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Cobbleloots: Loot Balls and More!

Cobbleloots: Loot Balls and More!

by Ripio • Downloads: 0 • Followers: 0
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Cobbleloots: Loot Balls and More!

Cobbleloots is a mod for Cobblemon that adds different ways to obtain items based on the original Pokémon video games.

IMPORTANT (BETA-2.2.0+): Recent updates have introduced breaking changes, especially with the configuration. You will need to update your configurations to ensure compatibility.


Features

Loot Balls 💎

These balls contain useful items for the player. They can grant XP and items when opened, and can be used as a decorative entity in survival mode. When a loot ball has no remaining uses, it can be destroyed to drop as a decorative item (this behavior is configurable).

Obtaining Loot Balls

  • Generation: Loot balls can be found in the world. Some of them are specific to biomes, while others are more common.
  • Spawning: Over time, loot balls will spawn in the world around random players.
  • Fishing: Players can catch loot balls when fishing with Cobblemon Poké Rods. Different rods can catch different tiers of loot balls, and using the Luck of the Sea enchantment increases the chance of finding a loot ball.

Loot balls are categorized into tiers that determine their rarity and loot quality: Common, Uncommon, Rare, and Ultra Rare.

Valuable Items 💰

Cobbleloots incorporates 10 classic valuable items from Pokémon that serve as trade goods, rewards, or server economy tokens:

  • Nugget & Big Nugget (cobbleloots:nugget, cobbleloots:big_nugget)
  • Pearl, Big Pearl & Pearl String (cobbleloots:pearl, cobbleloots:big_pearl, cobbleloots:pearl_string)
  • Stardust, Star Piece & Comet Shard (cobbleloots:stardust, cobbleloots:star_piece, cobbleloots:comet_shard)
  • Rare Bone (cobbleloots:rare_bone)
  • Balm Mushroom (cobbleloots:balm_mushroom)

Each item includes custom 16x16 pixel-art textures, immersive tooltips referencing collectors and shops who buy them at high prices, and is available in the Cobbleloots creative mode tab.

Mapmaking 🗺️

Check out the documentation to learn how to use the mod objects and features in your custom maps. If you still have questions, feel free to ask on my discord server.

Note: The documentation is a work in progress, and some features may not be fully documented yet. If you need help with a specific feature, please reach out on my Discord server.

Custom Loot Balls 🎁

Create custom loot balls with different items and properties using the new Loot Ball Data system. You can customize various aspects, including:

  • The name displayed in-game.
  • The loot table used when opened.
  • The texture of the loot ball.
  • The amount of XP granted to the player.
  • Player-specific timers (cooldowns) before a player can reopen the loot ball.
  • Sources for how loot balls appear (e.g., generation, spawning), with detailed filters:
    • weight for rarity.
    • structure tags.
    • biome tags (biome keys, biome tags, or biome dicts).
    • dimension lists.
    • block tags (for spawn block or base block).
    • fluid tags.
    • position (x, y, z coordinates with min/max ranges).
    • light levels (block and sky, for spawning).
    • time of day (with period options).
    • date ranges (e.g., seasonal events).
    • weather conditions (clear, rain, thunder).
  • Variants for a single loot ball type, each with its own optional name, texture, and loot table.

Some of these features are continuously being refined, but the data system is designed for flexibility and future additions.

Mod configuration ⚙️

The mod configuration is powered by MidnightLib and supports in-game editing:

  • Fabric: Edit via ModMenu.
  • NeoForge: Edit via the Mods menu.
  • Command: Server OPs can use /midnightconfig cobbleloots <key> <value>.

The config file is located in the config folder of your Minecraft instance. Check the Configuration docs for more information.

Commands 🛠️

Cobbleloots provides in-game commands to help server operators and mapmakers manage loot balls:

  • /cobbleloots reset loot_ball target [player] [restore_uses]: Resets the loot ball in your line of sight (within 16 blocks) for yourself or targeted player(s).
  • /cobbleloots reset loot_ball all [player] [restore_uses]: Globally resets all loot balls in the world (with automatic persistence for unloaded chunks).
  • /cobbleloots reset loot_ball entity <selector> [player] [restore_uses]: Resets specific loot balls matching an entity selector.
  • /cobbleloots reset loot_ball undo [player]: Reverts the last reset action performed.
  • /cobbleloots debug weights [source_type] [pos]: Displays the weighted spawn probability table for candidate loot balls at your position.
  • /cobbleloots debug check <id> [source_type] [pos]: Evaluates each filter condition for a specific loot ball ID and reports passed/failed checks.

Check out the full Commands Reference for detailed arguments, permissions, and examples.


FAQ

How do I make loot balls give loot to every player, not just the first one?

This is a common setup for servers where you want all players to be able to collect loot from the same ball.

You need two things:

  1. Infinite uses — Set the uses NBT tag on the loot ball to -1. A loot ball with -1 uses is infinite and works on a per-player basis: each player gets their own loot independently.
  2. Player cooldown (optional) — Set the PlayerTimer NBT tag to a number of ticks. This is the cooldown before a player can collect from the same ball again. If omitted (or set to 0), each player can only ever collect once.

To apply this globally to all new loot balls, update the default configuration values:

  • Set loot_ball_default_uses to -1 → all newly spawned/generated loot balls will have infinite uses.
  • Set loot_ball_default_player_cooldown to the desired cooldown in ticks (e.g., 72000 = 1 hour) → players can reclaim after that time. Set to 0 to allow each player to collect exactly once, with no reclaim.

See the Configuration docs for more details.


Planned Features

Hidden Items 🔍

Inspired by the original Pokémon games, Hidden Items are invisible objects scattered across the world, waiting to be discovered.

Fake Items 🪤

Be aware that some objects may not be what they appear to be. Pokémon will sometimes disguise themselves as objects in order to trick you.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
23h ago 1
1.21.1
Fabric
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1.21.1
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### Added

  • Pokémon Valuable Items**: Added 10 classic valuable items (nugget, big_nugget, pearl, big_pearl, pearl_string, stardust, star_piece, comet_shard, rare_bone, balm_mushroom) with custom 16x16 pixel-art textures, immersive lore, and creative tab integration. Suggested by Yuxo on Discord.
  • European Spanish Localization (es_es)**: Added full Spanish (Spain) language support (es_es.json) across all mod features, items, blocks, commands, and configurations.
  • Valuable Item Localizations**: Added names, Pokémon lore descriptions, and commercial value tooltips for all valuable items across English (en_us), Spanish (es_ec, es_es), and Brazilian Portuguese (pt_br).


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Added

  • Pokémon Valuable Items**: Added 10 classic valuable items (nugget, big_nugget, pearl, big_pearl, pearl_string, stardust, star_piece, comet_shard, rare_bone, balm_mushroom) with custom 16x16 pixel-art textures, immersive lore, and creative tab integration. Suggested by Yuxo on Discord.
  • European Spanish Localization (es_es)**: Added full Spanish (Spain) language support (es_es.json) across all mod features, items, blocks, commands, and configurations.
  • Valuable Item Localizations**: Added names, Pokémon lore descriptions, and commercial value tooltips for all valuable items across English (en_us), Spanish (es_ec, es_es), and Brazilian Portuguese (pt_br).


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Changes

  • Debug Commands**: Added /cobbleloots debug weights and /cobbleloots debug check <id> commands for server operators and pack creators.
  • /cobbleloots debug weights [source_type] [pos]: Displays a sorted breakdown of eligible loot balls and their relative spawn probabilities at any coordinate or biome.
  • /cobbleloots debug check <id> [source_type] [pos]: Performs a comprehensive filter-by-filter diagnostic showing passed and failed conditions with visual indicators.


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Changes

  • Debug Commands**: Added /cobbleloots debug weights and /cobbleloots debug check <id> commands for server operators and pack creators.
  • /cobbleloots debug weights [source_type] [pos]: Displays a sorted breakdown of eligible loot balls and their relative spawn probabilities at any coordinate or biome.
  • /cobbleloots debug check <id> [source_type] [pos]: Performs a comprehensive filter-by-filter diagnostic showing passed and failed conditions with visual indicators.


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Gameplay Changes
  • Loot Balls Reset Command**: Added /cobbleloots reset loot_ball allowing server admins to reset opened loot balls so players can open them again. Includes options to reset a targeted ball, all balls in a radius, or globally, with undo support.

### Gameplay Changes
  • Loot Balls Reset Command**: Added /cobbleloots reset loot_ball allowing server admins to reset opened loot balls so players can open them again. Includes options to reset a targeted ball, all balls in a radius, or globally, with undo support.

### Changes

  • In-Game Creative GUI**: Added a creative-mode GUI for editing loot ball properties (Type, Variant, Uses, Cooldowns, etc.) directly in the game.
  • Documentation**: Updated guide for using the Creative GUI under docs/guides/how-to/creative.md.
  • Structure Filter Enhancement**: The structure field in the loot ball source filter now supports multiple input formats (string ID, object ID, or array of IDs).
  • Localization**: Updated English (en_us), Brazilian Portuguese (pt_br) and Spanish (Ecuador) (es_ec) translations with new GUI strings. Spanish (Ecuador) contributed by [wajo21x](https://github.com/wajo21x).

### Technical Changes

  • Networking Overhaul**: Implemented cross-platform (Fabric/NeoForge) networking for loot ball updates and custom packet payloads.
  • NeoForge Refactoring**: Updated CobblelootsNeoForge to resolve @EventBusSubscriber deprecations and correctly register payload handlers using NeoForge's RegisterPayloadHandlersEvent.

### Bug Fixes

  • Fixed structure filter not working with non-tag inputs.
  • Fixed biome filter not reading the required field.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Changes

  • In-Game Creative GUI**: Added a creative-mode GUI for editing loot ball properties (Type, Variant, Uses, Cooldowns, etc.) directly in the game.
  • Documentation**: Updated guide for using the Creative GUI under docs/guides/how-to/creative.md.
  • Structure Filter Enhancement**: The structure field in the loot ball source filter now supports multiple input formats (string ID, object ID, or array of IDs).
  • Localization**: Updated English (en_us), Brazilian Portuguese (pt_br) and Spanish (Ecuador) (es_ec) translations with new GUI strings. Spanish (Ecuador) contributed by [wajo21x](https://github.com/wajo21x).

### Technical Changes

  • Networking Overhaul**: Implemented cross-platform (Fabric/NeoForge) networking for loot ball updates and custom packet payloads.
  • NeoForge Refactoring**: Updated CobblelootsNeoForge to resolve @EventBusSubscriber deprecations and correctly register payload handlers using NeoForge's RegisterPayloadHandlersEvent.

### Bug Fixes

  • Fixed structure filter not working with non-tag inputs.
  • Fixed biome filter not reading the required field.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Bug Fixes

  • Fixed NeoForge dedicated server crash caused by client-only config screen registration (IConfigScreenFactory) being loaded on the server side.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Bug Fixes

  • Fixed NeoForge dedicated server crash caused by client-only config screen registration (IConfigScreenFactory) being loaded on the server side.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Bug Fixes

  • Fixed a NeoForge crash when another mod (e.g. Farming for Blockheads) also bundles MidnightLib, causing a split-package module resolution error.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Bug Fixes

  • Fixed a NeoForge crash when another mod (e.g. Farming for Blockheads) also bundles MidnightLib, causing a split-package module resolution error.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Gameplay Changes

  • Added Loot Ball Fishing**:
  • Implemented fishing as a new loot ball source.
  • Players can now catch loot balls when fishing with Cobblemon Poké Rods.
  • Different rods can catch different tiers of loot balls (e.g. Master Rod is required for Master Loot Balls).
  • Using the _Luck of the Sea_ enchantment increases the chance of finding a loot ball.
  • Added configurable despawn delay for fished loot balls.
  • Fished loot balls move towards the player (similar to items).
  • Loot Ball Balance Overhaul**: All loot tables and loot ball definitions were reworked to be more balanced.
  • New tiers for loot balls were defined:
  • Common**: More frequent, with simpler loot tables.
  • Uncommon**: Less frequent, with more complex loot tables.
  • Rare**: Rare, with more valuable loot tables.
  • Ultra Rare**: Very rare, with the most valuable loot tables.
  • Ball variants from Poké Ball were split into standalone files.
  • Added 6 new loot balls; Lure, Dusk, Quick, Timer, Nest and Net.
  • Common Loot Balls**:
  • Poké**: Can now be found everywhere, spawns in all biomes and can be fished with any rod (or with a _poké rod_ for higher chances).
  • (NEW) **Azure**: Can now be found from generation and spawning sources in oceans, coasts and rivers. It can be fished with any rod in those biomes (or with an _azure rod_ for higher chances).
  • (NEW) **Citrine**: Can now be found from generation and spawning sources in deserts, badlands and savannas. It can be fished with any rod in those biomes (or with a _citrine rod_ for higher chances).
  • (NEW) **Verdant**: Can now be found from generation and spawning sources in forests and plains. It can be fished with any rod in those biomes (or with a _verdant rod_ for higher chances).
  • (NEW) **Roseate**: Can now be found from generation and spawning sources in floral and lush biomes. It can be fished with any rod in those biomes (or with a _roseate rod_ for higher chances).
  • (NEW) **Slate**: Can now be found from generation and spawning sources in caves and volcanic biomes. It can be fished with any rod in those biomes (or with a _slate rod_ for higher chances).
  • Premier**: Can now be found from generation and spawning sources in mountains. It can be fished with any rod in those biomes (or with a _premier rod_ for higher chances).
  • Uncommon Loot Balls**:
  • Great**: Can now be found everywhere, spawns in all biomes and can be fished with any rod (or with a _great rod_ for higher chances).
  • Dive**: Can now be found from generation and spawning sources in oceans and deep oceans. It can be fished with any rod in those biomes (or with a _dive rod_ for higher chances).
  • Heal**: Can now be found from generation and spawning sources everywhere in the overworld dimension. It can be fished with any rod in the overworld (or with a _heal rod_ for higher chances).
  • Safari**: Can now be found from generation and spawning sources in savanna biomes. It can be fished with any rod in those biomes (or with a _safari rod_ for higher chances).
  • Pumpkin**: Can now be found from generation and spawning sources in biomes defined in the pumpkin biome tag and in the nether dimension (It only spawns during night in the overworld biomes). It can be found only from october 1st to november 1st. It can be fished anywhere with any rod during the same date range.
  • Rainbow**: Can now be found from generation and spawning sources in biomes defined in the rainbow biome tag. It only spawns during day with "direct" sunlight (sky light level 7 or higher). It can be fished with any rod in those biomes.
  • (NEW) **Lure**: Can be fished with any rod in deep ocean biomes (or with a _lure rod_ for higher chances). It doesn't spawn naturally nor can be obtained from generation sources, as it is exclusively obtained from fishing.
  • (NEW) **Nest**: Can be found from generation and spawning sources in forests and swamps. It can be fished with any rod in those biomes (or with a _nest rod_ for higher chances).
  • (NEW) **Net**: Can be found from generation and spawning sources in oceans, swamps and rivers. It can be fished with any rod in those biomes (or with a _net rod_ for higher chances).
  • (NEW) **Quick**: Can be found from generation and spawning sources in plains and sky biomes, and in the end dimension. It can be fished (only in the overworld) with any rod in those biomes (or with a _quick rod_ for higher chances).
  • (NEW) **Timer**: Can be found from generation and spawning sources in badlands biomes and in the nether dimension. It can be fished (only in the overworld) with any rod in those biomes (or with a _timer rod_ for higher chances).
  • Rare Loot Balls**:
  • Ultra**: Can now be found everywhere, spawns in all biomes and can be fished with an _ultra rod_.
  • Luxury**: Can now be found everywhere in the end dimension from generation and spawning sources. It can't be fished.
  • (NEW) **Dusk**: Can be found from generation sources in spooky and deep dark biomes. It can spawn in those biomes in dark places (low light level). It can be fished during night with any rod in those biomes (or with a _dusk rod_ for higher chances).
  • Ultra Rare Loot Balls**:
  • Master**: Can now be found everywhere, spawns in all biomes and can be fished with a _master rod_.
  • Opening Effects**: Added special effects when opening loot balls:
  • Display the received item floating above the loot ball.
  • Particle effects on open (customizable via config).

### Technical Changes

  • Configuration Overhaul**: All configurations options were refactored to use a new configuration system.
  • Implemented full in-game configuration support for Fabric via **ModMenu** and NeoForge via Mods menu.
  • Server OPs can now edit the configuration in-game using /midnightconfig cobbleloots <key> <value>.
  • On first launch with this version, old configuration values will be preserved and migrated to the new format.
  • The old cobbleloots.yaml file will be renamed to cobbleloots.yaml.old after successful migration.
  • Check the new [Configuration](https://resistorcat.github.io/cobbleloots/guides/configuration/) docs for more information.
  • Localization**:
  • Added full localization support for configuration keys (en_us.json).
  • Added translation keys for new messages.
  • Added Brazilian Portuguese (pt_br.json) translation. Initial base keys contributed by [PrincessStelllar](https://github.com/PrincessStelllar) via [PR #21](https://github.com/ResistorCat/cobbleloots/pull/21).
  • Dependencies**:
  • Switched internal configuration library to **MidnightLib** for better cross-platform support.
  • Updated Biome Filters**: Biome filters now accept:
  • _Biome keys_: "minecraft:swamp"
  • _Biome tags_: "#cobblemon:is_swamp"
  • _Biome dicts_: {"id": "#c:is_ocean", "required": false}
  • _Lists_: Mix of any of the above
  • Updated Documentation**: Updated the mod documentation.
  • New and updated pages for all loot balls, showing general information, loot table and obtaining methods.
  • Updated Reference page with updated biome tag information.
  • Added a new Configuration page with updated information about the configuration system.
  • Updated the mod guides and examples to reflect the new changes.

### Bug Fixes

  • Fixed a bug where disabled loot balls were not being disabled after a /reload command and only after a server restart.
  • Fixed a bug where reloading loot balls with /reload would not refresh loot ball client data on existing entities.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
### Gameplay Changes

  • Added Loot Ball Fishing**:
  • Implemented fishing as a new loot ball source.
  • Players can now catch loot balls when fishing with Cobblemon Poké Rods.
  • Different rods can catch different tiers of loot balls (e.g. Master Rod is required for Master Loot Balls).
  • Using the _Luck of the Sea_ enchantment increases the chance of finding a loot ball.
  • Added configurable despawn delay for fished loot balls.
  • Fished loot balls move towards the player (similar to items).
  • Loot Ball Balance Overhaul**: All loot tables and loot ball definitions were reworked to be more balanced.
  • New tiers for loot balls were defined:
  • Common**: More frequent, with simpler loot tables.
  • Uncommon**: Less frequent, with more complex loot tables.
  • Rare**: Rare, with more valuable loot tables.
  • Ultra Rare**: Very rare, with the most valuable loot tables.
  • Ball variants from Poké Ball were split into standalone files.
  • Added 6 new loot balls; Lure, Dusk, Quick, Timer, Nest and Net.
  • Common Loot Balls**:
  • Poké**: Can now be found everywhere, spawns in all biomes and can be fished with any rod (or with a _poké rod_ for higher chances).
  • (NEW) **Azure**: Can now be found from generation and spawning sources in oceans, coasts and rivers. It can be fished with any rod in those biomes (or with an _azure rod_ for higher chances).
  • (NEW) **Citrine**: Can now be found from generation and spawning sources in deserts, badlands and savannas. It can be fished with any rod in those biomes (or with a _citrine rod_ for higher chances).
  • (NEW) **Verdant**: Can now be found from generation and spawning sources in forests and plains. It can be fished with any rod in those biomes (or with a _verdant rod_ for higher chances).
  • (NEW) **Roseate**: Can now be found from generation and spawning sources in floral and lush biomes. It can be fished with any rod in those biomes (or with a _roseate rod_ for higher chances).
  • (NEW) **Slate**: Can now be found from generation and spawning sources in caves and volcanic biomes. It can be fished with any rod in those biomes (or with a _slate rod_ for higher chances).
  • Premier**: Can now be found from generation and spawning sources in mountains. It can be fished with any rod in those biomes (or with a _premier rod_ for higher chances).
  • Uncommon Loot Balls**:
  • Great**: Can now be found everywhere, spawns in all biomes and can be fished with any rod (or with a _great rod_ for higher chances).
  • Dive**: Can now be found from generation and spawning sources in oceans and deep oceans. It can be fished with any rod in those biomes (or with a _dive rod_ for higher chances).
  • Heal**: Can now be found from generation and spawning sources everywhere in the overworld dimension. It can be fished with any rod in the overworld (or with a _heal rod_ for higher chances).
  • Safari**: Can now be found from generation and spawning sources in savanna biomes. It can be fished with any rod in those biomes (or with a _safari rod_ for higher chances).
  • Pumpkin**: Can now be found from generation and spawning sources in biomes defined in the pumpkin biome tag and in the nether dimension (It only spawns during night in the overworld biomes). It can be found only from october 1st to november 1st. It can be fished anywhere with any rod during the same date range.
  • Rainbow**: Can now be found from generation and spawning sources in biomes defined in the rainbow biome tag. It only spawns during day with "direct" sunlight (sky light level 7 or higher). It can be fished with any rod in those biomes.
  • (NEW) **Lure**: Can be fished with any rod in deep ocean biomes (or with a _lure rod_ for higher chances). It doesn't spawn naturally nor can be obtained from generation sources, as it is exclusively obtained from fishing.
  • (NEW) **Nest**: Can be found from generation and spawning sources in forests and swamps. It can be fished with any rod in those biomes (or with a _nest rod_ for higher chances).
  • (NEW) **Net**: Can be found from generation and spawning sources in oceans, swamps and rivers. It can be fished with any rod in those biomes (or with a _net rod_ for higher chances).
  • (NEW) **Quick**: Can be found from generation and spawning sources in plains and sky biomes, and in the end dimension. It can be fished (only in the overworld) with any rod in those biomes (or with a _quick rod_ for higher chances).
  • (NEW) **Timer**: Can be found from generation and spawning sources in badlands biomes and in the nether dimension. It can be fished (only in the overworld) with any rod in those biomes (or with a _timer rod_ for higher chances).
  • Rare Loot Balls**:
  • Ultra**: Can now be found everywhere, spawns in all biomes and can be fished with an _ultra rod_.
  • Luxury**: Can now be found everywhere in the end dimension from generation and spawning sources. It can't be fished.
  • (NEW) **Dusk**: Can be found from generation sources in spooky and deep dark biomes. It can spawn in those biomes in dark places (low light level). It can be fished during night with any rod in those biomes (or with a _dusk rod_ for higher chances).
  • Ultra Rare Loot Balls**:
  • Master**: Can now be found everywhere, spawns in all biomes and can be fished with a _master rod_.
  • Opening Effects**: Added special effects when opening loot balls:
  • Display the received item floating above the loot ball.
  • Particle effects on open (customizable via config).

### Technical Changes

  • Configuration Overhaul**: All configurations options were refactored to use a new configuration system.
  • Implemented full in-game configuration support for Fabric via **ModMenu** and NeoForge via Mods menu.
  • Server OPs can now edit the configuration in-game using /midnightconfig cobbleloots <key> <value>.
  • On first launch with this version, old configuration values will be preserved and migrated to the new format.
  • The old cobbleloots.yaml file will be renamed to cobbleloots.yaml.old after successful migration.
  • Check the new [Configuration](https://resistorcat.github.io/cobbleloots/guides/configuration/) docs for more information.
  • Localization**:
  • Added full localization support for configuration keys (en_us.json).
  • Added translation keys for new messages.
  • Added Brazilian Portuguese (pt_br.json) translation. Initial base keys contributed by [PrincessStelllar](https://github.com/PrincessStelllar) via [PR #21](https://github.com/ResistorCat/cobbleloots/pull/21).
  • Dependencies**:
  • Switched internal configuration library to **MidnightLib** for better cross-platform support.
  • Updated Biome Filters**: Biome filters now accept:
  • _Biome keys_: "minecraft:swamp"
  • _Biome tags_: "#cobblemon:is_swamp"
  • _Biome dicts_: {"id": "#c:is_ocean", "required": false}
  • _Lists_: Mix of any of the above
  • Updated Documentation**: Updated the mod documentation.
  • New and updated pages for all loot balls, showing general information, loot table and obtaining methods.
  • Updated Reference page with updated biome tag information.
  • Added a new Configuration page with updated information about the configuration system.
  • Updated the mod guides and examples to reflect the new changes.

### Bug Fixes

  • Fixed a bug where disabled loot balls were not being disabled after a /reload command and only after a server restart.
  • Fixed a bug where reloading loot balls with /reload would not refresh loot ball client data on existing entities.


> Beta versions may contain bugs. Please report any issues you find on the Discord server.
  • Updated the mod to be compatible with Cobblemon 1.7.
  • Updated dependencies to the same versions used in the official Cobblemon 1.7 repository.


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
  • Updated the mod to be compatible with Cobblemon 1.7.
  • Updated dependencies to the same versions used in the official Cobblemon 1.7 repository.


> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Changes

  • Added a new date filter to allow loot balls to spawn only during a specific date range.
  • Accepts from and to parameters in MM-DD format (e.g., 01-01 for January 1st). Those are inclusive.
  • Added a new seasonal [Pumpkin Loot Ball](https://resistorcat.github.io/cobbleloots/loot_balls/ball_types/pumpkin/) for Halloween.
  • Spawns from October 24th to November 2nd.
  • Can be found in spooky biomes in the Overworld and also in the Nether.
  • Contains exclusive Halloween-themed loot, including unique banners, candies, and other surprises.
  • Updated documentation for loot balls to improve clarity and consistency.
  • Updated the mod logo to a Halloween-themed version.
  • Added a new configuration option to disable specific loot balls via the config file.
  • This allows server admins to easily manage which loot balls are active without modifying data packs.
  • The key for this config is loot_ball.disabled.loot_balls, and it accepts a list of loot ball IDs or patterns (e.g., cobbleloots:* to disable all CobbleLoots loot balls, or cobbleloots:loot_ball/poke to disable only the "poke" loot ball and its variants).

> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Changes

  • Added a new date filter to allow loot balls to spawn only during a specific date range.
  • Accepts from and to parameters in MM-DD format (e.g., 01-01 for January 1st). Those are inclusive.
  • Added a new seasonal [Pumpkin Loot Ball](https://resistorcat.github.io/cobbleloots/loot_balls/ball_types/pumpkin/) for Halloween.
  • Spawns from October 24th to November 2nd.
  • Can be found in spooky biomes in the Overworld and also in the Nether.
  • Contains exclusive Halloween-themed loot, including unique banners, candies, and other surprises.
  • Updated documentation for loot balls to improve clarity and consistency.
  • Updated the mod logo to a Halloween-themed version.
  • Added a new configuration option to disable specific loot balls via the config file.
  • This allows server admins to easily manage which loot balls are active without modifying data packs.
  • The key for this config is loot_ball.disabled.loot_balls, and it accepts a list of loot ball IDs or patterns (e.g., cobbleloots:* to disable all CobbleLoots loot balls, or cobbleloots:loot_ball/poke to disable only the "poke" loot ball and its variants).

> Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.
### Changes
  • Updated the Creative Mode tab icon to use a Master Ball texture for better visual representation.
  • Updated the default Loot Ball texture to use the Strange Ball texture when no specific texture is set for debugging purposes.
  • If you encounter a Strange Ball, it indicates that the Loot Ball is not properly configured or has missing data.
  • Added loot ball JSON definition for entity icon rendering in Xaero's Minimap.
  • This allows the minimap to display loot balls with their respective textures, enhancing visibility and identification in-game. (Requires the player to enable the feature in Xaero's Minimap settings.)
  • Added mod links for Discord, Modrinth, and CurseForge in the mod metadata for ModMenu integration.

### Fixes
  • Fixed an issue where the Loot Ball Item texture would not display correctly if the texture data was missing or invalid.
  • Note that if the texture data is missing, the Loot Ball will now display the Strange Ball texture as a fallback. Be sure to configure your Loot Balls properly when using commands to obtain them.

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.

### Changes
  • Updated the Creative Mode tab icon to use a Master Ball texture for better visual representation.
  • Updated the default Loot Ball texture to use the Strange Ball texture when no specific texture is set for debugging purposes.
  • If you encounter a Strange Ball, it indicates that the Loot Ball is not properly configured or has missing data.
  • Added loot ball JSON definition for entity icon rendering in Xaero's Minimap.
  • This allows the minimap to display loot balls with their respective textures, enhancing visibility and identification in-game. (Requires the player to enable the feature in Xaero's Minimap settings.)
  • Added mod links for Discord, Modrinth, and CurseForge in the mod metadata for ModMenu integration.

### Fixes
  • Fixed an issue where the Loot Ball Item texture would not display correctly if the texture data was missing or invalid.
  • Note that if the texture data is missing, the Loot Ball will now display the Strange Ball texture as a fallback. Be sure to configure your Loot Balls properly when using commands to obtain them.

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.

[2.0.8] 2.0.8 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.8

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the [Discord](https://discord.gg/2YGJXxHtBX) server.

## Fixes
  • Fixed a bug where the game would crash when trying to spawn a Loot Ball in a chunk with an invalid section index (like the void or above the world height limit).

[2.0.8] 2.0.8 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.8

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the [Discord](https://discord.gg/2YGJXxHtBX) server.

## Fixes
  • Fixed a bug where the game would crash when trying to spawn a Loot Ball in a chunk with an invalid section index (like the void or above the world height limit).

[2.0.7] 2.0.7 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.7

> **IMPORTANT**: This update breaks compatibility with previous versions of the mod. You will need to update your data packs and configurations to match the new Loot Ball Data format.

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the [Discord](https://discord.gg/2YGJXxHtBX) server.

## Changes

### Loot Ball Changes
  • Added the Rainbow Loot Ball:
  • It has a cobbleloots exclusive rainbow texture.
  • It gives 5 XP when opened.
  • Loot table:
  • 1 x Rainbow Creeper Banner (Weight: 8)
  • 16 x Rainbow Fireworks (Weight: 8)
  • 1 x Totem of Undying (Weight: 1)
  • 1 x Exp. Candy XS (Weight: 1)
  • 1 x Exp. Candy S (Weight: 1)
  • 1 x Exp. Candy M (Weight: 1)
  • Obtaining:
  • Generation:
  • Weight: 10
  • Biomes: Can generate in mushroom fields, flower forests, meadows, sunflower plains, cherry groves, and warm ocean biomes.
  • Spawning:
  • Weight: 20
  • Sky Light: 7-15
  • Biomes: Same as generation.
  • You can now place Loot Balls directly where you are looking at instead of placing them on a fixed position centered on the block you are looking at.
  • Added the ability for Loot Balls to drop as decorative items in survival mode.
  • When a loot ball has no remaining uses, you can destroy them in survival and the loot ball will drop as a decorative item.
  • This change is currently work in progress, so expect some bugs.
  • You can disable this behaviour in the config file.
  • Changed Variant NBT Tag type for Loot Balls to String instead of Integer. It now represents a variant id instead of the position in the variants lists inside the Loot Ball definition JSON.
  • Added PlayerTimer Loot Ball NBT Tag of type Long.
  • It represents a value in ticks that the player must wait to reopen the Loot Ball.
  • A value of 0 disables this behaviour.
  • A small value (like 1) indicates that the player can reopen the Loot Ball indefinitely.
  • Added XP Loot Ball NBT Tag of type Integer.
  • It represents the amount of XP that the Loot Ball will give to the player when opened.
  • The default values for Loot Balls are now configurable via the new loot_ball.defaults config section. Some default values may still be hardcoded, but most of them can now be changed in the config file.
  • Loot balls will now try to spawn on a solid block instead of midair, but they will still spawn midair if no solid block is found after a certain amount of attempts.
  • Some default loot balls now have colours applied to their names to make them more distinguishable in the inventory.
  • Updated Loot Ball definitions to use the new Loot Ball Data format, and some of the definitions have been changed to reflect the new data structure:
  • Poké (and variants): Now gives 1 XP when opened.
  • The definition serves as a example for data pack creators to create their own Loot Ball definitions. The values you see in the Poké Loot Ball definition are mostly the default values for all Loot Balls (some of exceptions are the xp or weight values).
  • Great: Now gives 3 XP when opened.
  • Ultra: Now gives 10 XP when opened.
  • Master:
  • Now gives 50 XP when opened.
  • Now it can spawn in all biomes with a weight of 1.
  • Safari: Now gives 1 XP when opened.
  • Luxury: Now gives 25 XP when opened.
  • Dive:
  • Now gives 5 XP when opened.
  • Generation and Spawning:
  • Now it only generates/spawn inside water
  • Removed the below y-level 62 generation condition.
  • It still generates/spawn in the Dive Loot Ball allowed biomes.
  • Heal:
  • Now gives 10 XP when opened.
  • Generation and Spawning:
  • Now it can generate and spawn in all overworld biomes.
  • Reduced the weight to 10 for all sources to make it rarer.
  • Lure: Removed the Lure Loot Ball definition, as it was not used in the mod yet (until the fishing update).
  • Opening a Loot Ball with a despawn timer will now extend the despawn timer during the time the player is opening it. This change is to prevent Loot Balls from despawning while the player is opening them, which could lead to losing the Loot Ball and its contents.
  • Creative players can now middle-click Loot Balls to copy their data, allowing for easier use of Loot Balls in creative mode.

### Loot Ball Data Rework
  • Reworked the Loot Ball Data format to be more flexible and easier to use.
  • The Loot Ball definition structure (data/namespace/loot_ball/{name}.json) now contains:
  • (**required**) name [Component]: The name of the Loot Ball, displayed in the inventory. It can be a simple string or a component with formatting.
  • (**optional**) loot_table [ResourceLocation]: The loot table to use when opening the Loot Ball.
  • (**optional**) texture [ResourceLocation]: The texture to use for the Loot Ball item. If not specified, the default texture will be used.
  • (**optional**) sources [Map<String, List<SourceFilter>>]: A map of sources with filters to use for the Loot Ball.
  • (**optional**) generation [List<SourceFilter>]: A list of filters for the Loot Ball to generate in the world.
  • (**optional**) spawning [List<SourceFilter>]: A list of filters for the Loot Ball to spawn in the world.
  • (**optional**) variants [Map<String, VariantData>]: A map of variants for the Loot Ball. Each variant can have its own name, texture, and loot_table. Each variant is identified by a unique id.
  • (**optional**) {variant_id} [VariantData]: The data for the variant, where {variant_id} is a unique identifier for the variant.

  • The Loot Ball definition structure now uses a new SourceFilter format, which allows for more flexible filtering of sources:
  • (**optional**) weight [Integer]: The weight of the filter, used for random selection. Defaults to 1.
  • (**optional**) structure [Tag<Structure>]: A tag of structures that the filter applies to. If not specified, the filter passes for all structures.
  • (**optional**) biome [Tag<Biome>]: A tag of biomes that the filter applies to. If not specified, the filter passes for all biomes.
  • (**optional**) dimension [List<ResourceLocation>]: A list of dimensions that the filter applies to. If not specified, the filter passes for all dimensions.
  • (**optional**) block [Map<String, Tag<Block>>]:
  • (**optional**) spawn [Tag<Block>]: A tag of blocks that the filter applies to when checking the block the Loot Ball is spawned on. If not specified, the filter passes for all blocks.
  • (**optional**) base [Tag<Block>]: A tag of blocks that the filter applies to when checking the base block of the Loot Ball. If not specified, the filter passes for all blocks.
  • (**optional**) fluid [Tag<Fluid>]: A tag of fluids that the filter applies to when checking the fluid the Loot Ball is spawned on. If not specified, the filter passes for all fluids.
  • (**optional**) position [Map<String, MinMaxFilter>]:
  • (**optional**) x [MinMaxFilter]: A filter for the x position of the Loot Ball. If not specified, the filter passes for all x positions.
  • (**optional**) y [MinMaxFilter]: A filter for the y position of the Loot Ball. If not specified, the filter passes for all y positions.
  • (**optional**) z [MinMaxFilter]: A filter for the z position of the Loot Ball. If not specified, the filter passes for all z positions.
  • (**optional**) (**exclusive to spawning filters**) light [Map<String, MinMaxFilter>]:
  • (**optional**) block [MinMaxFilter]: A filter for the block light level of the Loot Ball. If not specified, the filter passes for all block light levels.
  • (**optional**) sky [MinMaxFilter]: A filter for the sky light level of the Loot Ball. If not specified, the filter passes for all sky light levels.
  • (**optional**) time [Map<String, MinMaxFilter>]:
  • (**optional**) value [MinMaxFilter]: A filter for the time of day in ticks when the Loot Ball can spawn. If not specified, the filter passes for all times.
  • (**optional**) period [Integer]: The period of the time filter in ticks, which defines the modulus for the time value. If not specified, the filter does not apply a period.
  • (**optional**) weather [Map<String, Boolean>]:
  • (**optional**) clear [Boolean]: Whether the filter passes when the weather is clear. Defaults to true.
  • (**optional**) rain [Boolean]: Whether the filter passes when it is raining. Defaults to true.
  • (**optional**) thunder [Boolean]: Whether the filter passes when it is thundering. Defaults to true.
  • The Loot Ball definition structure now uses a new MinMaxFilter format, which allows for more flexible filtering of positions:
  • (**optional**) min [Integer]: The minimum value for the filter. If not specified, the filter passes for all values.
  • (**optional**) max [Integer]: The maximum value for the filter. If not specified, the filter passes for all values.
  • The Loot Ball definition structure now uses a new VariantData format, which allows for more flexible variant data:
  • (**optional**) name [Component]: The name of the variant, displayed in the inventory. If not specified, the parent name will be used.
  • (**optional**) texture [ResourceLocation]: The texture to use for the variant item. If not specified, the parent texture will be used.
  • (**optional**) loot_table [ResourceLocation]: The loot table to use when opening the variant Loot Ball. If not specified, the parent loot table will be used.

### Creative Tab Changes
  • Replaced all items in the Cobbleloots Creative Tab with:
  • Loot Ball default item, without any specific data attached.
  • Textured Loot Ball items, which are the same as the default item but with a specific texture applied. All the cobblemon textures are now available as textured loot balls.

### Config Changes
  • Added new configs:
  • loot_ball.defaults.uses: Default amount of uses a Loot Ball has. Defaults to 1.
  • loot_ball.defaults.multiplier: Default loot multiplier for Loot Balls. Defaults to 1.0.
  • loot_ball.defaults.xp: Default XP amount for Loot Balls. Defaults to 0.
  • loot_ball.defaults.player_timer: Default player timer in ticks. Defaults to 0.
  • loot_ball.defaults.despawn_tick: Default despawn tick timer. Defaults to 0.
  • loot_ball.survival.drop.enabled: Enable Loot Balls to drop as decorative items in survival mode. Defaults to true.
  • loot_ball.survival.drop.automatic: Enable Loot Balls to drop automatically when they have no remaining uses. Defaults to true.
  • loot_ball.survival.destroy_looted: Enable Loot Balls to be destroyed in survival mode when looted. Defaults to false.
  • loot_ball.disabled.dimensions.generation: A list of dimensions where Loot Balls will not generate in the world. Defaults to an empty list.
  • loot_ball.disabled.dimensions.spawning: A list of dimensions where Loot Balls will not spawn in the world. Defaults to an empty list.
  • loot_ball.disabled.dimensions.fishing: A list of dimensions where Loot Balls will not spawn when fishing. Defaults to an empty list.
  • loot_ball.disabled.dimensions.archaeology: A list of dimensions where Loot Balls will not spawn when digging in archaeology sites. Defaults to an empty list.
  • Removed configs:
  • loot_ball.xp.amount: This config was replaced by the new loot_ball.defaults.xp config.

## Fixes
  • Fixed a bug where wardens could target and attack loot balls; now wardens ignore loot balls as intended.
  • Fixed loot balls not despawning when falling into the world void.
  • Fixed loot balls not being killed using the /kill command.
  • Fixed a bug where, when a player in creative assigned an item to a loot ball, looting the loot ball caused the item to disappear from its inventory and prevented other players from claiming the loot.

## Technical
  • All codecs were reworked for the new loot ball data format.
  • Optimized some internal game detections for loot ball entity targetting and damage.
  • Add a limit to random chunk search to optimize loot ball generation.
  • Removed internal block check for valid position when spawning a loot ball. This is replaced now by loot ball definition filters.
  • Major rewrite of the loot ball code.
  • Updated lang files.
  • Updated some methods to better differentiate between client and server code.
  • Added support for yaml lists in loot ball configs.

[2.0.7] 2.0.7 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.7

> **IMPORTANT**: This update breaks compatibility with previous versions of the mod. You will need to update your data packs and configurations to match the new Loot Ball Data format.

> **REMEMBER**: Alpha versions may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the [Discord](https://discord.gg/2YGJXxHtBX) server.

## Changes

### Loot Ball Changes
  • Added the Rainbow Loot Ball:
  • It has a cobbleloots exclusive rainbow texture.
  • It gives 5 XP when opened.
  • Loot table:
  • 1 x Rainbow Creeper Banner (Weight: 8)
  • 16 x Rainbow Fireworks (Weight: 8)
  • 1 x Totem of Undying (Weight: 1)
  • 1 x Exp. Candy XS (Weight: 1)
  • 1 x Exp. Candy S (Weight: 1)
  • 1 x Exp. Candy M (Weight: 1)
  • Obtaining:
  • Generation:
  • Weight: 10
  • Biomes: Can generate in mushroom fields, flower forests, meadows, sunflower plains, cherry groves, and warm ocean biomes.
  • Spawning:
  • Weight: 20
  • Sky Light: 7-15
  • Biomes: Same as generation.
  • You can now place Loot Balls directly where you are looking at instead of placing them on a fixed position centered on the block you are looking at.
  • Added the ability for Loot Balls to drop as decorative items in survival mode.
  • When a loot ball has no remaining uses, you can destroy them in survival and the loot ball will drop as a decorative item.
  • This change is currently work in progress, so expect some bugs.
  • You can disable this behaviour in the config file.
  • Changed Variant NBT Tag type for Loot Balls to String instead of Integer. It now represents a variant id instead of the position in the variants lists inside the Loot Ball definition JSON.
  • Added PlayerTimer Loot Ball NBT Tag of type Long.
  • It represents a value in ticks that the player must wait to reopen the Loot Ball.
  • A value of 0 disables this behaviour.
  • A small value (like 1) indicates that the player can reopen the Loot Ball indefinitely.
  • Added XP Loot Ball NBT Tag of type Integer.
  • It represents the amount of XP that the Loot Ball will give to the player when opened.
  • The default values for Loot Balls are now configurable via the new loot_ball.defaults config section. Some default values may still be hardcoded, but most of them can now be changed in the config file.
  • Loot balls will now try to spawn on a solid block instead of midair, but they will still spawn midair if no solid block is found after a certain amount of attempts.
  • Some default loot balls now have colours applied to their names to make them more distinguishable in the inventory.
  • Updated Loot Ball definitions to use the new Loot Ball Data format, and some of the definitions have been changed to reflect the new data structure:
  • Poké (and variants): Now gives 1 XP when opened.
  • The definition serves as a example for data pack creators to create their own Loot Ball definitions. The values you see in the Poké Loot Ball definition are mostly the default values for all Loot Balls (some of exceptions are the xp or weight values).
  • Great: Now gives 3 XP when opened.
  • Ultra: Now gives 10 XP when opened.
  • Master:
  • Now gives 50 XP when opened.
  • Now it can spawn in all biomes with a weight of 1.
  • Safari: Now gives 1 XP when opened.
  • Luxury: Now gives 25 XP when opened.
  • Dive:
  • Now gives 5 XP when opened.
  • Generation and Spawning:
  • Now it only generates/spawn inside water
  • Removed the below y-level 62 generation condition.
  • It still generates/spawn in the Dive Loot Ball allowed biomes.
  • Heal:
  • Now gives 10 XP when opened.
  • Generation and Spawning:
  • Now it can generate and spawn in all overworld biomes.
  • Reduced the weight to 10 for all sources to make it rarer.
  • Lure: Removed the Lure Loot Ball definition, as it was not used in the mod yet (until the fishing update).
  • Opening a Loot Ball with a despawn timer will now extend the despawn timer during the time the player is opening it. This change is to prevent Loot Balls from despawning while the player is opening them, which could lead to losing the Loot Ball and its contents.
  • Creative players can now middle-click Loot Balls to copy their data, allowing for easier use of Loot Balls in creative mode.

### Loot Ball Data Rework
  • Reworked the Loot Ball Data format to be more flexible and easier to use.
  • The Loot Ball definition structure (data/namespace/loot_ball/{name}.json) now contains:
  • (**required**) name [Component]: The name of the Loot Ball, displayed in the inventory. It can be a simple string or a component with formatting.
  • (**optional**) loot_table [ResourceLocation]: The loot table to use when opening the Loot Ball.
  • (**optional**) texture [ResourceLocation]: The texture to use for the Loot Ball item. If not specified, the default texture will be used.
  • (**optional**) sources [Map<String, List<SourceFilter>>]: A map of sources with filters to use for the Loot Ball.
  • (**optional**) generation [List<SourceFilter>]: A list of filters for the Loot Ball to generate in the world.
  • (**optional**) spawning [List<SourceFilter>]: A list of filters for the Loot Ball to spawn in the world.
  • (**optional**) variants [Map<String, VariantData>]: A map of variants for the Loot Ball. Each variant can have its own name, texture, and loot_table. Each variant is identified by a unique id.
  • (**optional**) {variant_id} [VariantData]: The data for the variant, where {variant_id} is a unique identifier for the variant.

  • The Loot Ball definition structure now uses a new SourceFilter format, which allows for more flexible filtering of sources:
  • (**optional**) weight [Integer]: The weight of the filter, used for random selection. Defaults to 1.
  • (**optional**) structure [Tag<Structure>]: A tag of structures that the filter applies to. If not specified, the filter passes for all structures.
  • (**optional**) biome [Tag<Biome>]: A tag of biomes that the filter applies to. If not specified, the filter passes for all biomes.
  • (**optional**) dimension [List<ResourceLocation>]: A list of dimensions that the filter applies to. If not specified, the filter passes for all dimensions.
  • (**optional**) block [Map<String, Tag<Block>>]:
  • (**optional**) spawn [Tag<Block>]: A tag of blocks that the filter applies to when checking the block the Loot Ball is spawned on. If not specified, the filter passes for all blocks.
  • (**optional**) base [Tag<Block>]: A tag of blocks that the filter applies to when checking the base block of the Loot Ball. If not specified, the filter passes for all blocks.
  • (**optional**) fluid [Tag<Fluid>]: A tag of fluids that the filter applies to when checking the fluid the Loot Ball is spawned on. If not specified, the filter passes for all fluids.
  • (**optional**) position [Map<String, MinMaxFilter>]:
  • (**optional**) x [MinMaxFilter]: A filter for the x position of the Loot Ball. If not specified, the filter passes for all x positions.
  • (**optional**) y [MinMaxFilter]: A filter for the y position of the Loot Ball. If not specified, the filter passes for all y positions.
  • (**optional**) z [MinMaxFilter]: A filter for the z position of the Loot Ball. If not specified, the filter passes for all z positions.
  • (**optional**) (**exclusive to spawning filters**) light [Map<String, MinMaxFilter>]:
  • (**optional**) block [MinMaxFilter]: A filter for the block light level of the Loot Ball. If not specified, the filter passes for all block light levels.
  • (**optional**) sky [MinMaxFilter]: A filter for the sky light level of the Loot Ball. If not specified, the filter passes for all sky light levels.
  • (**optional**) time [Map<String, MinMaxFilter>]:
  • (**optional**) value [MinMaxFilter]: A filter for the time of day in ticks when the Loot Ball can spawn. If not specified, the filter passes for all times.
  • (**optional**) period [Integer]: The period of the time filter in ticks, which defines the modulus for the time value. If not specified, the filter does not apply a period.
  • (**optional**) weather [Map<String, Boolean>]:
  • (**optional**) clear [Boolean]: Whether the filter passes when the weather is clear. Defaults to true.
  • (**optional**) rain [Boolean]: Whether the filter passes when it is raining. Defaults to true.
  • (**optional**) thunder [Boolean]: Whether the filter passes when it is thundering. Defaults to true.
  • The Loot Ball definition structure now uses a new MinMaxFilter format, which allows for more flexible filtering of positions:
  • (**optional**) min [Integer]: The minimum value for the filter. If not specified, the filter passes for all values.
  • (**optional**) max [Integer]: The maximum value for the filter. If not specified, the filter passes for all values.
  • The Loot Ball definition structure now uses a new VariantData format, which allows for more flexible variant data:
  • (**optional**) name [Component]: The name of the variant, displayed in the inventory. If not specified, the parent name will be used.
  • (**optional**) texture [ResourceLocation]: The texture to use for the variant item. If not specified, the parent texture will be used.
  • (**optional**) loot_table [ResourceLocation]: The loot table to use when opening the variant Loot Ball. If not specified, the parent loot table will be used.

### Creative Tab Changes
  • Replaced all items in the Cobbleloots Creative Tab with:
  • Loot Ball default item, without any specific data attached.
  • Textured Loot Ball items, which are the same as the default item but with a specific texture applied. All the cobblemon textures are now available as textured loot balls.

### Config Changes
  • Added new configs:
  • loot_ball.defaults.uses: Default amount of uses a Loot Ball has. Defaults to 1.
  • loot_ball.defaults.multiplier: Default loot multiplier for Loot Balls. Defaults to 1.0.
  • loot_ball.defaults.xp: Default XP amount for Loot Balls. Defaults to 0.
  • loot_ball.defaults.player_timer: Default player timer in ticks. Defaults to 0.
  • loot_ball.defaults.despawn_tick: Default despawn tick timer. Defaults to 0.
  • loot_ball.survival.drop.enabled: Enable Loot Balls to drop as decorative items in survival mode. Defaults to true.
  • loot_ball.survival.drop.automatic: Enable Loot Balls to drop automatically when they have no remaining uses. Defaults to true.
  • loot_ball.survival.destroy_looted: Enable Loot Balls to be destroyed in survival mode when looted. Defaults to false.
  • loot_ball.disabled.dimensions.generation: A list of dimensions where Loot Balls will not generate in the world. Defaults to an empty list.
  • loot_ball.disabled.dimensions.spawning: A list of dimensions where Loot Balls will not spawn in the world. Defaults to an empty list.
  • loot_ball.disabled.dimensions.fishing: A list of dimensions where Loot Balls will not spawn when fishing. Defaults to an empty list.
  • loot_ball.disabled.dimensions.archaeology: A list of dimensions where Loot Balls will not spawn when digging in archaeology sites. Defaults to an empty list.
  • Removed configs:
  • loot_ball.xp.amount: This config was replaced by the new loot_ball.defaults.xp config.

## Fixes
  • Fixed a bug where wardens could target and attack loot balls; now wardens ignore loot balls as intended.
  • Fixed loot balls not despawning when falling into the world void.
  • Fixed loot balls not being killed using the /kill command.
  • Fixed a bug where, when a player in creative assigned an item to a loot ball, looting the loot ball caused the item to disappear from its inventory and prevented other players from claiming the loot.

## Technical
  • All codecs were reworked for the new loot ball data format.
  • Optimized some internal game detections for loot ball entity targetting and damage.
  • Add a limit to random chunk search to optimize loot ball generation.
  • Removed internal block check for valid position when spawning a loot ball. This is replaced now by loot ball definition filters.
  • Major rewrite of the loot ball code.
  • Updated lang files.
  • Updated some methods to better differentiate between client and server code.
  • Added support for yaml lists in loot ball configs.

[2.0.6] 2.0.6 by Ripio on Oct 13, 2026
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# Cobbleloots ALPHA-2.0.6

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.

## Changes
  • Added new configurations:
  • loot_ball.xp.enabled: Whether to enable loot ball XP when a player opens a loot ball. Default: true.
  • loot_ball.xp.amount: The amount of XP to give when a player opens a loot ball. Default: 5.
  • Changed configuration keys:
  • loot_ball.despawn.* configurations are now under loot_ball.spawning.despawn.*.
  • Now, the boolean NBT tags for loot balls are always saved regardless of the value. This affects the Invisible and Sparks tags.
  • Reduced the default configuration value for loot ball generation chance from 0.0625 to 0.0513.
  • This means that the chance for a chunk to generate a loot ball or more (with 2 attempts per chunk) is now ~10% instead of ~12%.
  • Updated loot balls weights:
  • Heal: 25 -> 20
  • Great: 25 -> 20
  • Dive: 25 -> 30

## Fixes
  • Fixed a bug where the loot ball despawn enabling/disabling configuration didn't work properly. The game would always use the default value of true regardless of the configuration.
  • Fixed a bug where the game would crash if the configurations were of the wrong type. Now the game will log an error message and use the default value instead.
  • Fixed a bug where loot ball invisibility didn't work properly and were losing their tag on world reloads and generations.
  • Fixed a bug where setting the loot ball uses to negative values (infinite uses) would not work properly, removing its contents and making it unusable. Now, negative values effectively make the loot ball infinite.
  • Fixed a bug where loot balls would show a name tag when the language keys were different from default values. Now, it will only render its tag if a custom name is set with NBT.
[2.0.6] 2.0.6 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.6

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the Discord server.

## Changes
  • Added new configurations:
  • loot_ball.xp.enabled: Whether to enable loot ball XP when a player opens a loot ball. Default: true.
  • loot_ball.xp.amount: The amount of XP to give when a player opens a loot ball. Default: 5.
  • Changed configuration keys:
  • loot_ball.despawn.* configurations are now under loot_ball.spawning.despawn.*.
  • Now, the boolean NBT tags for loot balls are always saved regardless of the value. This affects the Invisible and Sparks tags.
  • Reduced the default configuration value for loot ball generation chance from 0.0625 to 0.0513.
  • This means that the chance for a chunk to generate a loot ball or more (with 2 attempts per chunk) is now ~10% instead of ~12%.
  • Updated loot balls weights:
  • Heal: 25 -> 20
  • Great: 25 -> 20
  • Dive: 25 -> 30

## Fixes
  • Fixed a bug where the loot ball despawn enabling/disabling configuration didn't work properly. The game would always use the default value of true regardless of the configuration.
  • Fixed a bug where the game would crash if the configurations were of the wrong type. Now the game will log an error message and use the default value instead.
  • Fixed a bug where loot ball invisibility didn't work properly and were losing their tag on world reloads and generations.
  • Fixed a bug where setting the loot ball uses to negative values (infinite uses) would not work properly, removing its contents and making it unusable. Now, negative values effectively make the loot ball infinite.
  • Fixed a bug where loot balls would show a name tag when the language keys were different from default values. Now, it will only render its tag if a custom name is set with NBT.
[2.0.5] 2.0.5 by Ripio on Oct 13, 2026
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# Cobbleloots ALPHA-2.0.5

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the GitHub repository.

## Changes
  • Replaced the external library for configuration with a custom one.
  • This should improve performance and reduce the number of dependencies (preventing mod conflicts).
  • No changes to the configuration format. It's still a YAML file in the same location as before.
  • This change is experimental and may cause issues. Please report any problems you encounter.

## Fixes
  • Fixed a bug where the mod would crash when other mods were importing the same YAML library. Now it uses a custom library that should not conflict with other mods.

## Known Issues
  • Bonus loot balls invisibility is not working as intended.
[2.0.5] 2.0.5 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.5

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the GitHub repository.

## Changes
  • Replaced the external library for configuration with a custom one.
  • This should improve performance and reduce the number of dependencies (preventing mod conflicts).
  • No changes to the configuration format. It's still a YAML file in the same location as before.
  • This change is experimental and may cause issues. Please report any problems you encounter.

## Fixes
  • Fixed a bug where the mod would crash when other mods were importing the same YAML library. Now it uses a custom library that should not conflict with other mods.

## Known Issues
  • Bonus loot balls invisibility is not working as intended.
[2.0.4] 2.0.4 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.4

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the GitHub repository.

## Changes
  • Updated the creative loot ball item.
  • Now, they have a custom model and texture depending on the loot ball data they hold.
  • Updated its tooltip to show the loot ball data attached to it.
  • CustomData item component is now used to store the loot ball data that will be added to the loot ball placed with this item.
  • Added some default loot balls to the cobbleloots tab in the creative inventory.

## Fixes
  • Fixed a bug where the mod would export config libraries without masking the namespace, causing conflicts with other mods.
  • Fixed a bug where the game would crash because of an inconsistent float parsing in the mod configuration.

## Known Issues
  • Bonus loot balls invisibility is not working as intended.
[2.0.4] 2.0.4 by Ripio on Oct 13, 2026
Download
# Cobbleloots ALPHA-2.0.4

> **IMPORTANT**: Alpha versions of the mod may contain bugs and **unfinished features**. Use them at your own risk. If you find any issues, please report them on the GitHub repository.

## Changes
  • Updated the creative loot ball item.
  • Now, they have a custom model and texture depending on the loot ball data they hold.
  • Updated its tooltip to show the loot ball data attached to it.
  • CustomData item component is now used to store the loot ball data that will be added to the loot ball placed with this item.
  • Added some default loot balls to the cobbleloots tab in the creative inventory.

## Fixes
  • Fixed a bug where the mod would export config libraries without masking the namespace, causing conflicts with other mods.
  • Fixed a bug where the game would crash because of an inconsistent float parsing in the mod configuration.

## Known Issues
  • Bonus loot balls invisibility is not working as intended.
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