Lootr guide for All the Mods 10 2.12
Lootr guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 5
4 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 2.12'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
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?
8 parts
Lootr's whole idea is simple: nobody misses out on loot. Every container that has a loot table creates a unique inventory for each player who opens it. That covers chests, trapped chests, barrels, shulkers and minecarts. There's no race to be first into a structure, and you'll never open a chest and find someone else's leftover trash.[1]
Per-player inventories
When you open a Lootr container, you get your own personal copy of it. Lootr only changes the containers. The loot itself is generated from the same loot table a vanilla chest would use. If a modded structure's chest has special loot, that comes from its loot table, not from Lootr.[1]
This pack keeps conversion.randomise_seed turned on, so each player gets their own roll instead of everyone getting identical loot from a shared seed. You and a friend opening the same chest can walk away with different items.[4]
Spotting chests you've already opened
Lootr containers have a distinct look, and their colour changes from gold to blue once you've opened them. This pack uses the new Lootr textures: textures.new_textures is on and textures.vanilla_textures is off, so you get that visual cue out of the box.[1][5]
Which containers get converted
Conversion is active in this pack, because conversion.disable is off. Two extras are also on. conversion.convert_mineshafts turns mineshaft chest minecarts into standard loot chests. conversion.convert_elytras turns the Elytra item frame into a standard loot chest with a guaranteed elytra, so every player can get one.[4]
The pack also keeps conversion.perform_piecewise_check on. When Lootr decides whether a position is inside a structure, it checks structure pieces as well as structure starts. That's more accurate, but it may cause some lag.[4]
Some containers never become Lootr containers:[1]
- Loot containers that were already opened before Lootr was added to a world stay normal. Opening them removed their loot table, so Lootr has nothing to work with.[1]
- Containers from mods that fill them with items by hand instead of using a loot table can't be converted.[1]
- The axe chest in the vanilla Woodland Mansion has no loot table, so it is never converted.[1]
Breaking Lootr containers
By default, trying to break a Lootr container gives you a warning and a reminder that every container is per-player. You can still break it by sneaking. This pack leaves both breaking.disable_break and breaking.enable_break off, so that default sneak-to-break behaviour applies.[1][4]
breaking.should_drop_player_loot is off in this pack, so breaking a container won't drop the contents of your personal inventory. Grab everything you want before you break it.[4]
This pack gives Lootr chests no extra explosion protection, because both breaking.blast_resistant and breaking.blast_immune are off. breaking.enable_fake_player_break is off too, so fake players don't get a special pass to break Lootr chests without sneaking.[4]
Decay and refresh
Lootr has two optional timers. Decay destroys a container the next time someone opens it, once a set time has passed since it was first opened. Refresh does the opposite: it regenerates the container's contents after the set time.[1]
In this pack neither one is active. decay.decay_all and refresh.refresh_all are both off. The loot table, mod ID and dimension lists for decay and refresh are all empty, so looted containers stay put and don't refill.[4]
If a server admin turns these on, the pack keeps the mod's default timers. decay.decay_value is 6,000 ticks and refresh.refresh_value is 24,000 ticks. Players get a notification once 600 ticks or less remain, set by notifications.notification_delay.[4]
Redstone
power.power_comparators is on in this pack, so a comparator reading a Lootr container always gives an output of 1. You can't use it to measure how full the container is. power.trapped_custom is off, so custom Lootr inventories don't act like trapped chests when opened.[4]
Unverified The sources don't say whether hoppers, pipes or other item transport can pull items out of Lootr containers, so test this in your own world before building automation around it.
Custom starter chests
Lootr also supports custom inventories that look like a chest. To make one, an operator places a vanilla chest, fills it with the items everyone should get, stands on it and runs the /lootr custom command. It's a handy way to give every player the same starter kit.[1]
Advancements
Lootr has its own advancements. There's one each for opening your first Lootr chest, barrel, minecart and shulker, and milestones for opening 10, 25, 50 and 100 Lootr containers. A final one asks you to open one of every type of Lootr container in the world.[3]
Which Lootr config options matter?
5 parts
Lootr splits its settings across two files: textures.new_textures and friends on the client side, and everything about breaking, decay, refresh and conversion in the common file. In this pack the numeric options are all left at the mod's own defaults, so what you see below is stock Lootr behaviour unless you change it yourself.[4][5]
How the chests look
- textures.new_textures is true here, so you get the newer Lootr chest textures.[5]
- textures.vanilla_textures is false. Turning it on swaps in vanilla textures, but then chests you've already opened won't render differently, so you lose the gold-to-blue "already looted" hint.[1][5]
Decay and refresh
Decay makes an opened container disappear after a timer, and refresh re-rolls its loot after a timer. Both are effectively off in this pack: decay.decay_all and refresh.refresh_all are false, and the per-dimension, per-mod and per-loot-table lists (decay.decay_loot_tables, refresh.refresh_modids and the rest) are all empty, which means no chests decay or refresh.[4]
If you do switch them on, the timers are the mod defaults: decay.decay_value is 6,000 ticks (5 minutes) and refresh.refresh_value is 24,000 ticks (20 minutes). You'll get a warning before a chest decays or refreshes, since notifications.disable_notifications is false and notifications.notification_delay is 600 ticks, so the message fires with 30 seconds left on the clock.[4]
Breaking chests
breaking.disable_break is false in this pack, so Lootr chests break like normal blocks instead of requiring creative mode and sneaking. breaking.blast_immune and breaking.blast_resistant are both false too, so creepers and TNT can destroy them.[4]
Conversion and per-player loot
- conversion.disable is false, so loot containers are converted into Lootr containers as normal.[4]
- conversion.randomise_seed is true, so each player's loot is randomised rather than every player pulling the same items from the same seed.[4]
- conversion.convert_mineshafts and conversion.convert_elytras are both true, so mineshaft chest minecarts become standard loot chests and the End ship's elytra item frame becomes a chest with a guaranteed elytra.[4]
- Every whitelist and blacklist list is empty, including whitelist.dimension_blacklist and whitelist.loot_table_blacklist, so no dimension, mod or loot table is excluded from conversion.[4]
Redstone
power.power_comparators is true, so a comparator reading a Lootr container outputs a signal of 1. power.trapped_custom is false, so custom inventories won't behave like trapped chests when opened.[4]
What changed in Lootr between versions?
6 parts
All the Mods 10 2.12 ships Lootr 1.21-1.10.34.86. Lootr was already in the pack by version 0.32 or earlier. Below are the notable changes from the mod's own changelogs, newest first.[6]
Unverified No pack changelog entries for Lootr were available, so whether the pack changed any Lootr values between its releases is unverified. Everything below comes from the mod's own changelogs.
1.10.34.86 (the version in 2.12)
- Fixed issue #492 by forcing a refresh when position or dimension changes.[7]
- Added a /lootr convert command that acts similarly to /fill.[7]
- Added a configuration option to drop the player's loot when the container is broken.[7]
- Added tags for custom eligibility, and custom containers were adjusted to use tags.[7]
- Updated Portuguese (Brazilian) and Chinese (Traditional) translations.[7]
1.10.33.85
A small follow-up: generated tags were fixed and the default refresh and decay tags were removed.[8]
1.10.33.84
This was the big one in this run, and the changelog is cut off, so it is only a partial picture.[9]
- Structure blacklisting and whitelisting were added, along with decay structures and refresh structures.[9]
- Desert pyramids got special-case handling.[9]
- Block entities without loot tables are now handled as an edge case.[9]
- Added getPhysicalOpenerCount, and the cat-sitting mixin now uses it.[9]
- Opened textures were adjusted to include the correct visual elements.[9]
1.10.33.82
- Minecart creation was vastly improved.[10]
- Entity conversion started moving to a tags-based approach.[10]
- Fixed issues with early-loading trying to access the registry.[10]
1.10.33.81
- Trapped chests were instated with the old texture, and the mod defaults to the old textures. Built-in resource packs provide the new textures.[11]
- Better error reporting for bad data packs.[11]
- Solved issue #464 by no longer holding on to the dispatcher.[11]
- Removed force-loading of the config.[11]
1.10.33.80
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 2.12 config: config/lootr-common.toml · pack file
- All the Mods 10 2.12 config: config/lootr-client.toml · pack file
- All the Mods 10 2.12 mod list · pack file
- Lootr 1.21-1.10.34.86 changelog · changelog
- Lootr 1.21-1.10.33.85 changelog · changelog
- Lootr 1.21-1.10.33.84 changelog · changelog
- 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
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 · 0.52 to 2.11 · 0.51 · 0.32 to 0.50