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Crafting Table
This article describes content that may be included in a future update. 
This content has appeared in development versions, but the full update containing it has not been released yet.

Loot tables are upcoming 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, Storage Minecarts and Minecarts with Hoppers:

    •  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.

Custom maps can use loot tables to change what loot will spawn in chests or drop by mobs. They can either modify existing loot tables or create new ones. This is the file structure:

  • <world save folder>
    • data
      • loot_tables

Each folder under "loot_tables" is a namespace. The default files are under the namespace "minecraft", but custom maps and mods each have their own namespaces. For example, if you were to create a custom map called "Awesome Parkour Map," your namespace might be "awesome_parkour_map" (they can't contain spaces). It would contain any loot tables the map uses.

To override the default loot tables, you would place them in the "minecraft" namespace. They are organized by entities, chests, and fishing, as shown in the section List of loot tables. To use a custom namespace, set the loot table tag to "namespace:table_name", where "namespace" is the name of your namespace and "table_name" is the filename of your table, without the .json extension.

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.
        •  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.
            •  type: Type of entry. Can be item for item entries, loot_table to produce items from another loot table, or empty for 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 by functions, 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.
            •  functions: For type 'item', applies functions to the item stack being produced. Functions are applied in order, so for example looting_enchant must be after set_count to work correctly.
              •  A function:
                •  function: Name of the function to apply. Valid functions are described below.
                •  conditions: Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
                  •  A condition
                    •  condition: Name of condition. Valid conditions are described below.
            •  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 weighttotal 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 weight based on luck being applied to this application of the loot table, formula is floor( 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 through loot_table entries.

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_randomly - Enchants the item with one randomly-selected enchantment. The level of the enchantment, if applicable, will be random.
    •  enchantements: List of enchantment names to choose from. If omitted, all enchantments applicable to the item will be possible.
  • 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_properties condition to cook food for animals on death.
  • looting_enchant - Adjusts the stack size based on the level of the Looting enchantment on the killer entity.
    •  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_attributes - Add attribute modifiers to the item.
    •  modifiers
      •  name: Name of the modifier.
      •  attribute: The name of the attribute this modifier is to act upon.
      •  operation: Must be either "addition", "multiply_base" or "multiply_total".
      •  amount: Specifies the exact amount of change of the modifier.
      •  amount: Specifies a random amount within a range.
        •  min: Minimum amount.
        •  max: Maximum amout.
      •  id: Optional : UUID of the modifier following. If non specified, a new UUID will be generated.
      •  slot: Slots the item must be in for the modifier to take effect, this value can be one of the following : "mainhand", "offhand", "feet", "legs", "torso", or "head".
      •  slot: One of the listed slots will be chosen randomly.
  • 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).
    •  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 (\).

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 this to use the entity that died, killer for the killer, or killer_player for a killer that is a player.
    •  properties: Properties to be checked.
      •  on_fire: Test whether the entity is or is not on fire.
  • entity_scores - Test the scoreboard scores of an entity.
    •  entity: Specifies the entity to check for the condition. Set to this to use the entity that died, killer for the killer, or killer_player for 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.
      •  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.
        •  min: Minimum score.
        •  max: Maximum score.
  • killed_by_player - Test if a killer_player entity is available.
    •  inverse: If true, the condition passes if killer_player is not available.
  • 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 killer entity.
    •  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
    • 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
      • witch
      • wolf
      • zombie
      • zombie_horse
      • zombie_pigman
    • gameplay
      • fishing
        • fish
        • junk
        • treasure
      • fishing - Loads the three tables from the fishing folder, applying luck to each one
    • empty - Contains no items

Custom Maps

Custom maps can use loot tables to change what loot will spawn in chests or drop by mobs. They can either change existing loot tables or create new ones. This is the file structure:

  • <world save folder>
    • data
      • loot_tables
        • minecraft

The JSON files go in this folder. For example, the file for zombies would go in data/loot_tables/minecraft/entities/zombie.json. This will make every zombie in that world use your loot table rather than the default zombie loot table. To use custom loot tables, add the file to the "minecraft" directory. Then, summon the mob with the data tag DeathLootTable set to the name of the file (without the .json extension).

History

u
1.9
{{Extension DPL}}<ul><li>[[:Category:Fungi|Category:Fungi]]<br/>All pages covering blocks that are fungi.

[[Category:Blocks]]
[[Category:Items]]

[[ja:カテゴリ:菌類]]</li><li>[[Netherite Ingot|Netherite Ingot]]<br/>{{About|the refined item|the scrap|Netherite Scrap|the ore|Ancient Debris|other uses|Netherite}}
{{Item
| rarity = Common
| renewable = No
| stackable = Yes (64)
}}
'''Netherite ingots''' are items obtained from crafting [[netherite scrap]]s and [[gold ingot]]s together, as well as loot from [[bastion remnant]] loot chests. Unlike other items, they are immune to fire and [[lava]] damage. They are primarily used to upgrade [[diamond]] gear and craft [[lodestone]]s.

== Obtaining ==

Netherite ingots are obtained by crafting four [[netherite scrap]]s and four [[gold ingot]]s. It is a shapeless recipe, therefore the placement of the netherite scraps and gold ingots does not matter when crafting it.

=== Crafting ===

{{Crafting
|head=1
|showname=0
|Netherite Scrap
|Netherite Scrap
|Netherite Scrap
|Netherite Scrap
|Gold Ingot
|Gold Ingot
|Gold Ingot
|Gold Ingot
|Output=Netherite Ingot
|type=Material
}}

{{Crafting 
|Block of Netherite
|Output=Netherite Ingot,9
|type=Material
|foot=1
}}

=== Chest loot ===
{{LootChestItem|netherite-ingot}}

== Usage ==
Netherite ingots are crafting materials used to make netherite tools, weapons, and armor.

=== Crafting ingredient ===

{{crafting usage}}

=== Smithing ingredient ===
Netherite ingots can be used on a [[smithing table]] to upgrade diamond items to netherite items, as well as trim any armor piece. Data such as durability, enchantments, and custom names are preserved.

{{Smithing
|head=1
|ingredients=[[Netherite Upgrade]] +<br>Any [[diamond]] gear +<br>[[Netherite Ingot]]
|Netherite Upgrade
|Diamond Helmet; Diamond Chestplate; Diamond Leggings; Diamond Boots; Diamond Sword; Diamond Pickaxe; Diamond Axe; Diamond Shovel; Diamond Hoe
|Netherite Ingot
|Netherite Helmet; Netherite Chestplate; Netherite Leggings; Netherite Boots; Netherite Sword; Netherite Pickaxe; Netherite Axe; Netherite Shovel; Netherite Hoe
}}
{{Smithing
|ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Netherite Ingot
|Any Armor Trim Smithing Template
|Diamond Chestplate
|Netherite Ingot
|Netherite Trim Diamond Chestplate
|showdescription=1
|description = All armor types can be used in this recipe,<br/>a diamond chestplate is shown as an example.<br/>
|tail=1
}}

'''Trim color palette'''
The following color palettes are shown on the designs on trimmed armor:
* {{TrimPalette|netherite ingot}}
* {{TrimPalette|netherite ingot|darker=1}} (a darker color palette is used when a netherite armor piece is trimmed using a netherite ingot).

=== Repairing ===

Netherite ingots are the repair items for the netherite [[tier]] and [[armor material]], and thus can be used to [[item repair|repair]] the following items in an [[anvil]]:
* {{ItemLink|Netherite Helmet}}
* {{ItemLink|Netherite Chestplate}}
* {{ItemLink|Netherite Leggings}}
* {{ItemLink|Netherite Boots}}
* {{ItemLink|Netherite Sword}}
* {{ItemLink|Netherite Pickaxe}}
* {{ItemLink|Netherite Axe}}
* {{ItemLink|Netherite Shovel}}
* {{ItemLink|Netherite Hoe}}

=== Beacons ===

A netherite ingot could be used to select powers from a [[beacon]] instead of using an [[emerald]], [[gold ingot]], [[iron ingot]], or a [[diamond]]. The player must select one of the available powers, and then insert an ingot in the item slot. The [[gold]] option is more efficient than the netherite option because it consumes 3 fewer gold and no [[Netherite Scrap|netherite scrap]].

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Netherite Ingot
|spritetype=item
|nameid=netherite_ingot
|itemtags=beacon_payment_items
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Netherite Ingot
|spritetype=item
|nameid=netherite_ingot
|id=603
|form=item
|foot=1}}

=== Advancements ===
{{load advancements|Serious dedication}}

== History ==
{{History|java}}
{{History||1.16|snap=20w06a|[[File:Netherite Ingot JE1 BE2.png|32px]] Added netherite ingots.}}
{{History|||snap=20w07a|Netherite ingots can now be used to power [[beacon]]s.}}
{{History|||snap=20w10a|The [[crafting]] recipe for netherite [[tools]] and [[armor]] has been changed so that a [[smithing table]] is used instead of a [[crafting table]] and [[enchanting|enchantments]] are preserved when upgrading [[item]]s.}}
{{History|||snap=20w13a|Netherite ingots can now be used to craft [[lodestone]]s.}}
{{History|||snap=20w16a|Netherite ingots can now be found in [[bastion remnant]] chests.}}
{{History||1.16.2|snap=20w30a|Increased the chance of finding netherite ingots in bastion remnant chests from 16.8% to 42.1%.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Netherite ingots can now be used as an armor trim material.|Upgrading diamond tools and armor to netherite now requires the netherite upgrade [[smithing template]] in addition to a netherite ingot.}}
{{History|||snap=23w05a|Netherite ingots can now be used to trim netherite armor.}}
{{History||1.20|snap=23w12a|Netherite ingots are now usable for trimming without requiring the "Update 1.20" experimental datapack to be enabled.}}

{{History|bedrock}}
{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Ingot BE1.png|32px]] Added netherite ingots.}}
{{History|||snap=beta 1.16.0.57|Netherite ingots can now be used to power [[beacon]]s.
|The [[crafting]] recipe for netherite [[tools]] and [[armor]] has been changed so that a [[smithing table]] is used instead of a [[crafting table]] and [[enchanting|enchantments]] are preserved when upgrading [[item]]s.
|Netherite ingots can now be used to craft [[lodestone]]s.
|Netherite ingots can now be found in [[bastion remnant]] chests.}}
{{History||1.17.10|snap=beta 1.17.10.20|[[File:Netherite Ingot JE1 BE2.png|32px]] The texture of netherite ingots has been changed to match ''Java Edition''.}}
{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|Netherite ingots can now be used as an armor trim material.|Upgrading diamond tools and armor to netherite now requires the netherite upgrade [[smithing template]] in addition to a netherite ingot.}}
{{History||1.20.0|snap=beta 1.20.0.21|Netherite ingots are now usable for trimming without requiring the "Next Major Update" experimental toggle to be enabled.}}
{{History|foot}}

== Issues ==
{{issue list}}

== See also ==
* {{EnvLink|Bastion Remnant}}
* {{BlockLink|Block of Netherite}}
* {{ItemLink|Netherite Scrap}}
*  {{BlockLink|Ancient Debris}}
*{{BlockLink|Lodestone}}

== External Links ==
* [https://www.minecraft.net/en-us/article/taking-inventory--netherite-ingot Taking Inventory: Netherite Ingot] – Minecraft.net on May 28, 2020

{{Items}}

[[de:Netheritbarren]]
[[es:Lingote de netherita]]
[[fr:Lingot de Netherite]]
[[it:Lingotto di netherite]]
[[ja:ネザライトインゴット]]
[[ko:네더라이트 주괴]]
[[pl:Sztabka netherytu]]
[[pt:Barra de netherita]]
[[ru:Незеритовый слиток]]
[[th:แท่งเนเธอไรต์]]
[[uk:Незеритовий злиток]]
[[zh:下界合金锭]]
[[Category:Non-renewable resources]]</li></ul>
October 19, 2015Dinnerbone announces loot tables.
15w43aAdded loot tables.
15w43bAdded condition entity_scores.
15w43cRenamed "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
15w44aAdded the function enchant_randomly and set_attributes.
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