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Brennan Hatton edited this page Jun 10, 2026 · 1 revision

FAQ

Does it change items I craft?

No. Only items generated by a loot table roll varied stats. Anything you craft, pull from creative, get via /give, or trade from a villager stays exactly vanilla. See How It Works → When it triggers.

Will it change items already in my world?

No. Items that already exist before the roll are untouched — the variation only applies at the moment loot is generated. Install the mod and only newly rolled loot from then on will vary.

Does it stack with Adventure Item Names?

Yes — perfectly. Both mods hook the same vanilla loot codepath, so a single rolled item can get both a generated name and rolled stats. Install order doesn't matter. They're sister mods built to compose. See How It Works → Composing with Adventure Item Names.

Is there a config?

Not yet. v0.2.0 ships with fixed parameters (σ = 20%, ±50% clamp). Datapack- loadable per-stat distribution parameters are planned for v0.3, and an in-game config screen for the spread is on the longer roadmap. See the Roadmap.

How much can a stat actually change?

Each stat is centered on vanilla with a standard deviation of 20%, and every roll is hard-clamped to between 50% and 150% of the vanilla value. So a found item is never weaker than half or stronger than 1.5× its normal self — no game-breaking outliers. Full math in How It Works.

Why are a weapon's damage and speed both higher sometimes, but trade off other times?

Because variation rolls on two axes: an overall quality axis (which lifts both damage and speed together) and a tradeoff axis (which raises one and lowers the other). The combination is what makes found weapons feel like they have character instead of just random noise. See How It Works → The two-axis model.

Do I need it on the server, the client, or both?

Both, for multiplayer. The server writes the rolled stats when loot generates; clients need the mod so tooltips display consistently. For singleplayer, just install it normally. See Installation → Server installs.

Does it hurt performance?

No meaningfully measurable impact. The variation is a small amount of math (a couple of Gaussian draws and a multiply) run once per generated item, on the same code path vanilla already uses to roll loot.

Is it compatible with other loot / RPG mods?

It hooks vanilla LootTable.getRandomItems at method return, so it composes with anything that rolls items through vanilla loot tables. Mods that generate items through entirely custom systems won't be touched automatically — but they can opt in via the Developer API.

Can the same item roll the same stats twice?

In normal play, rolls follow vanilla's loot RNG, so duplicates are effectively random. If you call the Developer API with a seeded RandomSource, rolls are deterministic and reproducible by design.

Which Minecraft versions / loaders are supported?

Minecraft 1.21.1 on Fabric, Forge, and NeoForge, Java 21. See Installation for exact loader versions.

What license is it under, and can I use it in a modpack?

Source-available under PolyForm Shield 1.0.0. Including the unmodified mod in a modpack is fine. The Shield license's main restriction is that you can't use it to build a competing product. If you're unsure whether your use is covered, open an issue and ask.

I installed it but loot looks identical — what's wrong?

Check, in order: (1) the jar matches your loader (a Fabric jar won't load on NeoForge); (2) on Fabric, Fabric API is installed; (3) you're comparing looted items, not crafted ones — crafted items are supposed to stay vanilla; (4) the items you're checking actually have one of the four varied stats (a pickaxe or fishing rod won't change). See Installation → Verifying it works.

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