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Users Loot Info Overview

Yanny edited this page Oct 3, 2026 · 3 revisions

Loot Info — Overview

Advanced Loot Info collects four kinds of information and exposes each of them as recipe-viewer categories:

Source Example Configured by
Block loot what a crop or ore drops blockCategories
Entity loot what a mob drops on death entityCategories
Gameplay loot chests, fishing, bartering, archaeology, hero of the village, … gameplayCategories
Trades offers per trader (villager profession, wandering trader, modded traders) and level tradeCategories

Which category a given block/entity/loot table ends up in is decided by Loot Categories; the file that holds them is described in Configuration.

When the data is collected

The scan runs on the server, at world load and again after every datapack or tag reload. The result is kept in memory, compressed, and sent to a client when its recipe viewer loads — which happens at game/world start, not when a category is opened.

Practical consequences:

  • Changing the config file requires a restart (the config is read when the mod starts, not per reload).
  • Changing datapacks only needs /reload.
  • A category marked hide on the server is not even sent to clients, so it costs nothing on the wire.
  • The scan cost is paid at server start, not while you browse.

What cannot be scanned

Some drops are not driven by loot tables at all — they are written directly in the game's code (the Wither's Nether Star, mob equipment drops, …). Those cannot be discovered by scanning, so they are shipped as data instead. All vanilla cases are already included; you can add your own with Fake Loot.

Loot injected at runtime by other mods is covered where the mechanism is generic:

ALI carries no built-in support for individual mods (LootJS aside). If a mod adds its own kind of loot, the support has to come from that mod (developer docs) or from the optional ALI Compat add-on.

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