Lootr
Lootr (Noobanidus/ZestyBlaze/embeddedt, mod id lootr, v0.7.35.86) rewrites how loot containers work in a way that matters a lot on a shared 10-player server: the first time any player opens a vanilla loot chest, barrel, minecart-with-chest, or loot shulker, the mod converts it into an instanced Lootr container that then generates and remembers a separate, independent set of contents for every player who opens it. In practice this means a dungeon, stronghold, or nether fortress chest a friend already cleaned out is not empty for the next person to find it — they get their own freshly-rolled loot from the same table, so exploration never turns into a race to loot rooms before someone else does. The block itself visually stays a normal chest/barrel/shulker (with vanilla or classic texture toggles available) and can hold a Centennial Trophy advancement track for opening 1/10/25/50/100 instanced containers.
Because each container secretly holds per-player data, Lootr chests cannot be broken normally — this server’s config/lootr.json has breaking.enable_break = false, so the only way to destroy one is sneaking while breaking in creative mode (the in-game warning is explicit: breaking deletes your unique loot and everyone else’s). The config also defines optional decay (a container crumbles to nothing after 6000 ticks/5 min if configured) and refresh (contents reroll after 24000 ticks/20 min) timers per loot table/dimension/mod-id, but both decay_all and refresh_all are left false here, so containers persist indefinitely by default rather than expiring. Notification delay is 600 ticks (30s) between loot-related chat messages. Two Prominence-specific compatibility datapacks ship in config/paxi/datapacks/ — Lootr-BetterNether-Compatibility and Lootr-BetterEnd-Compatibility — extending per-player instancing to those dimension mods’ native structures. Carry On deliberately blacklists lootr:* blocks from being picked up, so a Lootr container has to stay where it spawns.
How you’ll use it here
You don’t build with Lootr — it just changes how loot containers behave out in the world. On this 10-player server it means dungeon, stronghold, and fortress chests give you your own freshly-rolled loot even if a friend already opened them, so exploration never becomes a race. Just don’t try to break a Lootr chest to take it home: breaking is disabled here (only a creative sneak-break works, and it warns you it deletes everyone’s loot), and Carry On blacklists them too, so the container stays put. Whatever you haul out goes into your own base storage — early on a chest or backpack, and eventually an Applied Energistics 2 network for auto-sorted digital storage (see Storage & Applied Energistics — Getting Started). Chase the Centennial Trophy track (1/10/25/50/100 containers) as you explore.
Anticipated questions
A friend already looted this chest — is it empty for me? No. The first open instances the container and every player then gets their own separate, independently-rolled contents from the same loot table, so you still get a full pull.
Why can’t I break this loot chest? Breaking is disabled on this server (enable_break = false). The only way to destroy one is sneaking while breaking in creative mode, and the game warns you that doing so deletes your unique loot and everyone else’s. Carry On also can’t pick it up.
Will these chests disappear or refill over time? Generally not here. Lootr supports optional decay and refresh timers, but both decay_all and refresh_all are left off on this server, so containers persist indefinitely rather than expiring or rerolling.