Lootr guide for All the Mods 11 0.1.0 to 0.9.0-beta
Lootr guide for All the Mods 11
Last verified for All the Mods 11 v0.8.0-beta on Oct 17, 2026 · text last changed Oct 16, 2026
A newer release (0.12.0-beta) is out Guide for the current version
Also applies to:All the Mods 10 0.52 to 2.11All the Mods 10: To the Sky 1.0 to 2.1.0All the Mons 0.3.0-beta to 1.3.0FTB Evolution 2 1.0.2 to 1.4.0FTB Skies 2 1.0.1 to 1.22.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- 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 11 0.8.0-beta's own files.
What is Lootr?
1 part
Same as in the All the Mons 1.3.0 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, so there is no race to be first into a structure and you never open a loot chest and find someone's left-over trash.[1]
It covers chests, trapped chests, barrels, shulkers and minecarts that have a loot table. These containers look different from the vanilla ones, and their colour changes from gold to blue once you have opened that container.[1]
The pack ships the NeoForge build for Minecraft 1.21.1, version 1.11.38.125. The mod is currently required on both the server and the client.[1][2]
Good to know
- Lootr only changes the containers. The loot inside is generated the same way vanilla chests generate it.[1]
- By default, if you try to break a Lootr container you get a warning that all containers are per-player. You can still break one while sneaking, unless that option is disabled in the configuration.[1]
- If a container from another mod does not convert, that mod may be filling it with items by hand instead of using a loot table, and Lootr cannot detect a loot table in that case.[1]
- Loot containers that were already opened in an existing world will not be converted when the mod is added, because vanilla loot generation removes the loot table and Lootr has no way to find that information.[1]
- To make a starter chest for everyone, fill a vanilla chest, stand on it and run the /lootr custom command. This needs operator privileges.[1]
How do you get started with Lootr?
1 part
Good news: Lootr doesn't need a crafting path to get going. You don't build anything first. You just go out and open loot containers, and the mod handles the rest.[1]
Unverified I couldn't confirm any in-pack recipes or quests for Lootr, so there is no crafting order or questline to follow for this mod.
Here's what changes. Every container with a loot table (chests, trapped chests, barrels, shulker boxes and minecarts) gives each player their own inventory. Nobody races you to a structure, and you never open a chest that someone else already emptied.[1]
Your first steps
- Head to a structure and open a loot container. Lootr containers look different from the vanilla ones and show up gold.[1]
- Check the colour afterwards. A container that you've already opened turns blue. If you haven't opened it, it can also give off particles, which is on by default.[1][3]
- Leave the container in place. Everyone gets their own copy of the loot, so there's no reason to break it.[1]
- Keep an eye on the advancements. The first one asks you to bring instanced loot to your world. After that there are goals for your first chest, barrel, minecart and shulker box, and for opening 10, 25, 50 and 100 containers.[3]
The mod also has options for decay, where a container is destroyed some time after it's opened, and for refresh, where it regenerates its loot. By default, no decay happens. I can't confirm whether the pack turns either feature on.[1][3]
How does Lootr work?
6 parts
Lootr doesn't add machines, power or fluid systems. It changes how loot containers behave, and that's what this section covers. The sources don't include the pack's own Lootr config, so every default below is the mod's default. Check your pack's settings before assuming a value.[1][3]
Per-player loot
Every container with a loot table (chests, trapped chests, barrels, shulker boxes and minecarts) gives each player their own inventory. Nobody races to a structure first, and you never open a chest that someone else already emptied.[1]
The mod's advancements also mention item frames, decorated pots, copper chests in several oxidation stages and suspicious (brushable) Lootr blocks.[3]
Lootr containers look different from vanilla ones. They are gold, and they turn blue once you've opened them. Unopened containers also give off particles by default. If you prefer the vanilla look, a client option swaps in vanilla textures, but then you lose the opened/unopened colour cue. That option is off by default.[1][3]
Lootr has to be installed on both the server and the client. Loot is generated the same way as in vanilla, so Lootr only changes the containers, not what goes inside them. By default each player also gets a fresh random seed for their loot, rather than the seed stored in the container.[1][3]
Conversion
Lootr converts vanilla (and modded) containers into Lootr containers. Structure item frames are converted to Lootr item frames by default. The Elytra frame in the End City ship becomes a Lootr item frame by default, and turning it into a Lootr chest is off by default. You can disable conversion entirely, and you can blacklist or whitelist specific dimensions or loot tables. You can also do this for every loot table from one mod.[1][3]
If a modded container doesn't convert, the mod may be filling it with items by hand instead of using a loot table, and Lootr can't detect that. The axe chest in the vanilla Woodland Mansion has no loot table and is never converted.[1]
Breaking containers
By default, breaking a Lootr container without sneaking just shows a warning that containers are per-player. If you sneak, you can break it. The break mode can be changed to never allow breaking or to always allow it. Fake players such as turtles and miners can only break containers if that option is switched on, and it's off by default.[1][3]
Also by default, Lootr containers inside spawn protection can still be used by players without permission, and containers outside the world border are ignored for conversion.[3]
Decay and refresh
By default, containers neither decay nor refresh. Both are optional systems that you can apply to all containers, to specific dimensions, or by loot table or loot table mod.[1][3]
- Decay: a container marked to decay is destroyed once its decay time has passed after being opened. The default decay time is 5 minutes (5 * 60 * 20 ticks, at 20 ticks per second).[1][3]
- Refresh: a container that refreshes regenerates its contents after the configured time has elapsed.[1][3]
- Ticking or on-open: by default both systems run during the world tick, so loaded containers are affected. If you turn that off, containers are only checked the next time they're opened.[3]
- Notifications: players are told about decay and refresh timers unless notifications are disabled. By default nothing is sent if more than 30 seconds (30 * 20 ticks) remain, and -1 removes that limit.[3]
Redstone
Comparators emit a redstone signal from Lootr containers by default. Custom containers only act like trapped chests, emitting a signal when opened, if that option is turned on, and it's off by default.[3]
Custom containers
You can make your own Lootr container, for example a starter chest for everyone. Fill a vanilla chest with the items you want, stand on it and run the /lootr custom command. It needs operator privileges, and the container looks like a chest.[1]
Unverified Which of these options the pack actually changes, such as decay, refresh or break mode, can't be confirmed, because no Lootr config from the pack was provided.
Which Lootr config options matter?
Same as in the All the Mods 10 2.11 guide
There's nothing to report here: the pack ships no config file for this mod, so it runs on whatever the mod does out of the box. Nothing has been tweaked or overridden for you, which means the behaviour you read about elsewhere in this guide is simply how the mod behaves by default.[1]
That default behaviour is the part that actually matters for play. Every container that has a loot table (chests, trapped chests, barrels, shulkers and minecarts) gives each player their own instanced inventory, and those containers look distinct, shifting from gold to blue once you've opened them.[1]
Unverified Specific config keys, such as options for which containers get converted, decay or refresh timers, or blacklists for particular structures, can't be confirmed for this pack because no config file for the mod is included in it. Don't assume any value you see quoted for other packs applies here.
What changed in Lootr between versions?
1 part
All the Mods 11 0.8.0-beta ships Lootr 1.23.38.120, the NeoForge build for 26.1.2. Lootr was already in the pack by 0.0.1 or earlier. The notes below come from Lootr's own changelogs, newest first.[4]
Recent Lootr releases
- 1.23.38.120 (the version in this pack): fixed a typo in the weathered copper chest advancement trigger. On NeoForge it also aliases the misspelled name weatherd_copper_chest to weathered_copper_chest.[4][5]
- 1.23.38.118: fixed structures not spawning entities while Lootr is disabled, fixed a mixin, and brought in new Crowdin translation updates.[6]
- 1.22.37.113: fixed an inverted open check.[7]
- 1.22.37.111: barrels are no longer placed backwards. Block and entity breaking is now controlled by tags, and there is a Russian translation update.[8]
- 1.22.36.109: resolved a conflict with ModernFix.[9]
- 1.22.36.108: updated for 26.1.2, with 26.1, 26.1.1 and 26.1.2 listed as supported versions. Explosion resistance was reinstated, and the block break event now runs on both sides using the new BreakBlockEvent. It also adds setLootTableInternal to ILootrEntity, moves some config code around, and now actually writes rotation for chest blocks.[10]
- 1.21.35.106: contains the same cleanup that carried into 1.22.36.108: chest rotation is now written, some config code was moved, and setLootTableInternal was added to ILootrEntity.[11]
Sources
- Lootr project page (modrinth) · official mod data
- All the Mons 1.3.0 mod list · pack file
- lootr tooltips and descriptions (English lang file) · official mod data
- All the Mods 11 0.8.0-beta mod list · pack file
- Lootr 1.23.38.120 changelog · changelog
- Lootr 1.23.38.118 changelog · changelog
- Lootr 1.22.37.113 changelog · changelog
- Lootr 1.22.37.111 changelog · changelog
- Lootr 1.22.36.109 changelog · changelog
- Lootr 1.22.36.108 changelog · changelog
- Lootr 1.21.35.106 changelog · changelog
Where this guide comes from
Written from what All the Mods 11 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 17, 2026.
Guides for other versions: 0.10.0-beta to 0.12.0-beta