Presets

Datapack presets

Chest loot preset for dungeons

Chest loot preset for dungeons is now a complete Data Pack workflow instead of a templated command note. Use this preset for dungeon rooms, hidden reward chests, refillable minigame crates, or any map reward that should be balanced as a table instead of a fixed item stack. A chest loot resource is easier to tune than scattered `/give` commands because roll count and entry weights stay in one JSON file. The article keeps the setup fields, output review, Project placement, and result capture together so the command is easy to audit before it becomes part of a map setup, event trigger, or reusable command pack. The useful review is not only the generated JSON. The path, namespace, table type, rolls, bonus rolls, and reward weights need to be visible at the same time so a map maker can compare the table against the intended room difficulty before copying it into a datapack.

Preset result

A dungeon chest loot table with weighted rewards and a stable datapack path.

Output

Dungeon chest loot table JSON

data/nbtforge/loot_table/chests/crypt_reward.json
{
  "type": "minecraft:chest",
  "pools": [
    {
      "rolls": 2,
      "bonus_rolls": 1,
      "entries": [
        {
          "type": "minecraft:item",
          "name": "minecraft:diamond",
          "weight": 1
        },
        {
          "type": "minecraft:item",
          "name": "minecraft:emerald",
          "weight": 3
        },
        {
          "type": "minecraft:item",
          "name": "minecraft:golden_apple",
          "weight": 1
        }
      ]
    }
  ]
}

Preset screenshot

Start with the Data Pack controls that define the preset state.
The second shot highlights the setting or companion command that changes player-facing behavior.
The output shot keeps the final command or command pair visible before it enters Project.

Build the preset

  1. Open the Data Pack workbench.
  2. Choose Loot Table as the generator.
  3. Set namespace to `nbtforge` and resource path to `chests/crypt_reward`.
  4. Set table type to `minecraft:chest`.
  5. Tune rolls and bonus rolls for the chest difficulty.
  6. Review the weighted reward entries in the JSON output.
  7. Copy the resource path and save it with the dungeon room setup.

Why this Data Pack preset belongs in Project

Use this preset for dungeon rooms, hidden reward chests, refillable minigame crates, or any map reward that should be balanced as a table instead of a fixed item stack. A chest loot resource is easier to tune than scattered `/give` commands because roll count and entry weights stay in one JSON file.

The useful review is not only the generated JSON. The path, namespace, table type, rolls, bonus rolls, and reward weights need to be visible at the same time so a map maker can compare the table against the intended room difficulty before copying it into a datapack. A copied command is only useful when the surrounding assumptions are visible: selector scope, world state, order inside the pack, and the exact output that will be pasted into Minecraft. Treat this preset as a checkpoint where those details can be reviewed before the command leaves NBTForge.

The gallery is structured around that review. The first shot shows the workbench state, the second shot calls out the field or companion module that changes player-facing behavior, and the output shot keeps the command or command pair visible. When the preset has a visible result, the in-game capture confirms the same idea in a restored test world rather than relying on a generic overlay.

Testing and scope checks

Loot table weights are relative, not percentages. If the reward feels too common, adjust the other entries or roll count instead of assuming a single weight value maps directly to a fixed chance.

Run the first smoke test with a narrow selector and a clean world state. Environment, utility, routing, and feedback commands can look harmless, but they often affect every player or the whole world. Confirm the command changes only the intended state, then save the exact output beside the setup or follow-up lines that explain why it exists.

If the command becomes part of a function file or command-block chain, test the copied artifact, not only the live workbench state. That catches stale selectors, wrong command order, missing setup lines, and effects that only appeared to work because a previous test left state behind.

  • Keep selectors narrow until the full pack is reviewed.
  • Place world setup before encounter-specific overrides.
  • Save feedback commands next to the state change that triggers them.

Where to go next

Save the chest table beside the command or structure note that places the chest, then record the datapack path in Project.

For adjacent resources, compare the loot table boss drop preset and predicate conditional loot preset.

FAQ

Can I paste this Data Pack command into chat?

Usually yes for a one-command smoke test if the selector is safe and the line is short. For repeatable map behavior, save it to Project and copy the ordered pack or function-style output.

Why is this gallery UI-only?

This preset produces JSON, project organization, or review workflow rather than a visible in-world object. The useful proof is the workbench state, output, and Project placement.

What should I check before sharing this preset?

Check selector scope, command order, target version, and whether the command belongs in setup, encounter logic, feedback, or cleanup. Those categories decide where it should sit in a Project pack.

Open this workflow

Start from the related Data Pack workbench, then adjust the preset fields for your world.