## Every drop is a surprise. Every world is different.
Break a block, kill a mob, open a chest, cast a fishing rod... and get something completely unexpected.
Each world generates its own **random mapping**, which is then **locked for the entire life of that world**. If dirt drops a diamond pickaxe once, it always will in that world. Different worlds have different mappings, so you can learn the chaos and exploit it.
### What gets randomized
- **Blocks**: what each block drops when you break it
- **Mobs**: what each mob drops when it dies
- **Chests**: dungeons, villages, strongholds, shipwrecks, bonus chests, vaults and more
- **Other loot**: fishing, Piglin bartering, archaeology, cat morning gifts, chicken eggs, armadillo scutes, sniffer digging and trial chamber dispensers
- **Villager and Wandering Trader trades**: the item you receive (and optionally the item you pay with)
- **Crafting and smelting**: the result of workbench recipes and of furnaces, smokers and blast furnaces
- **Ingredients**: a given item is always replaced by the same one across all recipes, so recipes stay consistent and craftable
### Good to know
- The GUI always shows the real item, with no bait and switch.
- Vanilla drop chances are untouched: only the *identity* of each result changes.
- Tools with **Silk Touch** keep the vanilla behavior.
- Replacements are chosen to avoid duplicates within the same group, so different blocks tend to give different items.
- Mappings are created the first time they are needed and never change afterwards.
### Requirements
- NeoForge 26.1.2
- Works on both client and server, and in singleplayer
### Known limitation
Recipe changes are applied once at server start. Using `/reload` or adding recipes from other mods later may temporarily show vanilla results until you restart the world.

