Lootr guide for All the Mods 10 0.51
Lootr guide for All the Mods 10
Last verified for All the Mods 10 v0.51 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 0.51'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]
- Open your first Loot chest, barrel, minecart and shulker. Each one has its own advancement.[3]
- Work your way up through the milestones for opening 10, 25, 50 and then 100 instanced Loot containers.[3]
- Go for the big one: open one of every type of instanced Loot container in the world.[3]
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?
6 parts
Lootr doesn't add machines or power, it rewires how loot containers themselves work. Every container in the world that has a loot table attached (chests, trapped chests, barrels, shulkers and minecarts are supported) gets converted into a Lootr container, and each player who opens one gets their own unique inventory rolled from that loot table. Nobody races to a structure first, and you never crack open a dungeon chest to find somebody else's leftover cobblestone.[1]
Because the containers are instanced rather than shared, the mod also nudges you towards exploring structures that already exist instead of running off into fresh chunks, which keeps your world file smaller.[1]
One important practical note: Lootr has to be installed on both the client and the server, so it's not something you can leave out on your end when playing with friends.[1]
How conversion works
Conversion is fully enabled in this pack: the master switch that would stop all chests being converted is left off, and the dimension blacklist is empty, so loot containers are replaced everywhere.[4]
Loot generation itself is untouched. Lootr only swaps the container; what comes out of it is rolled exactly the way vanilla would roll that loot table, so any loot tweaks in the pack still apply normally.[1]
Two extra conversions are turned on here: mineshaft chest minecarts become standard loot chests, and the Elytra item frame in End ships becomes a standard loot chest with a guaranteed elytra.[4]
The pack also has randomised seeds enabled, which means the loot you personally roll is randomised per player rather than every player getting the same contents from a shared seed. Container entries are tracked with a maximum age of 18,000 ticks; entries older than that are discarded.[4]
Some modded containers simply won't convert. If a mod fills its chest manually instead of using a loot table, Lootr has no table to hook into; an empty container may just be decorative. The pack leaves the unresolved-table reporting option off, so you won't get in-game messages about tables that fail to resolve.[1][4]
Breaking containers
By default, trying to break a Lootr container gives you a warning message reminding you that the contents are per-player. You can still break it by sneaking while you mine.[1]
This pack leaves all of the breaking options at off: the sneak-only restriction isn't disabled, unrestricted breaking isn't enabled, fake players don't get a break exemption, and the containers are neither blast immune nor blast resistant, so creepers and TNT can still destroy them.[4]
Decay and refresh
Lootr has two opposing lifetime systems for containers. Decaying containers are destroyed a configurable time after they're first opened, which stops players farming a cleared dungeon forever. Refreshing containers do the opposite and re-generate their contents after the configured period has elapsed.[1]
In this pack neither system actually fires. The decay and refresh loot table, mod ID and dimension lists are all empty, and the blanket "decay everything" and "refresh everything" overrides are both off, so no container decays or refreshes out of the box.[4]
The timing values are still set, ready for anyone who enables the lists. A decaying container takes 6,000 ticks to decay, and a refreshing container takes 24,000 ticks to re-roll its contents.[4]
- Containers already marked as decaying are processed during the level tick as well as on the next open, but containers are not newly marked for decay during ticking, that only happens when someone opens them.[4]
- Refresh is more eager: containers are both marked for refresh and refreshed during the level tick, as well as on open.[4]
Notifications for decaying and refreshing containers are enabled, with message styling left on. You'll get the warning when a container has 600 ticks or less remaining.[4]
Redstone and custom inventories
Comparator output is enabled in this pack, which means a comparator reading a Lootr container gives a signal of 1. That's a flat value (the alternative setting is simply 0) so you can't use a comparator to read how full an instanced container is.[4]
You can also make your own Lootr containers. Fill a normal chest with whatever you want everyone to receive, stand on it and run the custom command with operator privileges; the result looks like a chest but hands every player their own copy of the contents. That's the clean way to build a shared starter chest on a server.[1]
The option that would make those custom inventories behave like trapped chests when opened is turned off here, so they won't emit redstone on open.[4]
Appearance
Lootr containers have a distinct look, and the colour shifts from gold to blue once you've already opened that container: a quick visual check for whether a room is still worth sweeping.[1]
Both client texture options are off in this pack, so you get the standard Lootr appearance rather than the newer Lootr textures or plain vanilla chest skins. Be aware that switching to vanilla textures removes the opened/unopened colour cue entirely.[1][5]
Advancements
Opening instanced containers feeds a small advancement chain, so you get a bit of progression feedback as you loot.[6]
Which Lootr config options matter?
5 parts
Lootr has a client file and a common file, and most of what you'll want to tweak lives in the common one. The pack's values are listed below. For the timers, the file's own comments give the mod default, and the pack's values match them. Nothing in the provided files shows a value the pack changed.[4][5]
Refreshing and decaying
In this pack's file, refresh.refresh_all is false, and refresh.refresh_loot_tables, refresh.refresh_modids and refresh.refresh_dimensions are all empty. The file says a blank loot table or mod ID list means no chests refresh. Decay is set up the same way: decay.decay_all is false, and decay.decay_loot_tables, decay.decay_modids and decay.decay_dimensions are empty. The file describes a blank loot table or mod ID list as no chests decaying.[4]
- refresh.refresh_value is 24,000 ticks. The file's default note says that is 20 minutes. It sets how long a refreshing loot container should take to refresh its contents.[4]
- decay.decay_value is 6,000 ticks. The file's default note says that is 5 minutes. It sets how long a decaying loot container should take to decay.[4]
- Ticking options: refresh.start_refresh_while_ticking is true, so containers not yet marked as refreshing can be marked during the level tick as well as when next opened. refresh.perform_refresh_while_ticking and decay.perform_decay_while_ticking are true, so containers already marked as refreshing or decaying are processed during the level tick as well as when next opened. decay.start_decay_while_ticking is false, so that level tick marking of containers not yet marked as decaying is off.[4]
Breaking chests
breaking.disable_break, breaking.enable_break, breaking.blast_resistant, breaking.blast_immune and breaking.enable_fake_player_break are all false in the file. So these options don't add any extra protection against breaking or explosions.[4]
Conversion
- conversion.disable is false, so the option that stops all chest conversion is off.[4]
- conversion.convert_elytras and conversion.convert_mineshafts are true. That means the Elytra item frame is converted into a standard loot chest with a guaranteed elytra, and mineshaft chest minecarts are converted into standard loot chests.[4]
- conversion.randomise_seed is true, so the loot is randomised per player rather than using the provided seed for everyone.[4]
- conversion.max_age is 18,000, the maximum age for containers. The file's default note says that is fifteen minutes. It also says a value of 6,000 gets corrected to 18,000.[4]
- conversion.report_unresolved_tables and conversion.check_world_border are false.[4]
Notifications, redstone and filters
- notifications.notification_delay is 600 ticks, which the file describes as 30 seconds. notifications.disable_notifications and notifications.disable_message_styles are both false.[4]
- power.power_comparators is true, so comparators on Lootr containers output 1. power.trapped_custom is false.[4]
- Every whitelist and blacklist option, such as whitelist.dimension_whitelist and whitelist.loot_table_blacklist, is an empty list. The file says an empty dimension list allows all dimensions.[4]
Client textures
Both textures.new_textures and textures.vanilla_textures are false. The file says the first option switches to the new Lootr textures and the second switches to vanilla textures instead of Lootr's special ones. The file notes that turning on vanilla textures would stop previously opened chests from rendering differently.[5]
What changed in Lootr between versions?
3 parts
All the Mods 10 0.51 ships Lootr 1.21-1.10.33.82. Lootr has been in the pack since 0.32 or earlier. Below are the notable changes from the mod's own changelogs for its three most recent releases, 1.21-1.10.33.80 to 1.21-1.10.33.82. The changelogs are short commit messages, so I'm keeping to what they actually say.[7][8][9][10]
1.21-1.10.33.82 (the version in this pack)
- Minecart creation was vastly improved.[7]
- Entity conversion started moving to a tags-based approach, and new tags were generated.[7]
- Issues with early-loading trying to access the registry were handled.[7]
- Block resources are now generated, and the generated resources were moved.[7]
- The rest of the release is build housekeeping: reverting to git IDs, build environment fixes and a version bump.[7]
1.21-1.10.33.81
- Builtin resource packs were added for the new textures, while the mod defaults to the old textures. Trapped chests were instated with the old texture, and the different renderers were brought to parity.[8]
- Error reporting for bad data packs was improved.[8]
- Force-loading of the config was removed.[8]
- The default block entity tick was reinstated.[8]
- Issue 464 was solved by no longer holding on to the dispatcher.[8]
- Translations were updated through Crowdin.[8]
1.21-1.10.33.80
- The lock key is now checked before a container is opened.[9]
- Issue 461 was resolved by copying lock codes over.[9]
- The data copy was re-implemented, with better interface compatibility with conversion, and the notes were adjusted to clarify what data is copied.[9]
- Translation keys and ILootrOptional were added, and translations were updated through Crowdin.[9]
- Much of the rest is build and submodule cleanup.[9]
Sources
- Lootr project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- lootr tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 0.51 config: config/lootr-common.toml · pack file
- All the Mods 10 0.51 config: config/lootr-client.toml · pack file
- lootr tooltips and descriptions (English lang file) · official mod data
- Lootr 1.21-1.10.33.82 changelog · changelog
- Lootr 1.21-1.10.33.81 changelog · changelog
- Lootr 1.21-1.10.33.80 changelog · changelog
- All the Mods 10 0.51 mod list · pack file
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 · 0.32 to 0.50