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Drop Tables
HyperGaming99 edited this page Oct 2, 2026
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Drop tables decide what a mob drops when it dies. They live in droptables/ (and each pack's
DropTables/), nested folders are fine.
nm_bison_drops:
MinItems: 2
MaxItems: 3
Drops:
- EXP 5-11 100%
- LEATHER 4-5 80%
- nm_bison_fur 2-3 40%| Field | Default | Description |
|---|---|---|
Drops |
- | The drop lines, see below. Required |
MinItems |
0 | At least this many item entries drop |
MaxItems |
no limit | At most this many item entries drop |
A file can hold several tables, every top-level key with a Drops: list is one table.
<what> <amount> <chance>
| Part | Examples | Notes |
|---|---|---|
| what |
BONE, nm_bison_fur, nm_other_table, EXP
|
See the order below |
| amount |
3, 2-4
|
Optional, default 1. A range is rolled between both numbers |
| chance |
80%, 0.8, 1
|
Optional, default 100% |
A line like BONE 25% is read as a chance, BONE 3 as an amount.
What a name means, checked in this order:
-
EXP,experienceorxp: experience points - The name of another drop table (it is rolled as many times as the amount says)
- A registered item
- A Vanilla material
Anything else is logged once and skipped.
- Every line is rolled against its chance.
-
EXPlines are added up separately. They do not count towardsMinItems/MaxItems. - If more item entries hit than
MaxItems, random ones are dropped. If fewer thanMinItemshit, random missed ones are added (without rolling their chance again). - Item amounts above the stack size are split into several stacks.
In the mob file, Drops: lists tables and/or direct drops:
nm_bison:
Type: IRON_GOLEM
Options:
PreventOtherDrops: true
Drops:
- nm_bison_drops
- DIAMOND 1 5%As soon as a mob has a Drops: list, its vanilla drops and vanilla experience are removed, so
only what you define drops. PreventOtherDrops: true does the same for mobs that have no Drops:.
/bettermob reload reloads the tables. Tables referencing each other in a loop stop after 5 levels.