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Roadmap
Brennan Hatton edited this page Jun 10, 2026
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Adventure Item Stats is in its 0.x pre-release line. Versions follow SemVer: every pre-1.0 release is published as a beta.
| Version | Status | What it brings |
|---|---|---|
| v0.1 | ✅ Shipped | Scaffold — the loot mixin is wired up across all three loaders; StatsModifier.applyStats is a no-op. |
| v0.2 | ✅ Shipped (current) | Gaussian variation on attack damage, attack speed, armor, and toughness, using the two-axis quality/tradeoff model. |
| v0.3 | 🔜 Planned | Per-stat distribution parameters loadable from a datapack, plus a CustomData "already rolled" marker so double-rolling is impossible. |
| v0.x | 💡 Idea | In-game config screen for the distribution spread (σ) and per-stat toggles. |
- Hooks vanilla
LootTable.getRandomItemsso every loot path is covered. - Rolls four stats from a normal distribution (σ = 20%), clamped to ±50%.
- Scales the effective combat value, not the raw modifier amount.
- Two correlated axes per stat group — quality and damage/speed (or armor/toughness) tradeoff.
- JUnit-tested distribution math in
common/. - Composes cleanly with Adventure Item Names.
See How It Works for the full design.
- No idempotency marker yet (planned v0.3). In normal play the loot hook fires once per item, so this is harmless today. Details in How It Works → Current limitation.
- Fixed parameters — σ and the clamp aren't configurable yet (datapack control planned for v0.3).
Ideas and bug reports are welcome on the issue tracker. Things that would be especially useful to hear:
- Stats or item categories you'd want varied beyond the current four.
- Whether a published Maven artifact would help your mod depend on the Developer API.
- Modpack-tuning needs that should shape the v0.3 datapack format.
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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