#determine whether or not loot generated is the same for all players using the provided seed, or randomised per player
randomise_seed = true
#the maximum age for containers; entries above this age will be discarded [default: 60 * 20 * 15, fifteen minutes] [note: the value 6000 will be corrected to 18000. if you wish to use 6000, please use 6001 or 5999.]
#Range: > 0
max_age = 18000
#if true, no chests will be converted
disable = false
#whether or not mineshaft chest minecarts should be converted to standard loot chests
convert_mineshafts = true
#whether or not the Elytra item frame should be converted into a standard loot chest with a guaranteed elytra
convert_elytras = true
#whether or not the entire forge:chests/wooden tag should be added to the conversion list for structures (if they are backed by RandomizableContainerBlockEntity)
convert_wooden_chests = true
#whether or not the entire forge:chests/trapped tag should be added to the conversion list for structures (if they are backed by RandomizableContainerBlockEntity
convert_trapped_chests = true
#if true, all block entities will be checked before being added to the ticker for an eligible loot table. enable this if a huge quantity of containers are clogging the conversion system; note that aggressive mode may prevent certain chests from properly converted even though eligible
aggressive_mode = false
#lootr will automatically log all unresolved tables (i.e., for containers that have a loot table associated with them but, for whatever reason, the lookup for this table returns empty). setting this option to true additionally informs players when they open containers.
report_unresolved_tables = false
#a list of additional chests that should be converted (in the format of ["modid:name", "modid:other_name"], must be a tile entity instance of RandomizableContainerBlockEntity)
additional_chests = []
#a list of additional trapped chests that should be converted (in the format of ["modid:name", "modid:other_name"], must be a tile entity instance of RandomizableContainerBlockEntity)
additional_trapped_chests = []
#list of dimensions (to the exclusion of all others) that loot chest should be replaced in (default: blank, allowing all dimensions, e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_whitelist = []
#list of dimensions that loot chests should not be replaced in (default: blank, allowing all dimensions, format e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_blacklist = []
#list of dimensions by modid that loot chests should not be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_blacklist = []
#list of dimensions by modid that loot chest should be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_whitelist = []
#list of loot tables which shouldn't be converted (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
loot_table_blacklist = []
#list of modids whose loot tables shouldn't be converted (in the format of ["modid", "other_modid"])
loot_modid_blacklist = []
#prevent the destruction of Lootr chests except while sneaking in creative mode
disable_break = false
#allow the destruction of Lootr chests regardless. overrides `disable_break`
enable_break = false
#disregard chests and chunks that are outside of the world border; enable this option if you are using a world border and are suffering consistent TPS issues; if you change the world border, you will need to restart your client
check_world_border = false
#allows fake players to destroy Lootr chests without having to sneak, overrides the `disable_break` option for fake players
enable_fake_player_break = false
#when true, comparators on Lootr containers will give an output of 1; when false, they will give an output of 0
power_comparators = true
#when true, custom inventories will act like trapped chests when opened
trapped_custom = false
#lootr chests cannot be destroyed by creeper or TNT explosions
blast_resistant = false
#lootr chests cannot be destroyed by any explosion
blast_immune = false
#prevent notifications of decaying or refreshed chests
disable_notifications = false
#maximum time (in ticks) remaining on a chest before a notification for refreshing or decaying is sent to a player (default 30 seconds, -1 for no delay)
#Range: > -1
notification_delay = 600
#disables styling of breaking, decaying and refreshing messages sent to players
disable_message_styles = false
#how long (in ticks) a decaying loot containers should take to decay (default 5 minutes = 5 * 60 * 20)
#Range: > 0
decay_value = 6000
#list of loot tables which will decay (default blank, meaning no chests decay, in the format of (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
decay_loot_tables = []
#list of mod IDs whose loot tables will decay (default blank, meaning no chests decay, in the format ["modid", "othermodid"])
decay_modids = []
#list of dimensions where loot chests should automatically decay (default: blank, e.g., ["minecraft:the_nether", "minecraft:the_end"])
decay_dimensions = []
#list of structures in which loot chests should automatically decay (in the format of ["modid:structure_name", "modid:other_structure_name"])
decay_structures = []
#overriding decay_loot_tables, decay_modids and decay_dimensions: all chests will decay after being opened for the first time
decay_all = false
#how long (in ticks) a refreshing loot containers should take to refresh their contents (default 20 minutes = 20 * 60 * 20)
#Range: > 0
refresh_value = 24000
#list of loot tables which will refresh (default blank, meaning no chests refresh, in the format of ["modid:loot_table", "othermodid:loot_table"])
refresh_loot_tables = []
#list of mod IDs whose loot tables will refresh (default blank, meaning no chests refresh, in the format of ["modid", "othermodid"])
refresh_modids = []
#list of dimensions where loot chests should automatically refresh (default: blank, e.g., ["minecraft:overworld", "othermod:otherdimension"])
refresh_dimensions = []
#list of structures in which loot chests should automatically refresh (in the format of ["modid:structure_name", "othermodid:other_structure_name"])
refresh_structures = []
#overriding refresh_loot_tables, refresh_modids and refresh_dimensions: all chests will refresh after being opened for the first time
refresh_all = false
#allows players to open Lootr containers within spawn protection areas
bypass_spawn_protection = true

