Before reading this, make sure you've read Getting started with Data Generation, and have a class that implements DataGenerationEntrypoint
To begin, make a class (or a few, you need one for blocks, chests and entities) that extends SimpleFabricLootTableProvider
and register it like so:
To get started with block loot, create a block loot table generator
private static class MyBlockLootTables extends FabricBlockLootTableProvider { public MyBlockLootTables(FabricDataOutput dataOutput) { super(dataOutput); } @Override public void generate() { // ... } } // ... @Override public void onInitializeDataGenerator(FabricDataGenerator fabricDataGenerator) { // ... FabricDataGenerator.Pack myPack = fabricDataGenerator.createPack(); myPack.addProvider(MyBlockLootTables::new); // ... }
If you're using versions pre-1.20, please replace myPack.addProvider(MyBlockLootTables::new);
with fabricDataGenerator.addProvider(MyBlockLootTables::new);
。You can also remove FabricDataGenerator.Pack myPack = fabricDataGenerator.createPack();
。
Let's just create a simple ore block and an item to drop from it for a block loot table. Add this to your block init or Tutorial
class in this case.
public static final Block TEST_ORE = Registry.register(Registry.BLOCK, new Identifier("tutorial", "test_ore"), new Block(...)); public static final Item TEST_ITEM = Registry.register(Registry.ITEM, new Identifier("tutorial", "test_item", new Item(...)); // Let's just ignore the fact that there isn't a block item 😅
private static class MyBlockLootTables extends FabricBlockLootTableProvider { public MyBlockLootTables(FabricDataOutput dataOutput) { super(dataOutput); } @Override public void generate() { addDrop(Tutorial.TEST_BLOCK, drops(Tutorial.TEST_ITEM)); } }
Now that we successfully adding a block. Now let's add chest loot.
Firstly, we need an identifier. This identifier points to a json file that contains your chest loot.
// In Tutorial class public static final Identifier TEST_CHEST = new Identifier("tutorial", "chests/test_loot");
Let's create a chest loot table generator and register it like so.
private static class MyChestLootTables extends SimpleFabricLootTableProvider { public MyChestLootGenerator(FabricDataOutput dataGenerator) { super(dataGenerator, LootContextTypes.CHEST); } @Override public void accept(BiConsumer<Identifier, LootTable.Builder> biConsumer) { biConsumer.accept(Tutorial.TEST_CHEST, LootTable.builder() .pool(LootPool.builder().rolls(ConstantLootNumberProvider.create(1.0F)) .with(ItemEntry.builder(Items.DIAMOND) .apply(SetCountLootFunction.builder(ConstantLootNumberProvider.create(1.0F)))) .with(ItemEntry.builder(Items.DIAMOND_SWORD)).apply(EnchantWithLevelsLootFunction.create(UniformLootNumberProvider.create(20.0F, 39.0F)))) ); } } // ... @Override public void onInitializeDataGenerator(FabricDataGenerator fabricDataGenerator) { FabricDataGenerator.Pack myPack = fabricDataGenerator.createPack(); myPack.addProvider(MyChestLootTables::new); }
If you're using versions pre-1.20, please replace myPack.addProvider(MyBlockLootTables::new);
with fabricDataGenerator.addProvider(MyBlockLootTables::new);
。You can also remove FabricDataGenerator.Pack myPack = fabricDataGenerator.createPack();
。