [[durability]] in [[Creative]] mode.}}
{{history|||snap=12w18a|Wooden tools became able to be used as [[fuel]] for [[furnace]]s in case players didn't want to repair them or finish using them.}}
{{History|||snap=12w24a|Breaking a block that can be [[instant mining|instantly mined]] by hand ([[tall grass]], [[torch]], etc.) while holding a block-breaking tool no longer reduces the tool's [[durability]].}}
{{history||1.6.1|snap=13w21a|Instead of replacing the barehanded damage ({{hp|1}}), pickaxes, shovels, axes and swords now add their damage onto the barehanded damage.}}
{{History||1.11.1|snap=16w50a|Golden and iron tools now smelt down into one of their respective nuggets.}}
{{History||1.14|snap=18w48a|Tools cannot be repaired by crafting.}}
{{History||1.14.3|snap=Pre-Release 3|Tools can be once again be repaired by crafting.}}
{{History||1.16.2|snap=20w29a|Tools have a new arrange in the Creative inventory.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Upgrading diamond tools to netherite tools now requires the netherite upgrade [[smithing template]].}}
{{History|||snap=23w07a|Added brushes.}}
{{History|pocket alpha}}
{{History||v0.2.0|Added stone tools and shears.}}
{{History||v0.3.0|Added wooden tools.}}
{{History||v0.3.2|Added iron, diamond, and golden tools.}}
{{History||v0.3.3|Added bows.}}
{{History||v0.4.0|Added flint and steel and all hoe types.}}
{{History||v0.7.0|Added buckets.}}
{{History||v0.7.4|Flint and steel now ignite creepers.}}
{{History||v0.8.0|snap=build 1|Added flint and steel to the Creative inventory.}}
{{History|||snap=build 3|Added shears to the Creative inventory.}}
{{History||v0.11.0|snap=build 1|Added fishing rod.}}
{{History||v0.15.0|snap=build 1|Added carrot on a stick and leads.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|Golden and iron tools now smelt down into one of their respective nuggets.}}
{{History|console}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Golden and iron tools now smelt down into one of their respective nuggets.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* Gold tools are actually ranked as superior to diamond tools on the [[Legacy Console Edition]]'s crafting screen.
* Wooden tools can be burned in a furnace regardless of its durability; this means the player can burn a wooden tool that has only 1 use left.
== See also ==
* [[Item Repair]]
* [[Breaking]]
* [[Weapon]]
{{Items}}
[[Category:Tools|*]]
[[cs:Nástroje]]
[[de:Werkzeug]]
[[es:Herramientas]]
[[fr:Outils]]
[[hu:Eszközök]]
[[it:Attrezzi]]
[[ja:道具]]
[[ko:도구]]
[[nl:Gereedschap]]
[[pl:Narzędzia]]
[[pt:Ferramentas]]
[[ru:Инструменты]]
[[tr:Alet]]
[[zh:工具]]</li><li>[[Raw Chicken|Raw Chicken]]<br/>{{about|a food item|the mob "chicken"|Chicken}}{{About|a food item|the cooked version|Cooked Chicken}}{{Item
| title = Raw Chicken
| image = Raw Chicken.png
| heals = {{hunger|2}}
| effects = {{EffectLink|Hunger}} (0:30) (30% chance)
| renewable = Yes
| stackable = Yes (64)
}}
'''Raw chicken''' is a [[food]] item that can be eaten by the [[player]]. It can be cooked in a [[furnace]], [[smoker]], or a [[campfire]] to make [[cooked chicken]].
==Obtaining==
===Mob loot ===
Upon death, an adult [[chicken]] drops 1 raw chicken. The maximum is increased by 1 per level of [[Looting]], for a maximum of 1-4 with Looting III. Chickens that die while on [[fire]] drop [[cooked chicken]] instead.
===Cat gifts===
{{main|Cat#Gifts}}
Tamed [[cat]]s have a 70% chance to give the [[player]] a gift as they wake up from a [[bed]], and the gift has a 16.13% chance to be raw chicken.
==Usage==
=== Food===
To eat raw chicken, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} hunger and 1.2 hunger [[Hunger#Mechanics|saturation]], but has a 30% chance of inflicting food poisoning (the {{EffectLink|link=Hunger (status effect)|Hunger}} effect for 30 seconds).
<nowiki>*This has a similar effect as [[Rotten Flesh]].
===Smelting ingredient===
{{Smelting
|showname=1
|Raw Chicken
|Cooked Chicken
|0.35
}}
===Wolves===
Raw chicken can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
Wolves are at no risk of food poisoning.
===Trading===
Novice-level Butcher villagers have a {{frac|1|3}} chance to buy 14 raw chicken for an emerald.{{only|bedrock}}
Novice-level Butcher villagers have a 50% chance of offering to buy 14 raw chicken for an emerald.{{only|java}}
==Sounds==
{{Sound table/Entity/Food}}
==Data values==
===ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Chicken
|spritetype=item
|nameid=chicken
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Chicken
|spritetype=item
|nameid=chicken
|id=275
|form=item
|foot=1}}
==Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
==Video==
<div style="text-align:center">{{yt|ux362Ae8Llc}}</div>
==History==
{{History|java beta}}
{{History||July 19, 2011|link=https://twitter.com/jeb_/status/93330811608240128|A teaser image for [[cooked chicken]] is revealed by [[Jeb]].}}
{{History||July 19, 2011|link=https://twitter.com/jeb_/status/93946593748852736|[[File:Raw Chicken (pre-release).png|32px]] Jens reveals raw chicken with changed texture based on feedback, saying "the chicken may be too smooth compared to other MC [[item]]s."<ref>https://twitter.com/jeb_/status/93335976298033152</ref>}}
{{History||1.8|snap=Pre-release|[[File:Raw Chicken JE1 BE1.png|32px]] Added raw chicken.
|Raw chicken is a new [[drops|drop]], obtained by killing a [[chicken]], usually along with a [[feather]].}}
{{History|java}}
{{History||1.2.1|snap=12w03a|Raw chicken can now be used to [[breeding|breed]] wolves.}}
{{History||1.3.1|snap=12w21a|Raw chicken can now be [[trading|sold]] to farmer [[villager]]s, at 14–17 raw chicken for 1 [[emerald]].}}
{{History||1.4.2|snap=12w37a|[[File:Raw Chicken JE2 BE2.png|32px]] The texture of raw chicken has been changed, so that it no longer has a dark outline.}}
{{History||1.8|snap=14w02a|Trading has been changed: butcher [[villager]]s now [[trading|buy]] 14–18 raw chicken for 1 [[emerald]].
|Farmer villagers no longer [[trading|trade]] raw chicken.}}
{{History||1.9|snap=15w43a|[[Chicken]]s can now [[drops|drop]] several raw chickens, if killed with a [[Looting]]-[[enchanting|enchanted]] [[weapon]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 365.}}
{{History||1.14|snap=18w43a|[[File:Raw Chicken JE3 BE3.png|32px]] The texture of raw chicken has been changed.}}
{{History|||snap=18w44a|[[Cat]]s now offer raw chicken as [[Cat#Gifts|gift]]s.}}
{{History|pocket alpha}}
{{History||v0.4.0|[[File:Raw Chicken JE1 BE1.png|32px]] Added raw chicken.}}
{{History||v0.5.0|Raw chicken now restores {{hp|2}} instead of {{hp|1}}.}}
{{History||v0.8.0|snap=build 1|[[File:Raw Chicken JE2 BE2.png|32px]] The texture of raw chicken has been changed, so that it no longer has a dark outline.}}
{{History||v0.11.0|snap=build 1|Raw chicken now sometimes inflicts the [[hunger]] effect, despite the hunger bar not existing yet.}}
{{History||v0.12.1|snap=build 1|Raw chicken now restores [[hunger]] instead of [[health]].}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Butcher [[villager]]s now [[trading|buy]] 14-18 raw chicken for one [[emerald]].}}
{{History|bedrock}}
{{History||?|[[Chicken]]s can now [[drops|drop]] several raw chicken, if killed with a [[Looting]]-[[enchanting|enchanted]] [[weapon]].}}
{{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] raw chicken as a gift.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Chicken JE3 BE3.png|32px]] The texture of raw chicken has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Butcher [[villager]]s now have {{frac|1|3}} of a chance to [[trading|buy]] 14 raw chicken.}}
{{History|console}}
{{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Raw Chicken JE1 BE1.png|32px]] Added raw chicken.}}
{{History||xbox=TU12|[[File:Raw Chicken JE2 BE2.png|32px]] The texture of raw chicken has been changed, so that it no longer has a dark outline.}}
{{History|PS4}}
{{History||1.90|[[File:Raw Chicken JE3 BE3.png|32px]] The texture of raw chicken has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Raw Chicken JE2 BE2.png|32px]] Added raw chicken.}}
{{History|foot}}
==Issues==
{{issue list}}
==Gallery ==
<gallery>
Beta 1.8 Dev Chicken 2.png|First image of raw chicken.
</gallery>
==References==
{{reflist}}
{{Items}}
[[de:Rohes Hühnchen]]
[[es:Pollo crudo]]
[[fr:Poulet cru]]
[[hu:Nyers csirkehús]]
[[ja:生の鶏肉]]
[[ko:익히지 않은 닭고기]]
[[nl:Rauwe kip]]
[[pl:Surowy kurczak]]
[[pt:Frango cru]]
[[ru:Сырая курятина]]
[[th:ไก่ดิบ]]
[[zh:生鸡肉]]
[[Category:Food]]
[[Category:Renewable resources]]</li></ul></nowiki> | October 19, 2015 | Dinnerbone announces loot tables. | |||
| 15w43a | Added loot tables. | ||||
| 15w43b | Added condition entity_scores. | ||||
| 15w43c | Renamed "villager_golem.json" to "iron_golem.json" | ||||
| Added fishing loot tables, sheep without wool, and zombie and skeleton horses. | |||||
| Renamed the tag item: to name:, and the tag items: to entries: | |||||
| Added the tag type: and support to load a loot table instead of an item. | |||||
| Added the tag luck: to default files, though it currently does nothing in the code. | |||||
| Added the function set_damage | |||||