Loot Spawn Manager

A powerful Minecraft Forge 1.16.5 mod for managing coordinate-based loot spawning with DayZ mechanics.

Loot Spawn Manager

A powerful Minecraft Forge 1.16.5 admin tool for coordinate-based loot spawning — DayZ/Tarkov style. Define points in the world, bind them to loot templates, and let the scheduler drop configurable items on configurable timers. Everything is driven from an in-game GUI; no commands required for day-to-day work.

Version: 0.0.9 · Minecraft: 1.16.5 · Forge: 36.2.42 · Java: 8


Highlights

  • Coordinate-based spawning — points are world locations, not blocks
  • 5 spawn modes — GROUND, RADIUS, ONLY_IF_EMPTY, REPLACE_OLD, ADDITIVE
  • Two item-selection modes — chance (0–100% per item) or weighted pool
  • Per-point custom loot — override a template's items on a single point
  • Fast point creation — Wand (right-click) and Region Brush (bulk patterns)
  • Interactive Map — see all spawn points on a zoomable coordinate grid; drag to reposition; filter by template
  • Schedule windows — points active only during set hours (e.g. 22:00–06:00)
  • Template priority — tiebreak when points are due at the same tick
  • Live monitoring — event feed, per-point statistics, health check
  • Safety — 10-level undo, one-click backup restore, admin log, permission delegation, confirmation dialogs for destructive ops
  • Multi-admin awareness — other admins receive toast notifications when data changes
  • Visual loot grid — toggle between list and icon-grid view in the template editor; hover for stats
  • Per-template export — one click exports a template to exports/template_NAME.json without touching its group
  • Scales — chunked sync (≤10 points/packet) supports tens of thousands of points
  • 9 languages with hover tooltips on every control

Getting Started

  1. Drop the JAR into your server's mods folder (server-side; clients also need it).
  2. Join as an operator (OP level 2) — you get access automatically.
  3. Press L (rebindable in Options → Controls) or run /lootmanager menu to open the GUI.

The basic flow

Group  →  Template  →  Items        (what spawns)
                    β†˜  Spawn Point   (where it spawns)
  1. Create a group (e.g. "Military Loot") — organizes templates.
  2. Create a template inside it with a respawn timer.
  3. Add items — type an ID, click From hand to grab your held item, or pick from live suggestions.
  4. Create points — stand in the world and click "Create at Position", or use the Wand.
  5. Bind points to the template. They start spawning on the timer.

In-Game Tools

Tool How to get it What it does
Loot Spawn Wand Tools tab → "Give me a Wand" Right-click a block to create a point; Shift+RMB removes the nearest
Region Brush Tools tab → "Give me a Region Brush" Right-click two corners → bulk-generate points (Grid / Random / Floor)
Teleport [T] on a point card Jump to a point in its dimension
Test Spawn [?] on a point card Trigger one spawn immediately, ignoring the timer
Schedule [S] on a point card Set active hours (presets: Night / Day / Always)
Point Loot [I] on a point card Give the point its own loot table

GUI Map

  • Main Menu — group list, search, stats badges, Tools button
  • Group Detail — templates in a group, mass timer, duplicate [Copy], rename [R], export
  • Template Detail — three sections: ⚑ Spawn Behavior · 🎲 Item Selection · πŸ“¦ Loot Pool
  • Spawn Point List — card layout: status dot, name, badges, action icons; status filter, sort, search, dimension filter
  • Map — top-down coordinate grid of all points; zoom with scroll wheel; pan by drag; click a point to open it; drag a point to move it; filter by template via legend
  • Tools — Wand/Brush, Undo, Shift Points, Find-by-Item, Import, Live Events, Health Check, Backup Restore
  • Add Item — live icon preview, validity border, From-hand button, suggestions
  • Simulator — run N spawns, see item drop % with bars
  • Particle Settings — type + visibility radius per template
  • Confirm Dialog — modal overlay for all destructive operations (delete group/template/point, restore backup)

Spawn Modes

Mode Behavior
GROUND Spawn at exact coordinates
RADIUS Random position within min/max radius
ONLY_IF_EMPTY Skip if items already within 2 blocks
REPLACE_OLD Clear the area, then spawn
ADDITIVE Add up to maxItemsPerSpawn, keeping existing items

Item Selection

  • Chance mode — each item rolled independently (0–100%). Realistic loot tables where items drop together.
  • Weighted mode — pick maxWeightedPicks items from a weighted pool. Higher weight = more likely.

Per-point custom loot uses the point's own item list but inherits the bound template's mode and pick count.


Commands (/lootmanager or /lm)

/lm menu                                  Open the GUI
/lm reload                                Reload data from disk
/lm group create <name>
/lm template create <group> <name> <secs>
/lm template additem <template> <item> <min> <max> <chance>
/lm point create <name>                   At your position
/lm point bind <point> <template>
/lm point clear <name>
/lm point list
/lm timer set <template> <seconds>
/lm timer setall <group> <seconds>
/lm show all  |  /lm hide                  Particle visualization
/lm spawn test <point>
/lm perm grant <player> <0-3>             NONE / VIEW / EDIT / ADMIN
/lm perm revoke <player>
/lm perm list

Permissions

Level Name Can do
0 NONE nothing
1 VIEW open and read the GUI
2 EDIT full CRUD on groups/templates/points
3 ADMIN + wand/brush, undo, permissions, region generation

OP level 2+ is implicitly ADMIN. Delegate to non-OP moderators via /lm perm grant.


Data & Storage

config/lootmanager/
β”œβ”€β”€ config.json          Tunables (region cap, packet size, save interval…)
β”œβ”€β”€ groups.json          Group definitions
β”œβ”€β”€ templates.json       Templates with items and settings
β”œβ”€β”€ points.json          Points, bindings, custom loot, stats
β”œβ”€β”€ permissions.json     Delegated permission levels
β”œβ”€β”€ logs/                adminlog_YYYY-MM-DD.txt
β”œβ”€β”€ backups/             Timestamped snapshots (20 kept)
β”œβ”€β”€ exports/             Exported groups
└── imports/             Drop JSON files here for GUI import

config.json tunables (created with defaults on first run): maxRegionPoints (1000) · pointsPerPacket (10) · pointsFlushIntervalMs (30000) · scheduleSkipRetryMs (60000) · defaultParticleRadius (48). Edit and /lm reload — or restart — to apply.

  • Atomic writes (.tmp → rename) prevent corruption.
  • Point saves are debounced (~30 s) so high spawn rates don't thrash the disk; a full save runs on every admin action and on server stop.

Languages

πŸ‡¬πŸ‡§ English · πŸ‡ΊπŸ‡¦ Ukrainian · πŸ‡©πŸ‡ͺ German · πŸ‡«πŸ‡· French · πŸ‡ͺπŸ‡Έ Spanish · πŸ‡§πŸ‡· Portuguese (BR) · πŸ‡¨πŸ‡³ Chinese · πŸ‡―πŸ‡΅ Japanese · πŸ‡΅πŸ‡± Polish

Hover any button or field for a translated explanation. To add a language, copy en_us.json and translate the values.


Building

Requires JDK 8 (Forge 1.16.5 does not build on newer JDKs).

$env:JAVA_HOME = "C:\Program Files\Java\jdk1.8.0_481"
.\gradlew build
# Output: build/libs/lootspawnmanager-0.0.9.jar

Performance & Scale

Points Status
up to ~500 effortless
500–2 000 smooth; chunked sync + debounced saves keep it light
2 000–10 000+ works — sync is split into ≤10-point packets so no disconnects

See CHANGELOG.md for version history and the roadmap below for planned work.


Roadmap (post-0.0.8)

  • Save fully async
  • DataManager split into focused services; unit test coverage
  • Visual chest-grid loot editor
  • Cross-dimension template binding
  • Vanilla datapack loot-table import

License

Provided as-is for Minecraft server administrators.

The Loot Spawn Manager Team

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