Lootr guide for All the Mods 10 0.32 to 0.50

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Lootr guide for All the Mods 10

Written for All the Mods 10 0.50 · also fits 0.32 to 0.49 · updated Oct 16, 2026

Last verified for All the Mods 10 v0.50 on Oct 16, 2026 · text last changed Oct 16, 2026

A newer release (8.3) is out Guide for the current version

Sections
5

3 sections are written for this pack; 2 are shared from another pack's guide.

Every recipe and number here was checked against All the Mods 10 0.50's own files.

What is Lootr?

3 parts

Same as in the All the Mods 10 8.1 guide

Lootr makes sure nobody misses out on loot. Every container that has a loot table gets its own inventory for each player who opens it. That covers chests, trapped chests, barrels, shulkers and minecarts. When you open a structure chest, you get your own loot, and nobody can have emptied it before you.[1]

Lootr containers also look different from vanilla ones. They show up gold, and the colour changes to blue once you have opened that container, so you can tell at a glance which ones you have already looted.[1]

Why it matters

It is great for multiplayer. There is no race to reach a structure first, and you never open a chest to find someone else's leftovers. It also encourages everyone to explore existing structures instead of generating new chunks, which helps keep the world size down.[1]

Lootr only changes the containers. The loot itself is generated the same way vanilla chests generate it.[1]

In this pack

The pack includes Lootr 1.11.38.124 for Minecraft 1.21.1 on NeoForge.[2]

Lootr is currently required on both the server and the client, and there is no server-only version, so everyone joining a server needs it installed.[1]

Good to know

  • Players who try to break a container get a warning that all containers are per-player. By default they can still break it by sneaking, unless that option is disabled in the configuration.[1]
  • There is a client-side option to use the default vanilla skin for containers, but then you lose the visual hint that a container was already opened.[1]
  • Removing the mod later also removes every Lootr container from your world, and the conversion can't be undone.[1]
  • Operators can make a shared starter chest: fill a vanilla chest, stand on it and run the /lootr custom command.[1]

How do you get started with Lootr?

2 parts

Same as in the All the Mods 10 2.12 guide

Good news: there's nothing to craft for Lootr. The mod adds no recipes you need to make, so your first step isn't at a crafting table. Lootr changes how loot containers work, so getting started means heading out and finding some.[1]

What changes when you explore

Every container that has a loot table gives each player their own separate inventory when they open it. That covers chests, trapped chests, barrels, shulkers and minecarts. Your friend can raid a structure before you get there and you'll still find your own loot waiting.[1]

These containers look different from normal ones. Their colour changes from gold to blue once you've opened them, so you can see at a glance which ones you've already looted.[1]

Loot inside is generated the same way as in vanilla chests. Lootr only changes the containers, not what goes in them.[1]

Your first goals

Lootr has its own set of advancements, and they make a nice checklist for your early exploring.[3]

  1. Open your first Loot chest, barrel, minecart and shulker. Each one has its own advancement.[3]
  2. Work your way up through the milestones for opening 10, 25, 50 and then 100 instanced Loot containers.[3]
  3. Go for the big one: open one of every type of instanced Loot container in the world.[3]
Tip: Since loot is per player, there's no race to be first to a structure. Exploring structures that already exist is worth it, and it also means fewer new chunks get generated, which keeps the world size down.[1]
Watch out: Don't smash Loot containers out of habit. By default, trying to break one gives you a warning and a reminder that every container is available per player. You can still break them while sneaking unless that option has been turned off in the config.[1]

Unverified Lootr also has config options for blacklisting loot tables or dimensions, for making containers decay after being opened, and for making them refresh their contents after a set time. The provided sources don't show whether this pack changes any of these settings or the sneak-to-break default, so it's unverified how they behave here.

How does Lootr work?

7 parts

Lootr's whole job is to change how loot containers work. Any container that has a loot table attached gets converted, and from then on it creates a unique inventory for every single player who opens it. You aren't sharing a chest with your friends any more; you each get your own roll of the same loot table.[1]

That means there's no race to be the first one into a structure, and you'll never crack open a dungeon chest to find someone else's leftover junk. It also nudges everyone toward exploring the structures that already exist instead of running off to generate fresh chunks, which keeps your world size down.[1]

What gets converted

  • Chests and trapped chests with a loot table.[1]
  • Barrels with a loot table.[1]
  • Shulker boxes with a loot table.[1]
  • Minecarts with a loot table.[1]

Conversion depends entirely on the container actually having a loot table. If a mod fills its container manually with fixed items, Lootr has no loot table to read and the container stays as-is. Empty containers placed purely for decoration are also left alone. The vanilla Woodland Mansion "axe chest" is a known example: it has no loot table, so it is never converted.[1]

Lootr doesn't decide what's inside, either. Loot is generated exactly the way vanilla generates it; the mod only swaps the container. If you want different drops, that's a loot table change made through data packs or a loot-editing mod, not something Lootr itself handles.[1]

Reading a container at a glance

Converted containers have their own distinct look, and the colour tells you your personal status with it. A container you haven't opened yet shows gold; once you've opened it, it turns blue. Because the instance is per player, that colour reflects your own progress, not your teammate's.[1]

Tip: If you prefer the plain vanilla look, there's a client-side option that forces containers to render with the default skin. The trade-off is that you lose the gold-to-blue cue telling you whether you've already looted that container.[1]

Breaking containers

Try to break a Lootr container normally and you'll get a warning message reminding you that every container is already available per player. You can still break one by sneaking while you mine it, unless that behaviour has been turned off in the configuration.[1]

Decay, refresh and blacklists

Lootr ships with several systems for controlling how long loot stays available, aimed mainly at dungeon mods where players could otherwise farm a cleared structure. Specific loot tables can be blacklisted so those containers are never converted, and you can blacklist every loot table belonging to a given mod, or an entire dimension.[1]

Containers can also be set to decay: a set time after a container is first opened, the next attempt to open it destroys the block instead. The reverse exists too, with containers refreshing and re-generating their contents once the configured period has passed. Both can be applied to specific containers, picked out by their loot table, or to all of them.[1]

Unverified This pack ships no config files for Lootr, so the exact decay, refresh, blacklist and sneak-break settings in use here could not be confirmed. Treat the systems above as the features available rather than as configured pack values.

Making your own Lootr container

Lootr also supports "custom" inventories, which use the same visual appearance as a chest and are handy for a shared starter chest that everyone gets their own copy of. Place a normal vanilla chest, fill it with the items you want, then stand on it and run the /lootr custom command. You'll need operator privileges to do it.[1]

Existing worlds and removal

  • Adding Lootr to a world that already exists works, and containers will be converted from then on.[1]
  • Loot containers you already opened before adding it won't convert. Opening a container removes its loot table, so there's nothing left for Lootr to read.[1]
  • Removing the mod removes every Lootr container from the world. There's no way to undo the conversion, so don't pull it out of a world you care about.[1]
Watch out: Lootr is required on both the server and the client. There is no server-only version, so everyone joining needs the mod installed.[1]

Advancements

The mod tracks your looting with its own advancement tree. You start by bringing instanced, per-player loot into your world, then pick up individual advancements for opening your first Loot chest, barrel, shulker and minecart.[4]

From there it's a counting ladder: open 10, 25, 50 and finally 100 instanced containers and collect the rewards. There's also a social advancement for opening one of every type of Lootr container in the world.[4]

Which Lootr config options matter?

There are no Lootr config details I can confirm for this pack, so I won't guess at option names or values. What the mod page does confirm is the core behavior these settings would tweak: every container with a loot table (chests, trapped chests, barrels, shulkers and minecarts) gives each player their own inventory.[1]

Those containers also look different, and their colour changes from gold to blue once you've opened them. Lootr is required on both the server and the client.[1]

Unverified Specific Lootr config options and the values this pack sets for them, including anything changed from the mod defaults, could not be confirmed from the available sources.

What changed in Lootr between versions?

3 parts

All the Mods 10 0.50 ships Lootr 1.21-1.10.33.82 (the NeoForge build). Lootr was already in the pack in 0.32 or earlier. Below are the notable changes from the mod's last three releases, which come from its own changelogs.[5]

Unverified No pack changelog entries for Lootr were available, so it is unverified when or how the pack itself changed this mod between releases.

1.21-1.10.33.80

  • The lock key is now checked before a container opens.[6]
  • Lock codes are copied over (issue #461), and the data copy was re-implemented with better interface compatibility with conversion.[6]
  • Translation keys and ILootrOptional were added, along with new Crowdin translation updates.[6]
  • The rest of this release is build and submodule housekeeping, including Jenkinsfile improvements.[6]

1.21-1.10.33.81

  • Trapped chests got attention: they were instated with the old texture, and the mod defaults to the old textures. Built-in resource packs were added for the new textures, and the different renderers were brought to parity.[7]
  • Error reporting is better when a data pack is bad.[7]
  • Force-loading of the config was removed.[7]
  • Issue #464 was solved by no longer holding on to the dispatcher, and the default block entity tick was reinstated.[7]
  • Crowdin translation updates and a maven publishing adjustment also landed.[7]

1.21-1.10.33.82 (the version in 0.50)

  • Minecart creation was vastly improved.[8]
  • Entity conversion started moving to a tags-based approach, and new tags were generated.[8]
  • Block resources are now generated, and generated resources were moved.[8]
  • Issues with early-loading code trying to access the registry were handled.[8]
  • Additional Minecraft versions were included.[8]
  • The remaining commits are build environment fixes, such as reverting to git IDs.[8]

Sources

  1. Lootr project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. lootr tooltips and descriptions (English lang file) · official mod data
  4. lootr tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 0.50 mod list · pack file
  6. Lootr 1.21-1.10.33.80 changelog · changelog
  7. Lootr 1.21-1.10.33.81 changelog · changelog
  8. Lootr 1.21-1.10.33.82 changelog · changelog
Where this guide comes from

Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 16, 2026.

Guides for other versions: 2.13 to 8.3 · 2.12 · 0.52 to 2.11 · 0.51

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