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Description:
The Fortune Bag is a permanent, non-consumable single-slot item you use by right-clicking to gamble for ores and materials — it always awards at least one resource and can grant up to four different rewards. On use the bag shows a 5‑second “Rolling...” animation (spinning icons, particles and sound) before revealing each rolled reward with chat messages and gold-particle bursts; extremely rare block-form drops can appear as special ultra-rare rewards. Each activation then applies a per-player cooldown that scales with the number and rarity of resources received, and the item's tooltip lists Normal Loot and Block‑Form Loot so you can inspect rarities and ranges.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Fortune Bag" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Fortune Bag" for Minecraft Java 1.20.1. The original mod will remain unchanged.
1
Oct 2, 2025, 06:07 PM
User request: CREATE ITEM: Fortune Bag NAME & APPEARANCE: - Item Name: Fortune Bag - Appearance: Brown bag with golden stitching, subtle glow, and sparkling particles when used - Display Name: “Fortune Bag” - Stack Limit: 1 (like a weapon/tool, cannot stack multiple) - Tooltip: Shows “Right-click to gamble for ores” and displays cooldown remaining when applicable FUNCTIONALITY: 1. Right-click to use: - Player is guaranteed **at least one resource** from the defined loot table. - After first resource is rolled, there is a **chance for additional resources** (multi-roll). Extra rolls are dynamically scaled based on the **rarity of the first resource**: - Common first roll → higher chance for extra resources - Rare first roll → lower chance for extra resources - Maximum possible rewards per roll: 4 resource types - Each extra resource adds **additional cooldown** proportional to its rarity 2. Cooldown System: - Base cooldown is determined by **first rolled resource** (see loot table) - Extra resources scale cooldown multiplicatively: - Example: If first roll base cooldown = 200s, extra roll +20% for second resource, +40% for third, +60% for fourth - Cooldown is **per-player**, not global - While on cooldown, right-click displays message: “The Fortune Bag is still recharging…” 3. Reward Mechanics: - Each resource has defined **drop chance %, min-max amount, and base cooldown**: LOOT TABLE: 1. Coal - Chance: 28% - Amount: 26–98 - Base Cooldown: 176s - Rarity: Common 2. Copper Ingot - Chance: 16% - Amount: 18–64 - Base Cooldown: 182s - Rarity: Common 3. Iron Ingot - Chance: 14% - Amount: 12–42 - Base Cooldown: 190s - Rarity: Uncommon 4. Redstone - Chance: 10% - Amount: 16–36 - Base Cooldown: 196s - Rarity: Uncommon 5. Lapis Lazuli - Chance: 8% - Amount: 8–28 - Base Cooldown: 204s - Rarity: Uncommon 6. Gold Ingot - Chance: 7% - Amount: 6–18 - Base Cooldown: 212s - Rarity: Rare 7. Nether Quartz - Chance: 6% - Amount: 6–16 - Base Cooldown: 220s - Rarity: Rare 8. Diamond - Chance: 5% - Amount: 2–6 - Base Cooldown: 236s - Rarity: Very Rare 9. Emerald - Chance: 4% - Amount: 1–4 - Base Cooldown: 246s - Rarity: Very Rare 10. Ancient Debris - Chance: 2% - Amount: 1–2 - Base Cooldown: 256s - Rarity: Legendary EXTRA RESOURCE SCALING: - Chance for extra rolls decreases as rarity increases - Example scaling (dynamic based on first roll rarity): - Common → 2nd roll 40%, 3rd 20%, 4th 10% - Uncommon → 2nd roll 30%, 3rd 15%, 4th 5% - Rare → 2nd roll 20%, 3rd 10%, 4th 5% - Very Rare → 2nd roll 10%, 3rd 5%, 4th 0% - Legendary → No extra rolls COOLDOWN SCALING FOR MULTIPLE REWARDS: - Each extra resource increases cooldown multiplicatively: - 1 extra: +20% - 2 extras: +40% - 3 extras: +60% - Example: First resource base cooldown = 200s → 2 extra resources → final cooldown = 200s × 1.4 = 280s VISUALS & AUDIO FEEDBACK: - When used, play a “bag opening” sound (chest open + sparkle) - Emit gold particle burst above player for each resource received - Chat popup for each resource: “You received X [Resource Name]!” - If multiple resources rolled, display each in separate messages RESTRICTIONS & SAFETY: - Bag does not consume itself; permanent item - Only gives listed resources - Cannot affect passive mobs, allied mobs, or structures - Stack = 1 - All calculations and cooldowns **must be server-side** to prevent abuse - Item should function reliably without glitches ADDITIONAL NOTES: - Hybrid system: guaranteed single resource + chance for extra, dynamically scaled by rarity - Cooldown scales with number of resources received - Designed to preserve the gamble feel: high-value resources are rarer and trigger longer cooldowns - All percentages, reward ranges, and cooldowns are final and must be strictly followed Edit v2: EDIT ITEM: "Fortune Bag" — Add Amethyst resource, add ultra-rare block-form loot, adjust cooldown scaling, loot ranges, and add 5s rolling UI. OBJECTIVE - Add new loot resource: Amethyst (shard). - Add ultra-rare “block form” loot for all existing resources. - Nerf cooldown scaling, slightly reduce reward ranges, and add a 5-second rarity+loot rolling animation UI. - Ensure all logic is server-side validated. - Update tooltip to clearly separate "Normal Loot" vs "Block-Form Loot". LOOT TABLE (updated amounts & base cooldowns — these replace old values) **Normal Loot (shards/ingots/items):** - Coal: Chance 26% — Reward 20–79 — Base cooldown 158s — Rarity: Common - Copper Ingot: Chance 15% — Reward 15–54 — Base cooldown 164s — Rarity: Common - Iron Ingot: Chance 13% — Reward 10–36 — Base cooldown 171s — Rarity: Uncommon - Redstone Dust: Chance 10% — Reward 13–31 — Base cooldown 176s — Rarity: Uncommon - Lapis Lazuli: Chance 7% — Reward 7–24 — Base cooldown 184s — Rarity: Uncommon - Gold Ingot: Chance 6% — Reward 5–15 — Base cooldown 191s — Rarity: Rare - Nether Quartz: Chance 5% — Reward 5–13 — Base cooldown 198s — Rarity: Rare - Diamond: Chance 4% — Reward 2–5 — Base cooldown 212s — Rarity: Very Rare - Emerald: Chance 3% — Reward 1–3 — Base cooldown 222s — Rarity: Very Rare - Ancient Debris: Chance 1.5% — Reward 1 — Base cooldown 230s — Rarity: Legendary - Amethyst Shard (NEW): Chance 9.5% — Reward 8–20 — Base cooldown 180s — Rarity: Uncommon **Block-Form Loot (Ultra Rare — only 1 block at a time):** - Block of Coal - Block of Copper - Block of Iron - Block of Redstone - Block of Lapis Lazuli - Block of Gold - Block of Quartz - Block of Amethyst - Block of Diamond - Block of Emerald - Block of Netherite Rules: - Block-form loot shares rarity with its item tier but is **3× rarer** than its base item. - Only 1 block can drop per activation. - If 2 different block-forms appear in a single activation roll (extremely low probability), it counts as an “Ultra Rare Roll”. - Block-form reward = always **exactly 1 block** (no range). - Tooltip separation: “Normal Loot” list and “Block-Form Loot (Ultra Rare)” list must be shown distinctly in the Fortune Bag’s tooltip description. COOLDOWN SCALING (NERFED) - Base cooldown = base cooldown of the first rolled resource (from table above). - Reduced multipliers per extra resource: - +10% for 1 extra - +20% for 2 extras - +30% for 3 extras - Example: base 200s + 2 extras → 240s total. MULTI-ROLL RULES - Every activation yields at least 1 resource. - Extra rolls use rarity-weighted probability bands (as defined before). - Maximum of 4 resource types per use. - If block-form loot is rolled, it counts toward the roll cap. ROLLING UI (NEW) - On use, server decides result immediately but **delays reveal 5s**. - Show “Rolling...” UI with rarity highlights, spinning icons, and faint particles/sounds for exactly 5s. - After 5s, reveal the loot with text + inventory grant. - Cooldown starts after reveal. - Disconnect during roll = cancel result, no items granted, no cooldown applied. UI / MESSAGES - While rolling: “Rolling... 5.0s remaining”. - On reveal: show rarity + each resource rolled. - Ultra rare rolls with block-forms must show special text: “ULTRA RARE ROLL!” in bold colored text. - Tooltip update: show two lists, clearly separated: - Normal Loot (shards, ingots, etc.) - Block-Form Loot (Ultra Rare — always 1 block) SERVER-SIDE RULES - All RNG, rolls, rarity checks, and cooldowns must be enforced server-side. - Tooltip description must dynamically display both loot categories separately. - Validate against exploits: ensure block-form loot cannot appear more than 1 per roll unless triggered as the special ultra-rare 2-block case. - Cooldown persists across relogs. BALANCE NOTES - Block-form loot is rare but provides bulk convenience. - Amethyst expands Uncommon tier. - Shorter cooldown scaling keeps the bag useful, while reduced amounts balance it. - 5s rolling UI adds anticipation without performance impact. - Block-forms ensure long-term excitement due to extreme rarity. END EDIT Edit v3: EDIT ITEM: "Fortune Bag" — Update crafting recipe only Objective: - Replace the Fortune Bag's crafting recipe with the exact 3×3 shaped recipe below. - DO NOT change any other item properties, loot tables, cooldowns, UI, or tooltip text. New Crafting Recipe (Shaped, Crafting Table): - Row 1: Amethyst Shard | Iron Ingot | Redstone - Row 2: Copper Ingot | Bundle | Coal - Row 3: Gold Ingot | Diamond | Emerald Requirements & Notes: - "Bundle" refers to the existing in-game Bundle item; validate the item ID exists before registering recipe. - Clay/other old recipe entries (if present) must be removed so only this shaped recipe crafts the Fortune Bag. - Recipe output: 1 × Fortune Bag (non-consumable item). - Recipe must be registered server-side and appear in the player's recipe book when ingredients are discovered. - Ensure this shaped recipe is not conflicting with other recipes; if a conflict exists, notify in logs and do not register. - Ensure recipe works on newly generated worlds (persistence across server restarts). Server-side validation & QA: - Register recipe atomically on server to avoid duplication exploits. - Confirm recipe is craftable in Survival and shows in the recipe book after obtaining ingredients. - Test checklist: 1. Start a fresh world or server instance. 2. Acquire ingredients (Amethyst Shard, Iron Ingot, Redstone, Copper Ingot, Bundle, Coal, Gold Ingot, Diamond, Emerald). 3. Open crafting table and place items in exact shaped positions above. 4. Verify crafting result = Fortune Bag (1). 5. Verify Fortune Bag appears in recipe book once ingredients discovered. 6. Verify no other recipe yield collision occurs. 7. Verify no other Fortune Bag properties changed. Do NOT perform any other edits in this job. If you want additional changes (tooltip, loot, block-forms, etc.), bundle them into the same edit job to avoid extra charges.
1
Oct 2, 2025, 04:30 PM
User request: CREATE ITEM: Fortune Bag NAME & APPEARANCE: - Item Name: Fortune Bag - Appearance: Brown bag with golden stitching, subtle glow, and sparkling particles when used - Display Name: “Fortune Bag” - Stack Limit: 1 (like a weapon/tool, cannot stack multiple) - Tooltip: Shows “Right-click to gamble for ores” and displays cooldown remaining when applicable FUNCTIONALITY: 1. Right-click to use: - Player is guaranteed **at least one resource** from the defined loot table. - After first resource is rolled, there is a **chance for additional resources** (multi-roll). Extra rolls are dynamically scaled based on the **rarity of the first resource**: - Common first roll → higher chance for extra resources - Rare first roll → lower chance for extra resources - Maximum possible rewards per roll: 4 resource types - Each extra resource adds **additional cooldown** proportional to its rarity 2. Cooldown System: - Base cooldown is determined by **first rolled resource** (see loot table) - Extra resources scale cooldown multiplicatively: - Example: If first roll base cooldown = 200s, extra roll +20% for second resource, +40% for third, +60% for fourth - Cooldown is **per-player**, not global - While on cooldown, right-click displays message: “The Fortune Bag is still recharging…” 3. Reward Mechanics: - Each resource has defined **drop chance %, min-max amount, and base cooldown**: LOOT TABLE: 1. Coal - Chance: 28% - Amount: 26–98 - Base Cooldown: 176s - Rarity: Common 2. Copper Ingot - Chance: 16% - Amount: 18–64 - Base Cooldown: 182s - Rarity: Common 3. Iron Ingot - Chance: 14% - Amount: 12–42 - Base Cooldown: 190s - Rarity: Uncommon 4. Redstone - Chance: 10% - Amount: 16–36 - Base Cooldown: 196s - Rarity: Uncommon 5. Lapis Lazuli - Chance: 8% - Amount: 8–28 - Base Cooldown: 204s - Rarity: Uncommon 6. Gold Ingot - Chance: 7% - Amount: 6–18 - Base Cooldown: 212s - Rarity: Rare 7. Nether Quartz - Chance: 6% - Amount: 6–16 - Base Cooldown: 220s - Rarity: Rare 8. Diamond - Chance: 5% - Amount: 2–6 - Base Cooldown: 236s - Rarity: Very Rare 9. Emerald - Chance: 4% - Amount: 1–4 - Base Cooldown: 246s - Rarity: Very Rare 10. Ancient Debris - Chance: 2% - Amount: 1–2 - Base Cooldown: 256s - Rarity: Legendary EXTRA RESOURCE SCALING: - Chance for extra rolls decreases as rarity increases - Example scaling (dynamic based on first roll rarity): - Common → 2nd roll 40%, 3rd 20%, 4th 10% - Uncommon → 2nd roll 30%, 3rd 15%, 4th 5% - Rare → 2nd roll 20%, 3rd 10%, 4th 5% - Very Rare → 2nd roll 10%, 3rd 5%, 4th 0% - Legendary → No extra rolls COOLDOWN SCALING FOR MULTIPLE REWARDS: - Each extra resource increases cooldown multiplicatively: - 1 extra: +20% - 2 extras: +40% - 3 extras: +60% - Example: First resource base cooldown = 200s → 2 extra resources → final cooldown = 200s × 1.4 = 280s VISUALS & AUDIO FEEDBACK: - When used, play a “bag opening” sound (chest open + sparkle) - Emit gold particle burst above player for each resource received - Chat popup for each resource: “You received X [Resource Name]!” - If multiple resources rolled, display each in separate messages RESTRICTIONS & SAFETY: - Bag does not consume itself; permanent item - Only gives listed resources - Cannot affect passive mobs, allied mobs, or structures - Stack = 1 - All calculations and cooldowns **must be server-side** to prevent abuse - Item should function reliably without glitches ADDITIONAL NOTES: - Hybrid system: guaranteed single resource + chance for extra, dynamically scaled by rarity - Cooldown scales with number of resources received - Designed to preserve the gamble feel: high-value resources are rarer and trigger longer cooldowns - All percentages, reward ranges, and cooldowns are final and must be strictly followed Edit v2: EDIT ITEM: "Fortune Bag" — Add Amethyst resource, add ultra-rare block-form loot, adjust cooldown scaling, loot ranges, and add 5s rolling UI. OBJECTIVE - Add new loot resource: Amethyst (shard). - Add ultra-rare “block form” loot for all existing resources. - Nerf cooldown scaling, slightly reduce reward ranges, and add a 5-second rarity+loot rolling animation UI. - Ensure all logic is server-side validated. - Update tooltip to clearly separate "Normal Loot" vs "Block-Form Loot". LOOT TABLE (updated amounts & base cooldowns — these replace old values) **Normal Loot (shards/ingots/items):** - Coal: Chance 26% — Reward 20–79 — Base cooldown 158s — Rarity: Common - Copper Ingot: Chance 15% — Reward 15–54 — Base cooldown 164s — Rarity: Common - Iron Ingot: Chance 13% — Reward 10–36 — Base cooldown 171s — Rarity: Uncommon - Redstone Dust: Chance 10% — Reward 13–31 — Base cooldown 176s — Rarity: Uncommon - Lapis Lazuli: Chance 7% — Reward 7–24 — Base cooldown 184s — Rarity: Uncommon - Gold Ingot: Chance 6% — Reward 5–15 — Base cooldown 191s — Rarity: Rare - Nether Quartz: Chance 5% — Reward 5–13 — Base cooldown 198s — Rarity: Rare - Diamond: Chance 4% — Reward 2–5 — Base cooldown 212s — Rarity: Very Rare - Emerald: Chance 3% — Reward 1–3 — Base cooldown 222s — Rarity: Very Rare - Ancient Debris: Chance 1.5% — Reward 1 — Base cooldown 230s — Rarity: Legendary - Amethyst Shard (NEW): Chance 9.5% — Reward 8–20 — Base cooldown 180s — Rarity: Uncommon **Block-Form Loot (Ultra Rare — only 1 block at a time):** - Block of Coal - Block of Copper - Block of Iron - Block of Redstone - Block of Lapis Lazuli - Block of Gold - Block of Quartz - Block of Amethyst - Block of Diamond - Block of Emerald - Block of Netherite Rules: - Block-form loot shares rarity with its item tier but is **3× rarer** than its base item. - Only 1 block can drop per activation. - If 2 different block-forms appear in a single activation roll (extremely low probability), it counts as an “Ultra Rare Roll”. - Block-form reward = always **exactly 1 block** (no range). - Tooltip separation: “Normal Loot” list and “Block-Form Loot (Ultra Rare)” list must be shown distinctly in the Fortune Bag’s tooltip description. COOLDOWN SCALING (NERFED) - Base cooldown = base cooldown of the first rolled resource (from table above). - Reduced multipliers per extra resource: - +10% for 1 extra - +20% for 2 extras - +30% for 3 extras - Example: base 200s + 2 extras → 240s total. MULTI-ROLL RULES - Every activation yields at least 1 resource. - Extra rolls use rarity-weighted probability bands (as defined before). - Maximum of 4 resource types per use. - If block-form loot is rolled, it counts toward the roll cap. ROLLING UI (NEW) - On use, server decides result immediately but **delays reveal 5s**. - Show “Rolling...” UI with rarity highlights, spinning icons, and faint particles/sounds for exactly 5s. - After 5s, reveal the loot with text + inventory grant. - Cooldown starts after reveal. - Disconnect during roll = cancel result, no items granted, no cooldown applied. UI / MESSAGES - While rolling: “Rolling... 5.0s remaining”. - On reveal: show rarity + each resource rolled. - Ultra rare rolls with block-forms must show special text: “ULTRA RARE ROLL!” in bold colored text. - Tooltip update: show two lists, clearly separated: - Normal Loot (shards, ingots, etc.) - Block-Form Loot (Ultra Rare — always 1 block) SERVER-SIDE RULES - All RNG, rolls, rarity checks, and cooldowns must be enforced server-side. - Tooltip description must dynamically display both loot categories separately. - Validate against exploits: ensure block-form loot cannot appear more than 1 per roll unless triggered as the special ultra-rare 2-block case. - Cooldown persists across relogs. BALANCE NOTES - Block-form loot is rare but provides bulk convenience. - Amethyst expands Uncommon tier. - Shorter cooldown scaling keeps the bag useful, while reduced amounts balance it. - 5s rolling UI adds anticipation without performance impact. - Block-forms ensure long-term excitement due to extreme rarity. END EDIT
2
Sep 25, 2025, 01:20 AM
User request: CREATE ITEM: Fortune Bag NAME & APPEARANCE: - Item Name: Fortune Bag - Appearance: Brown bag with golden stitching, subtle glow, and sparkling particles when used - Display Name: “Fortune Bag” - Stack Limit: 1 (like a weapon/tool, cannot stack multiple) - Tooltip: Shows “Right-click to gamble for ores” and displays cooldown remaining when applicable FUNCTIONALITY: 1. Right-click to use: - Player is guaranteed **at least one resource** from the defined loot table. - After first resource is rolled, there is a **chance for additional resources** (multi-roll). Extra rolls are dynamically scaled based on the **rarity of the first resource**: - Common first roll → higher chance for extra resources - Rare first roll → lower chance for extra resources - Maximum possible rewards per roll: 4 resource types - Each extra resource adds **additional cooldown** proportional to its rarity 2. Cooldown System: - Base cooldown is determined by **first rolled resource** (see loot table) - Extra resources scale cooldown multiplicatively: - Example: If first roll base cooldown = 200s, extra roll +20% for second resource, +40% for third, +60% for fourth - Cooldown is **per-player**, not global - While on cooldown, right-click displays message: “The Fortune Bag is still recharging…” 3. Reward Mechanics: - Each resource has defined **drop chance %, min-max amount, and base cooldown**: LOOT TABLE: 1. Coal - Chance: 28% - Amount: 26–98 - Base Cooldown: 176s - Rarity: Common 2. Copper Ingot - Chance: 16% - Amount: 18–64 - Base Cooldown: 182s - Rarity: Common 3. Iron Ingot - Chance: 14% - Amount: 12–42 - Base Cooldown: 190s - Rarity: Uncommon 4. Redstone - Chance: 10% - Amount: 16–36 - Base Cooldown: 196s - Rarity: Uncommon 5. Lapis Lazuli - Chance: 8% - Amount: 8–28 - Base Cooldown: 204s - Rarity: Uncommon 6. Gold Ingot - Chance: 7% - Amount: 6–18 - Base Cooldown: 212s - Rarity: Rare 7. Nether Quartz - Chance: 6% - Amount: 6–16 - Base Cooldown: 220s - Rarity: Rare 8. Diamond - Chance: 5% - Amount: 2–6 - Base Cooldown: 236s - Rarity: Very Rare 9. Emerald - Chance: 4% - Amount: 1–4 - Base Cooldown: 246s - Rarity: Very Rare 10. Ancient Debris - Chance: 2% - Amount: 1–2 - Base Cooldown: 256s - Rarity: Legendary EXTRA RESOURCE SCALING: - Chance for extra rolls decreases as rarity increases - Example scaling (dynamic based on first roll rarity): - Common → 2nd roll 40%, 3rd 20%, 4th 10% - Uncommon → 2nd roll 30%, 3rd 15%, 4th 5% - Rare → 2nd roll 20%, 3rd 10%, 4th 5% - Very Rare → 2nd roll 10%, 3rd 5%, 4th 0% - Legendary → No extra rolls COOLDOWN SCALING FOR MULTIPLE REWARDS: - Each extra resource increases cooldown multiplicatively: - 1 extra: +20% - 2 extras: +40% - 3 extras: +60% - Example: First resource base cooldown = 200s → 2 extra resources → final cooldown = 200s × 1.4 = 280s VISUALS & AUDIO FEEDBACK: - When used, play a “bag opening” sound (chest open + sparkle) - Emit gold particle burst above player for each resource received - Chat popup for each resource: “You received X [Resource Name]!” - If multiple resources rolled, display each in separate messages RESTRICTIONS & SAFETY: - Bag does not consume itself; permanent item - Only gives listed resources - Cannot affect passive mobs, allied mobs, or structures - Stack = 1 - All calculations and cooldowns **must be server-side** to prevent abuse - Item should function reliably without glitches ADDITIONAL NOTES: - Hybrid system: guaranteed single resource + chance for extra, dynamically scaled by rarity - Cooldown scales with number of resources received - Designed to preserve the gamble feel: high-value resources are rarer and trigger longer cooldowns - All percentages, reward ranges, and cooldowns are final and must be strictly followed
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This mod is licensed under the CreativeMode Mods License.