drops.yml

Two independent systems: bonus tables that give items or run commands, and farmpoint rules that give points.

Top level

Key Default What it does
drops-version 1 Version tracker, leave it alone
enabled true Master switch. Off means no bonus drops and no farmpoints from blocks

Bonus tables

tables:
  ores:
    blocks:
      - COAL_ORE
      - IRON_ORE
      - DIAMOND_ORE
    chance: 5.0
    mode: items
    items:
      lucky-diamond:
        material: DIAMOND
        amount: 1
        name: "&bLucky Diamond"
        lore:
          - "&7Dropped by CoreJobs."
        custom-model-data: 0
        itemsadder: ""
    commands:
      - "say {player} struck it lucky"
Key What it does
blocks Materials this table watches
chance Percent from 0 to 100, checked once per block
mode items, commands, or none
items Item blocks given when mode is items
commands Console commands run when mode is commands, {player} replaced

The table key (ores) and each item key (lucky-diamond) are labels for you. Name them anything.

Item fields

Field Notes
material Minecraft material name, like DIAMOND or OAK_LOG
amount Stack size
name Display name, with colour codes
lore List of lore lines
custom-model-data Resource pack model id, 0 to ignore
itemsadder Namespaced id, wins over material when set
Each table rolls on its own

A block listed in two tables gets two independent rolls, so it can win both.

Farmpoint rules

farmpoints:
  enabled: true
  rules:
    common:
      blocks:
        - STONE
        - DEEPSLATE
        - COAL_ORE
        - IRON_ORE
      chance: 10.0
      min: 1
      max: 3
    rare:
      blocks:
        - DIAMOND_ORE
        - EMERALD_ORE
        - ANCIENT_DEBRIS
      chance: 100.0
      min: 5
      max: 15
Key What it does
farmpoints.enabled Points from blocks on or off, without touching the tables above
chance Percent from 0 to 100, rolled per matching block
min and max Award a random amount in this range, both included
Do the maths on a full session

At the shipped values a player mining stone earns points on roughly one block in ten. Multiply that by an hour of mining before deciding the shop prices.

Tuning without deleting

Pause a table
Cut the rate
Kill points only

Set mode: none. The table still rolls, it just does nothing. Your item list stays in the file.

Drop chance rather than removing blocks, so the table still covers the same materials.

farmpoints.enabled: false leaves item drops running.

Interactions to know

Situation Result
Player breaks a block they placed No roll at all, with anti-placement-dupe on
A multi-stage plant breaks 16 blocks 16 rolls, one per block
Player has prestiged scaling.drop-chance and scaling.farmpoints from jobs.yml apply

Chances still cap at 100 percent after scaling.