Loot Cases

Loot Cases adds five case types — Weapons, Tools, Armor, Broken, and Custom. Three auto-scan loaded mods, Broken gives instant random loot and Custom Cases are built and managed through an in-game menu. Open in x1, x2, or x5 and discover five rarity tiers.
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Custom cases - 24 models, and 144 different variants total!!

Custom cases - 24 models, and 144 different variants total!!

Description

Loot Cases is a dynamic loot case system for Minecraft 1.20.1 (Forge) that automatically scans all loaded mods to populate its item pools — no configuration needed.

Three case types:

  • Weapons Case — swords, bows, crossbows, and guns from any loaded mod
  • Tools Case — pickaxes, axes, shovels, hoes, and utility tools
  • Armor Case — helmets, chestplates, leggings, and boots from any mod

Five rarity tiers:

  • Normal, Rare, Epic, Legendary, and Mythic
  • Each tier is color-coded and visually distinct
  • Mythic drops trigger a special fireworks celebration

Compatible with most mods. Some items may not be detected if they use non-standard implementations. Additionally, some modded items may appear in unexpected rarity tiers — this is because Loot Cases reads the rarity assigned by the original mod author, so if a mod defines a powerful item as Common, it will appear as such.

 

Loot Cases — hotbar view
Weapon, Tool and Armor cases as they appear in the hotbar.

 

Loot Cases in-game
Weapon, Tool and Armor cases as they appear in the world.

 

Tools Case — all rarity tiers
Each case shows all available items organized by rarity: Normal, Rare, Epic, Legendary and Mythic.

 

Broken Case — random item from the full registry
No GUI, no rarities. Right-click to receive a random item from nearly the entire item registry. Opening it deals a small amount of damage.

  

New: Custom Cases

Here are 9 of the 24 available models — each one comes in 6 color variants, for 144 total combinations. Simple and intuitive to browse and pick from.

Build your own loot cases entirely in-game with a simple menu — no JSON needed. Prefer editing files directly? Custom Cases also support manual JSON configuration for full control. Pick a name, icon, and rarity for your case, then choose exactly which items drop and how often. Manage everything (create, edit, delete) from a simple in-game menu.

 

LootCases - Custom Cases

All subcommands require op.


Commands

 

Command Function
/case reload Re-reads all .json files from the cases folder
/case list Lists the currently loaded case ids
/case create Opens the GUI to create a new case
/case menu Opens a panel to browse/get/edit/delete cases without typing ids
/case edit <id> Opens the GUI pre-filled with that case's data
/case delete <id> Warns before deleting
/case delete <id> confirm Deletes the .json and unloads the case
/case get <targets> <id> [amount] Gives the case to one or more players

 

<id> has tab-complete with the currently loaded ids in get, edit, and delete.

Editing/deleting a .json file by hand on disk doesn't apply until you run /case reload.

 


Case file location

 

config/soyadicto/cases/<id>.json

One file per case. The file name doesn't matter — the mod looks up the internal "id" field.

 


JSON structure

 

{
  "id": "legendary_sword",
  "display_name": "Sword Case",
  "sprite": 7,
  "stack_size": 16,
  "quality": "rare",
  "rarity_weights": {
    "normal": 50,
    "rare": 30,
    "epic": 14,
    "legendary": 5,
    "mythic": 1
  },
  "pools": {
    "normal": [
      { "item": "minecraft:iron_sword", "count": 1 }
    ],
    "rare": [
      { "item": "minecraft:diamond_sword", "count": 1 }
    ],
    "epic": [],
    "legendary": [
      {
        "item": "minecraft:netherite_sword",
        "count": 1,
        "enchantments": { "minecraft:sharpness": 5, "minecraft:unbreaking": 3 }
      }
    ],
    "mythic": []
  }
}

 

Field Type Required Notes
id string Yes Unique, used in every command
display_name string Yes Visible name
sprite int (1–144) No (default 1) The item's CustomModelData. Formula: (shape-1)*6 + color, shape 1–24, color 1–6 (same order as in the builder)
stack_size int (1–64) No (default 16) This case's stack size
quality common | uncommon | rare | epic No (default common) Vanilla rarity of the case itself as an item, not the internal loot rarity
rarity_weights object No (defaults 50/30/14/5/1) Relative weights, don't need to add up to 100
pools object Yes (≥1 item in some rarity) Possible items per rarity

Fixed keys in pools and rarity_weights: normal, raro, epico, legendario, mitico.

 

Item entry inside a pool:

Field Type Required
item item id (minecraft:diamond_sword) Yes
count int No (default 1)
enchantments object "id": level No

 


Notes

 

  • A missing item in a pool (mod not installed, wrong id) → ignored on load, logged to console, doesn't break the rest of the case.
  • Two .json files with the same id → only the first one is loaded, the rest are skipped with a warning.
  • Saving from the GUI with an id that already exists prompts for overwrite confirmation before writing the file.
  • Changing sprite/stack_size/quality and running reload doesn't affect cases already given out, only new ones.

 


 

Modpack Usage:

Yes, you are completely free to include Loot Cases in any public or private modpack.

The Loot Cases Team

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