Lootr guide for All the Mods 10 0.51

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Lootr guide for All the Mods 10

Written for All the Mods 10 0.51 · updated Oct 16, 2026

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]

  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?

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]

Tip: If you add Lootr containers to an old world, any loot chest that was already opened won't convert: vanilla strips the loot table once loot is generated, so there's nothing left for the mod to read.[1]
Watch out: Removing the mod removes every Lootr container from your world, and there's no way to undo the conversion. Also worth knowing: the axe chest in the vanilla Woodland Mansion has no loot table and is never converted.[1]

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]

  • Separate advancements for your first Lootr chest, barrel, shulker and minecart.[6]
  • Milestones at 10, 25, 50 and 100 instanced containers opened.[6]
  • A social advancement for opening one of every type of instanced container in the world.[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]

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

Notifications, redstone and filters

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

  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. All the Mods 10 0.51 config: config/lootr-common.toml · pack file
  5. All the Mods 10 0.51 config: config/lootr-client.toml · pack file
  6. lootr tooltips and descriptions (English lang file) · official mod data
  7. Lootr 1.21-1.10.33.82 changelog · changelog
  8. Lootr 1.21-1.10.33.81 changelog · changelog
  9. Lootr 1.21-1.10.33.80 changelog · changelog
  10. 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

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