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FAQ
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Minecraft 1.21.1 on Fabric, Forge, and NeoForge, Java 21. See Installation for exact loader versions.
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.
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.
Adventure Item Stats — Gaussian variation on naturally-spawned item stats for Minecraft 1.21.1 · Fabric / Forge / NeoForge Source-available under PolyForm Shield 1.0.0 · © Brennan Hatton · Concept from Dungeon Train
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