Where loot comes from
Enchanting
When a player enchants an item at an enchanting table, it becomes AcuteLoot (loot-sources.enchanting.chance, default 100%).
- Better enchantments, better rarity. The rarity roll is the average of a random number and how strong the enchantments were for that kind of item, so a heavily enchanted item leans towards Epic and Legendary.
- Items that are already AcuteLoot are skipped.
- With
use-permissions: true, the player needsacuteloot.enchant(everyone has it by default). - Bows and crossbows become AcuteLoot this way, by
/al add, or through a custom loot rule. Random loot (fishing, chests, monsters,/al new,/al give) never produces them.
Fishing
On a real catch, the chance is loot-sources.fishing.chance (default 10%) plus 2.1% per level of Luck of the Sea on the rod in your main hand. If it hits, the catch is replaced with a random piece of AcuteLoot.
Natural chests
The first time a naturally generated chest (a dungeon, a temple, any loot-table chest) is opened. Barrels, trapped chests and chest minecarts aren’t covered:
- there’s a
loot-sources.chests.chance(default 65%) chance of one piece of AcuteLoot in a random empty slot; - each extra item needs another successful roll, so two items is 42.25%;
- the chest is then marked so it never generates AcuteLoot again;
- with
auto-empty: true, the loot goes straight into the player’s inventory, and anything that doesn’t fit drops on the ground.
The chest only counts as opened when there’s no solid block on top of it.
Admin loot chests
/al chest [minutes] [range] [force] turns the regular chest you’re looking at (within 20 blocks), or every chest in range, into an AcuteLoot chest with a refill cooldown in minutes.
- When the cooldown has run out, opening the chest rolls for loot again.
- While it’s running, players see “Remaining cooldown: h:m:s” (if
show-cooldown-msgis on). - A cooldown of
-1(the default) means it generates once, on the first open. - Range is 1–8 (default 1). Add
trueto overwrite chests that are already AcuteLoot chests. /al rmchest [range]removes the tagging.
Anvils
When an anvil produces a shield or elytra, it becomes AcuteLoot. The preview doesn’t re-roll while you look at it, and a name you type in the anvil is applied to the loot. Anvils also keep the colour codes of a custom-coloured name on ordinary items.
Monsters
Monster loot uses loot rules (the lootRules module, on by default). The two default rules:
| Rule | Trigger | Chance | What happens |
|---|---|---|---|
monsters-hold-loot |
A monster spawns | 2% | It holds a piece of AcuteLoot in its main hand, and always drops it |
monsters-drop-loot |
A monster dies | 2% | A piece of AcuteLoot is added to its drops |
The death rule counts any monster death, not only player kills. You can write your own rules; see Configuration.
Commands
Admins can create loot directly with /al new, /al give and /al add. See Commands.
Per-world settings
world-settings can switch effects, and each of the four loot sources (enchanting, fishing, chests, anvils), on or off per world. List every one of those keys for each world you add.