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[1.10.2] Lucky Block - drops items, spawns mobs, structures and more!

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Player In Distress
Level 85 : Elite Modder
Lucky Block is out for Minecraft 1.9.4 & 1.10.2!

Added Lucky Sword, Lucky Bow and Lucky Potion, obtainable only from Lucky Blocks. Get ready for combat as you've never experienced before!









Technical Changes
Spoiler - click to reveal
1.10.2 & 1.9.4
Compatibility
Minor bug fixes

1.9 Update

Added updated 1.9 AddonGenerator to to fix model changes in 1.9

Added #chestLootTable() for specifying a chest loot table, e.g. type=block,ID=chest,tileEntity=(Items=#chestLootTable("chests/simple_dungeon"))

Added #randPotion and #randSpawnEgg, which give a random potion/entity name, replacing the #randPotionDamage and #randSpawnEggDamage random ID (since these are no longer used by the game)

Combat Update (1.8-1.9)
Potion particles now use the name of the potion with the 'potion' property (e.g. type=particle,ID=splashpotion,potion="poison")
Added support for Lucky Items in Add-ons
Added Add-on Generator for easier Add-on file generation (See below)
Added support for single int/byte arrays (Syntax: array=23:)
Added #motionFromDirection(yaw, pitch, power)
Added #bExactPos and #pExactPos
Added #ePos and #eExactPos
Added type=nothing
Random delays now work
Added special effects special_fire(duration) and special_knockback(power,directionYaw,directionPitch)
Added range, target(player,hitEntity) and excludePlayer to all effects
Added #bowMotion(power,angleOffset)
Added #bowPos
Added LuckyProjectile(item=(id=...),trail=(frequency=5.0,drops=["...","...","..."]),impact=["...","...","..."])
Added structure blockMode=air
Hash variables in NBT drop tags are now automatically cancelled ('#'), no need to do this manually, and [#] can be used to prevent auto-cancel.
Added #pUUID
Bug fixes



What is the Lucky Block?

The Lucky Block mod adds just one block, yet over one hundred possibilities to Minecraft! Just mine the Lucky Block, cross your fingers, and hope it will drop the items you need. But now, with this new version, you can expect more than just items; The Lucky block can spawn animals, monsters, other entities and even structures!

From giants to fireworks, sticks to diamonds, the Lucky Block will give you an exciting experience every time you mine it.
What can it do?
Drop a huge variety of items


Spawn mobs

(But no Ender Dragons for sure!)

Spawn other entities (Like fireworks)


Make structures (What could possibly be above you?)


Description


Gold. Think about it, there isn't much use for it really. There's no point wasting your gold on tools, swords and armor. How many clocks do you need when you can just look at the sun. And if you need gold nuggets to make potions, all it takes is one gold ingot and you already have nine.

Do you wish there were better things to do with your gold? Or maybe if you could exchange it for something else?

Now there's a block that makes gold worth mining. It's called the Lucky Block, and can be crafted with 8 gold ingots and a dropper, and can also be found naturally in your world. When you mine this block it will have an equal chance of dropping items, spawning entities or structures.

WARNING: If luck is not on your side, this block may have devastating effects on you or your world. It is recommended that you backup your world, use a not important world or go hardcore and take the risk.

Crafting
Crafting
Regular crafting:


Adding luck:


Taking away luck:


Items that can be used:
Items that can be used
~ Add ~
Diamond: 12
Diamond Block: 100
Emerald: 8
Emerald Block: 80
Gold Ingot: 6
Gold Block60
Iron Ingot: 3
Iron Block: 30
Golden Apple: 40
Enchanted Golden Apple: 100
Nether Star: 100

~ Subtract ~
Rotten Flesh; -5
Spider Eye: -10
Fermented Spider Eye: -20
Poisonous Potato: -10
Puffer Fish: -20


Downloading and Installing

Download button is at the top on the right. Requires Minecraft Forge. Simply download with the button above and put the .jar file (without extracting) into your mods folder. Download Minecraft Forge here (I reccomend the installer): http://files.minecraftforge.net/

Download the Lucky Block from the official website using the download button in the top-right.

Customisation

Add-ons
Add-ons are user-made additions to the Lucky Block. They add new types of Lucky Blocks with different features. The latest version fully supports add-ons, and provides a Lucky Block add-on folder in .minecraft/addons/lucky_block. If the add-on supports the latest version, simply place it in that folder.
If you are an add-on creator, refer to the documentation for information on creating a custom add-on. You are also reminded to not post your add-on on Planet Minecraft. Below is an example of a custom add-on. This is only a template.
Template add-on: Download here

Add-on Generator
This program will automatically generate all of the required Add-on files. Make sure to extract the program from the .zip file before running. Refer to the documentation for information.
Add-on Generator (1.9): Download Here
Add-on Generator (1.8): Download Here

Configuration
The Lucky Block can be configured using the files in .minecraft/config/lucky_block/version-X-X-X. Refer to the documentation for configuration instructions.

Documentation
Everything you need to know about the Lucky Block configuration system can be found in the documentation. This can be viewed on the official website. Please report any errors in the documentation.
Documentation: View Here

Contributors
A special thanks to the people below for assisting in the design of certain Lucky Block drops:
If you have designed custom drops, please feel free to contact me via Minecraft Forum.

Reviews

Reviews of the Lucky Block can be found on YouTube.

Permission

The Lucky Block is protected by Australian Copyright Law. You must follow the guidelines below.

You are not allowed to:
- Create public ModPacks using the mod. You are allowed to continue to maintain ModPacks created prior to the 1st of January 2015.
- Distribute this mod on other websites without using the link provided on this forum.

You are allowed to, without asking for permission:
- Use this mod on your server, public or private.
- Make YouTube videos using the mod.
- Make custom maps and mini games using the mod, provided the mod itself is not included in the final download (i.e. users have to download the mod separately)
- Make custom Add-ons.

The creator
Alex Socha (Real), PlayerInDistress (Forum)

© Copyright Alex Socha 2015
Progress: 100% Complete
Game Version:Minecraft 1.10
Tags:Functional, Lucky Block, Chance Random, Alex Socha, Properties, File

Update #15 : 07/07/2016 8:42:50 pm7/07/16

1.10.2 & 1.9.4 Compatibility
Minor bug fixes

Lucky Block 1.9 : 03/28/2016 11:53:33 pm3/28/16

Added updated 1.9 AddonGenerator to to fix model changes in 1.9

Added #chestLootTable() for specifying a chest loot table, e.g. type=block,ID=chest,tileEntity=(Items=#chestLootTable("chests/simple_dungeon"))

Added #customChestLootTable() for specifying a custom chest loot table in .json format, replaces #chest()

Added #randPotion and #randSpawnEgg, which give a random potion/entity name, replacing the #randPotionDamage and #randSpawnEggDamage random ID (since these are no longer used by the game)

Potion particles now use the name of the potion with the 'potion' property (e.g. type=particle,ID=splashpotion,potion="poison")

Lucky Block 7.0.1: Combat Update : 02/21/2016 5:53:56 am2/21/16

Added Lucky Items
Added support for Lucky Items in Add-ons
Added Add-on Generator for easier Add-on file generation (See below)
Added support for single int/byte arrays (Syntax: array=23:)
Added #motionFromDirection(yaw, pitch, power)
Added #bExactPos and #pExactPos
Added #ePos and #eExactPos
Added type=nothing
Random delays now work
Added special effects special_fire(duration) and special_knockback(power,directionYaw,directionPitch)
Added range, target(player,hitEntity) and excludePlayer to all effects
Added #bowMotion(power,angleOffset)
Added #bowPos
Added LuckyProjectile(item=(id=...),trail=(frequency=5.0,drops=["...","...","..."]),impact=["...","...","..."])
Added structure blockMode=air
Hash variables in NBT drop tags are now automatically cancelled ('#'), no need to do this manually, and [#] can be used to prevent auto-cancel.
Added #pUUID
Bug fixes

Update #12 : 04/03/2015 3:16:47 am4/03/15

==== Version 6.0.0 ====

== General ==

- Major code clean-up and increased performance.
- Added a add-on system which allows for custom add-ons to be easily installed. Add-ons allow for new Lucky Blocks to be added with custom configuration and texture. More information on creating add-ons in the documentation.
- Added a completely new structure system, which supports custom structures in .schematic format, allows for rotation and has a variety of other features.
- Updated some of the drops to include new 1.8 items.
- Added over 10 new drops, including a giant Lucky Block!

== Technical ==

- Added a full HTML documentation of the Lucky Block configuration system. You can download it on the forum. Details about all of the configuration options are fully documented. If you want to configure the mod or make a custom add-on, refer to it. There are plenty of examples to help you. However, if you notice any errors in it, or the examples don't work as expected, please post it on the forum.

- The configuration is now divided into multiple files, each with their own properties. The main file is drops.txt, containing all of the drops. Also, these files are now located in .minecraft/config/lucky_block/version-x-x-x. This means that new versions will add a new directory rather than overwriting the old one.

- Added properties such as pos, pos2, doUpdate, rotation, blockMode and more. Read the documentation if you are interested.
- Added a 'fill' drop type used to fill areas with blocks.
- Added a variety of new hash variables (e.g. #time), all listed in the documentation.
- Added a 'delay' property. This allows drops to be delayed by a certain amound of seconds. Also added 'postDelayInit'.
- Added chest hash variables, such as #chestBonusChest, and a #chest(...) hash variable for randomizing chests. Refer to the documentation.

- Groups now support 'external properties'. These are properties that only nead to be specified once, but will be applied to each element of the group (except elements that are groups themselves). They are specified like this: "group(ID=gold_ingot,ID=diamond),amount=2,delay=1". This will drop gold ingots and diamonds; two of each with a one second delay.

- All entities now use 'real' entity format (i.e. the format you would use in commands). Entities with lowercase names (such as 'tnt' or 'fireworks') have all been updated, and the lowercase names removed.
- The type 'falling_block' has been replaced with it's real, FallingBlock entity equivalent. Also updated the appearance of the particles to look more dramatic.

- The 'reinitialize' property now defaults to true if the drop contains hash variables, and therefore will rarely need to be changed
- Added support for multiple crafting recipes for the Lucky Block as well as shapeless recipes.
- Crafting recipes and luck crafting supports specifying the damage value of items by using a colon (e.g. fish:3)
- Added posOffsetX, posOffsetY, posOffsetZ and posOffset properties to replace scatterOffset. To specify an scatter offset, the syntax is now posOffset=#circleOffset(min,max)

- When formatting strings, use '$' instead of '#'. For example, '$cMessage' formats a message red. This has changed avoid conflicts, and '$' looks more like a sector sign. Other hash variables use '#', as before.
- Similarly to Python syntax, lines ending in a backslash '\' in any text file will indicate that the text continues onto the next line. This is a replacement for '>', and works in all files.

- #randomPotionEffect has been renamed to #randPotionParticle, as the previous name was misleading. Some other hash variables have also changed the '#random' in their name to '#rand'
- #randomFireworkRocket has been renamed to #randFireworksRocket, and it now gives an NBT Tag Compound for the fireworks item, not entity. See documentation for how to make entity fireworks.

- Due to performance improvements, complex JavaScript expressions are no longer supported by default. You are still able to use +, -, *, /. If desired, JavaScript expressions can still be achieved by putting the value that needs calculation inside of #eval(...). This is not recommended, however, as it is inefficient.

- #playerName and #playerDirect are now #pName and #pDirect. This is consistent with #pPos, #pPosX etc.

== Syntax Changes ==

Some syntax changes have bean noted above. Below is a list and example of the syntax changes

- Entities now use a more 'real' format.
Before:
type=entity,ID=fireworks,NBTTag=#randomFireworkRocket
type=falling_block,ID=wool,damage=4
Now:
type=entity,ID=FireworksRocketEntity,NBTTag=(LifeTime=20,FireworksItem=(id=fireworks,tag=#randFireworksRocket))
type=entity,ID=FallingSand,NBTTag=(Block=wool,Data=4)
Note: #randomFireworkRocket has been renamed to #randFireworksRocket. It also now returns the NBT Tag of the ITEM, not entity.

- Some hash variables have been renamed
Before:
#playerName
#randomPotionEffect
#randomFireworkRocket
Anything begining with #random (#randomSpawEgg, #randomPotionDamage, etc.)
Now:
#pName
#randPotionParticle
#randFireworksRocket (and it returns the tag of the fireworks item now)
Now begins with #rand (#randSpawEgg, #randPotionDamage, etc.)

- All text formatting now uses '$' instead of '#'
Before:
#cThe color red
Now:
$cThe color red

- Line continuation now uses '\' instead of '>'. Similar to python syntax.
Before:
type=item,ID=diamond,>
amount=2
Now:
type=item,ID=diamond, \
amount=2

- Complex JavaScript expressions are only supported through #eval(...).
Before:
ID=45*2-8
Now:
ID=#eval(45*2-8)

v5.2.0 : 01/04/2015 4:56:45 am1/04/15

Improvements
- Added support for Minecraft 1.8.
- Changed appearance of the Lucky Block
- Changed lucky tools, weapons and armor from gold to diamond. This is because gold didn't allow for some ores to be harvested.
- Bob the zombie, covered in diamond armor, now drops his diamond items on death. Each item has a 50% chance of being dropped.

Fixes
- Fixed enchantment books not working.
- Fixed horses not spawning tamed (You can now ride a skeleton/zombie horse!)

Changes
- The 'luck bar' on Lucky Blocks in the inventory no longer displays. All of the 'luck' functionality still works, but the rendering changes in 1.8 have prevented the bar from being displayed (this may change in the future). The 'luck' is still viewable when hovering the cursor over a Lucky Block in the inventory.

Technical Changes
Click to reveal
General
- Keywords in properties file are no longer case sensitive
- Renamed custom chest NBT Tag 'items' to 'RandomItems'

Randoms
- Improved the #random system in the properties file. There are now 3 types of random:
    #rand(x,y) - gets a random number between x any y, inclusive.
    #randPosNeg(x,y) - gets a random number between x any y or -x and -y, inclusive.
    #randList(x,y,z,...) - gets a random entry from the list. Entries in the list are not limited to numbers, they can be strings.
The first two numeric randoms also support floating point data types. Adding a decimal point to at least one of the numbers will make the result of the random be a float e.g. #rand(2.0,4.0). Also, it is possible to suffix any of the numbers with an 'f' or 'd' to indicate that it is a float e.g. #rand(2f,4f)
It is also possible to combine randoms, i.e. randoms within randoms. Below is an example demonstrating all of the random concepts:

type=message,ID="Random number between 1 and 50: #rand(1,50)\nRandom positive or negative number between 50 and 100: #randPosNeg(50,100)\nRandom float between 0 and 10: #rand(0.0,10.0)\nRandom color from list [red, green, blue]: #randList(red,green,blue)\nCombination; either player name or random number between 100 and 200: #randList(#playerName,#rand(100,200))")

One possible output for this line is:

[i]Random number between 1 and 50: 33[/i]
[i]Random positive or negative number between 50 and 100: -73[/i]
[i]Random float between 0 and 10: 4.28964[/i]
[i]Random color from list [red, green, blue]: green[/i]
[i]Combination; either player name or random number between 100 and 200: PlayerInDistress[/i]

Finally note that randoms within randoms may lead to quotes within quotes. In this case, cancel out the inner quotes with backslashes '\'. Single characters can also be cancelled out with a backslash. An example of this is below:

[i]#randList("Color: #randList(red,green,blue)","Symbol: #randList(\(,\,,\))","Symbol Text: #randList(\"(Brackets)\",\", Comma ,\")")[/i]

This example is quite complex, though it realy is just a random list that contains three random lists. The first inner random list is quite simple, it is just a choice of three colors. Note that even though the colors are strings, they do not need quotes as they do not contain brackets or commas.

The second line is a choice of three symbols: ( , ). These symbols would not be allowed on their own, but here they are preceded by a backslash, meaning that they are read literally as strings. Note that instead of a single backslash, these symbols could also be surrounded by backslashed quotes (e.g. comma: \",\").

The third line is a choice of two strings: (Brackets) , Comma ,. Because these strings contain special symbols, they are begin and and in a backslashed quote (\"). The quotes must be preceded by a backslash because the line of text is already in quotes, and the backslash indicates a second 'layer' of quotes. Without it, there would be no way of distinguishing opening quote from closing quote. Another layer of quotes would require two backslashes, then three, etc. This list would also work without quotes if the symbols were preceded by a backslash [i]"#randList(\(Brackets\),\, Comma \,)"[/i], and it would probably easier to manage.


Groups
- Due to the change in randoms, the syntax for certain types groups has also changed. Specifically, groups that indicate the amount of entries to be chosen must now include an extra colon:
Before:
[i]group:1(ID=gold_ingot;ID=diamond)
[/i]
Now:
group:1:(ID=gold_ingot;ID=diamond)

This allows for the new random system to work with groups:
group:#rand(1,2):(ID=gold_ingot;ID=diamond)

v5.1.0 : 08/12/2014 5:36:36 am8/12/14

16 New Drops!
Now, counting all of the different things the Lucky Block can do (Note that some similar drops/variations count as 1 drop), there is a total of exactly 100 drops! Here are the new ones:
- 3 different wishing well structures. Throw in a coin, and see which with you get.
- 3 trading villagers. They will offer you all the lucky tools/armour/weapons at a reasonable price.
- Giant slime! Taller than the trees! Sometimes even a Magma Cube!
- Lucky potion with random positive effects.
- Unlucky splash potion with random negative effects.
- Tamed wolves with different colour collars!
- Tamed cats, with different colour skin.
- Aghast! It's a Ghast!
- A witch amongst a cloud of bats.
- Lovely bouquet of flowers.
- A bunch of enchantment books.
- Some useless, random and hopefully humorous jokes.

Changes
- Lucky Blocks are destroyed when powered by redstone! If the chosen drop required a target player, the nearest player will be chosen.
- Randomised all the enchantments on the lucky items, so that their different every time.
- Remember those skeleton and zombie horses? Well now they're tamed.
- Removed the /giveluckyblock and /setluckyblock commands. Why? Because for one, they were completely unnecessary. The same thing can be done with:
/give lucky:lucky_block {Luck:,Drops:["drop1","drop2","etc"]}...and similarly with /set. Secondly, they were causing incompatibility between 1.7.2 and 1.7.10.

v5.0.0 : 04/06/2014 3:46:05 am4/06/14

Luck Levels
- Lucky blocks can get different 'luck levels' if you put them in a crafting table with certain items.
- The 'Luck' of a lucky block is diplayed as a bar from 0 to 100
- The higher the luck level, the more likely it is the lucky block will give you something good.
- Luck levels can also be negative, 0 to -100. Negative luck levels make lucky blocks unlucky.
- There are 3 Lucky Blocks in the creative inventory. One is normal, one has a luck level of 80 and one -80.
- Only Lucky Blocks with a luck level of 0 can be stacked.
- List of items that affect the luck level is under 'Crafting'

Generation
- Lucky blocks can now also generate inside of custom structues.
- The current structures are a quartz 'greek temple' structure and a wreckage of stome bricks and netherrack.
- Lucky blocks in the temple will have a luck level between 50 and 100, but in the wreckage it's -50 to -100!
- By default, there is a 50/50 chance a lucky block will spawn on its own or in a structure.
- Lucky Blocks on their own have a luck level of -20 to 20.
- Spawnrate back to 1 in 200 per chunk.

Drops
- Added 6 new drops!
- A temple with 8 Luckly Blocks (rare).
- 2 Lucky Blocks. One lucky. One not. Choose wisely.
- A bunch of different types of fish, with a fishing rod.
- A villager riding on top of a stack of pigs.
- Horses!
- A pointless silly message about grave danger and mushrooms.

Config File
- In the config file, the luck of a drop is specified by using @luck=[-2 to 2]. The higher the value, the more lucky the drop is.
- Drops can now have a chance by using @chance=[any number].A chance of 0.5 means the drop is only half as likely to happen. A chance of 2 means the drop is twice as likely to happen.
- When specifying the text in a drop (e.g. the name of an entity), if you want to use a quote (") you can by putting a backslash befind it (\")
- You can now use #playerName to get the username of the player who mined the Lucky Block.
- You can now make the Lucky Block do commands. Use: type=command,ID="/randomcommand ect etc etc". Note you will need to use the backslash method if the command contains quotes within it.
- When making the lucky block to commands you can also use displayOutput=true/false and commandSender="randomName". displayOutput tells it whether it should show the output message (e.g. Given [Lucky Block] to PlayerInDisress) and is true by default. commandSender tells it who the command is from. By default it is "@" like a command block.
- Lucky Blocks can also be set to show messages. Use: type=message,ID="Hello there, #playerName. Sam said \"Lucky Blocks are cool\"". This will display a message in chat. As you can see, \" Can be used.
- Since certain items in the crafting table give/take away luck from the Lucky, these can be specified in the file.
- Spawnrate of structures can be specified with structureChance. every time the Lucky Block spawns it will have a 1 in (structureChance) chance of spawning within a structure.
- To make the Lucky Block do drops on creative mode, use doDropsOnCreativeMode=true/false.
- The items used to add/take away luck when crafting lucky blocks can be specified in the config file.

Improvements
- The lucky block will drop itself when harvested with a silk touch pickaxe.
- Each Lucky Block can have a pre-defined list of drops rather than using the drops in the config file. These can only be specified using commands, as below. A Lucky Block in your inventory with custom drops will say "Has custom drops" when you put your mouse over it.

Commands
- Added two new commands: /giveluckyblock <player> [amount] [luck] [customDrops] and /setluckyblock <x> <y> <z> [luck] [customDrops]
- The luck is a number between -100 to 100 and is the luck level of the Lucky Block.
- Custom drops specify the list of drops this lucky block has to choose from. They don't have be the same as the ones in the config file. Each drop must be surrounded by curly brackets. Example:
/giveluckyblock playerName 1 50 [email protected]=-1} {ID=type=structure,[email protected]=2}This gives a Lucky b]Block with a luck level of 50 that will only drop wooden swords or make forts. The more likely drop will obviously be forts, since it has @luck=2 and the lucky block has a luck level of 50.
- Note that you will only be able to specify a very small amount of drops when typing this in chat, because there is not enough space. However, a command block allows for much longer commands.

v4.5 : 03/15/2014 6:45:53 am3/15/14

What's New in version 4.5!

Supports Minecraft 1.7.2!

Properties file changes

Spoiler - All Changes


This most likely won't concern you, but if you modify the properties file, here are most of the changes:

- All block and item ids are now the names of number ids (e.g. diamond_sword instead of 276). These are the names that you would use in commands. Note you do not need to add the 'minecraft:' prefix, however, if you are adding an item from another mod, you need to use modid:itemname (e.g. lucky:lucky_block). Number ids should still word in most cases. Setting the recipe also uses names.

- You longer can set the id of the lucky block in the file, as the game chooses one.

- Removed the 'name=' property. Everything is now only 'ID='. ID doesn't have to be a number.

- Added key words, beginning with '#', which will be replaced with a certain value. e.g. #bPosX, #bPosY, #bPosZ will be replaced with the blocks position when it was mined. #pPosX, #pPosY, #pPosZ get the player's position. random-1-2 now is #random-1-2. Also, all of the enchantment NBT Tags are now replaced by these key words rather than writing out the whole enchantment (e.g. #luckySwordEnchantment). A '#' by itself will be replaced by the section symbol, used for colour formatting.

- Removed the offset properties (e.g. 'posXOffset=') and instead added posX, posY, posZ properties, to specify exactly where the drop takes place. Not that to achieve an offset, you can do: posX=#bPosX+10. The relativeToPlayer property still exists, however and will change the posX, posY and posZ to the player's position.

- All values support regular java expressions, for example posX=(#bPosX + 3) / 20. You can even use java ternary statements e.g. ID=#pPosY > 128 ? "diamond_block" : "diamond". This has not been fully tested though!

- HUGE changes to the NBT tag format. Now less confusing with less brackets. e.g.

NBTTag=(Display=(Name="Ultimate Sword")). You only specify the name of the tag, and the value which is a string, int, Boolean, compound tag, tag list etc. The value of a compound tag must start and end with (). The value of a string should start and end with " " but doesn't have to, if the value can only match a string. int is just the number (e.g. 3), short is a number with an s on the end (e.g. 8s) a byte ends with a b, double with d, float with f. A boolean is simply true or false. NBT tag lists start and end with [ ]. Note that a list doesn't contain the name of the values (e.g. Equipment=["sword","shovel"]) and all values must be the same. int arrays and byte arrays are like this: Colors=2:4:4:8 or ColorBytes=5b:6b:2b:9b. Look at the file to get more of an idea, here is a completely made up example:

NBTTag=(EntityName="Joe",SpawnRandomly=true,ListOfRandomCompoundTags=[(ColorArray=2b:7b:4b),(ShouldSleep=false,SecondName="McFluffy"),(SpawnHeight=#pPosY/2+8)],InnerTag=(Personality="Friendly",InnerInnerTag=(Alive=true))),ADouble=4.6d,AFloat=5.92743f,RandomByte=#random-2-5b,AnotherList=[3,6,2,8])


- The file is now encoded in regular ANSI and not Unicode, as section symbols are no longer necessary. This means if you have an old, backed up file, DO NOT just put it in unless you re-saved it with different encoding. I would suggest just copying the text from it into the new file, and everything will work fine.

- Probably some other minor changes I forgot to mention.

I apologise if this has inconvenienced anyone, but I too had a hard time updating. Some of these changes were necessary, and some are for future convenience. I am also planning on adding an instructions file to explain properly how to configure the lucky block.



Small additions and changes

- Added "Lucky Fishing Rod"

- Added "Romantic Rose" (Technically poppy)

- Changed all lucky tools and armour to be gold instead of diamond.

- Called the overpowered zombie "Bob"

- Increased spawnrate to 300.

- Note you can get a lucky block from commands by doing /give <playername> lucky:lucky_block

This was mainly a technical update. A full new feature update is coming soon!

v4.2.1 : 12/18/2013 5:45:27 pm12/18/13

Fixed a bug related to spawning entities.

v4.2 : 12/17/2013 9:32:07 pm12/17/13

Added even more drops

- 3 new deadly structure traps featuring drowning, falling and burning

- TNT is in the air!

- Can generate a chest with random contents. There are currently 4 different types of chests to generate: dungeon chest, village blacksmith chest, bonus chest, custom lucky chest.

More properties

- You can change the spawn rate in the properties file!

- You can even customize the crafting recipe!

v4.1 : 11/12/2013 1:19:37 am11/12/13

Added new drops

- Many enchanted items

- Custom book

- (Almost) invincible zombie with enchanted sword and armor

- Self-building totem pole whith diamond block on top

- Colorful sheep

- Quartz

Improved properties file

- Now supports custom positioning and NBTTags!

- You can make the Lucky Block drop Items with ANY custom properties/name tags

- You can even spawn mobs with custom properties such as armor and held items

Decreased spawnrate

Bug fixes

- Works with the new Minecraft Forge 1.6.4 and doesn't crash

Many other improvements and fixes

- New Crafting recipe (dropper surrounded in 8 gold nuggets)

v4.0 : 10/14/2013 4:27:01 am10/14/13

Huge update. Now spawns groups of items, entities and structures. Completely new properties system.

v3.1 : 09/07/2012 3:53:21 am9/07/12

lucky.properties is now LuckyBlockConfig.txt. Added 4 new properties to configuration file ; RandomQuantityDropped, MaxRandomQuantityDropped, MinRandomQuantityDropped and RandomDamageValue. Replaced 'Deafault Drops' with full ID list. Other Configuration file changes. Drops Emerald instead of Paper. Drops Block of Emerald instead of Book. Added Lucky Block under 'Decoration Blocks' tab in new creative inventory.

v3.0 : 06/08/2012 3:30:58 am6/08/12

Added properties file with ID, Drop-Drop128, SpawnRate, DamageDropped, QuantityDropped and AmountOfDrops. Drops Paper instad of Bowl. Drops Book instead of Mushroom Stew. Improved Randomness.

v2.0 : 05/25/2012 4:38:01 pm5/25/12

Lucky Block can be naturally found in your world. Drops Nether Portal instead of Gold Nuggets. Drops End Portal instead of End Portal Frame.

Comments : 656

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  • hackschool+
  • Level 1
  • New Miner
  • July 19, 2016, 11:44 pm
How do I turn a .zip file into a .jar?
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  • jackw0565
  • Level 1
  • New Miner
  • July 11, 2016, 11:55 am
Is the lucky bow, sword, and potion only available from lucky blocks, or is there a crafting recipe? If so, what is it? Please answer as soon as you can I need it for a YouTube video.
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When making an add on for it how do I make the drops have sounds, making it for 1.9. I want sounds like kehaan has for ssundee and crainers vids.
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You Wither Need Loot++ Or use minecraft sounds
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can you make it for 1.7.10?? plssss
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  • Androo
  • Level 1
  • New Explorer
  • May 23, 2016, 10:26 pm
I love the screenshots :D
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  • Ponena
  • Level 11
  • Journeyman Toast
  • May 19, 2016, 6:13 pm
holy shrimp
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  • SamhuffyX4
  • Level 1
  • New Miner
  • April 28, 2016, 3:52 pm
Oh, yeah.
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Do you have to download the add-on generator thingy
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  • jackw0565
  • Level 1
  • New Miner
  • July 11, 2016, 1:11 pm
No that's optional
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Can I post my block on Planet minecraft?
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i cant pay with forge! it crashes! what should i do?
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I went into minecraft and i could not find any lucky blocks on the map.
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  • jackw0565
  • Level 1
  • New Miner
  • July 11, 2016, 1:13 pm
They are probably quite a bit rare. Also, they won't spawn in chunks that are already loaded. You have to go to areas of your world that you haven,t explored or create a new world.
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  • xPapyrus_
  • Level 1
  • New Explorer
  • March 29, 2016, 6:01 am
Okay, I did everything right. Downloaded Forge for 1.9, put the 1.9 lucky block .zip file in my "mods" folder. When I open Minecraft with 1.9 forge, it crashes everytime I try to enter or create a world. Are there any other mods I need to install? I only have the lucky block mod. ;-; So confused.
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you have to change it to a .jar file first
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  • DeJay
  • Level 8
  • Apprentice Modder
  • March 29, 2016, 11:46 am
Remove Lucky Block, Start 1.9 Forge without any mods first then add lucky block again.
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  • MochaCat_
  • Level 8
  • Apprentice Toast
  • March 26, 2016, 6:56 am
I need help, when i download it for 1.8 it just turns into a zipped folder & not a java file. I dont know what's wrong with it, but it just wont work.
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  • MochaCat_
  • Level 8
  • Apprentice Toast
  • March 26, 2016, 7:00 am
nvm figured it out =)
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  • LauravdBij
  • Level 1
  • New Miner
  • April 10, 2016, 8:13 am
How did you do that?? I also get a folder and then I put it in the Mods folder. But Minecraft crashes...
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  • Jikster
  • Level 1
  • New Miner
  • March 21, 2016, 11:10 am
Question for a noob here. Are lucky blocks controlled by command blocks?...
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No its a mod, which means it adds code to the game.
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  • whitepik101
  • Level 1
  • New Miner
  • February 26, 2016, 6:43 am
The addon generator doesn't do anything just says 'done!'

PS: I love the idea of an addon generator but is there a way to make the process of making the custom drops simpler because I have read the docs and I'm still confused about the making of custom drops 

PPS: I tried using a custom image and it doesn't work, just missing textures or default grey lucky block

Θ–Θ
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If you need help on Making an Addon Pm Me?
:D
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Lucky Blocks aren't so lucky for me. ;)
LOL
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  • lifeb4work
  • Level 1
  • New Miner
  • February 24, 2016, 5:00 pm
Nice, like the new update, but. If you read this is there a brewing or crafting recipe for the potions, or is the only way to get them in creative. Please let me know, I will check back in comments in a few days. Thanks
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All lucky items can be obtained in survival only by mining lucky blocks. They are currently rare items, though in the future more drops may make use of them.
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  • Soggy_Mustache
  • Level 52
  • Grandmaster Programmer
  • February 21, 2016, 9:51 am
Template download dosnt work
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  • Spectre
  • Level 45
  • Master Mage
  • February 21, 2016, 3:12 am
Whoo! Updated! :D
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  • reddog08
  • Level 1
  • New Miner
  • February 17, 2016, 11:40 am
I'm trying to get this to work for my kids...not sure what I'm doing wrong.  I have downloaded the mod and forge.  I created a mod folder in .minecraft and dragged the zipped lucky block mod to it.  Then I opened the minecraft launcher, changed the profile to "forge" and set it to the 1.8.8 version. 

Now when I play Minecraft with these settings I cannot find the lucky block in inventory nor can I craft it (with 8 gold and a dispenser), and I don't see any spawned in the world.  Really hoping I can get this working for the kids.  Any suggestions?  Thank you!
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  • Soggy_Mustache
  • Level 52
  • Grandmaster Programmer
  • February 21, 2016, 9:53 am
the folder needs to be called "mods" in all lower case and you may have installed the wrong forge version
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  • PoweredByAtomz
  • Level 4
  • Apprentice Explorer
  • February 6, 2016, 7:24 am
Do I need permission to post my own luck block Addon?
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  • Laurada35
  • Level 1
  • New Miner
  • February 5, 2016, 4:42 am
I have Forge downloaded and installed correctly but unfortunately it will not recognize this zipped file please don't assume it's a user error and don't treat me as if I am a computer programmer or stupid for being an average computer user. respect and consideration would help communication go further. forge is not recognizing this zipped file and everything is installed correctly please assist or help to fix thank you.
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  • BeaksDaBomb
  • Level 1
  • New Miner
  • January 8, 2016, 5:39 pm
Ok so I downloaded the mod, it came up as a zippped file. I dragged it in my mods folder, opened minecraft (1.8), and no lucky blocks? Do I have to make it a .jar? Please help, this looks like a good mod :D
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do you have forge? you NEED forge first
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  • JDJohn
  • Level 1
  • New Miner
  • December 18, 2015, 3:06 am
after the download what i have to do guys please help :)
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Step 1:Download Forge
Step 2:Insert the lucky blocks mod into the "mods" folder in .minecraft (in Roaming (in %AppData%)) (create "mods" if not already present)
Step 3:run Minecraft and choose "Forge" or "forge" as your profile
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  • rand1009
  • Level 3
  • Apprentice Explorer
  • December 17, 2015, 2:53 pm
won't work.
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do you have forge?
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  • QandiGaming
  • Level 1
  • New Network
  • December 7, 2015, 8:53 am
Its A ZIPPED file wat do i do??
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same as normal
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  • NG3Game
  • Level 4
  • Apprentice Engineer
  • November 21, 2015, 3:21 pm
You Are The Best!
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WHAT IS THE ITEM ID FOR THIS THING!?
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  • CookieVenom_
  • Level 3
  • Apprentice Warrior
  • February 5, 2016, 1:41 pm
The item id is: lucky:lucky_block
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i installed the mod but no lucky box to be found :(
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you need forge and to put it in "mods" folder in the Minecraft directory (.minecraft on Windows) and choose "Forge" or "forge" as your profile when you launch minecraft
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  • 1c00lkid_MC
  • Level 1
  • New Miner
  • October 24, 2015, 9:07 pm
It looks like a nice mod but... after installing this file what to do??
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Put into mods in .minecraft with forge installed and use the "Forge" or "forge" profile in order to use it
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  • cutiekatplays
  • Level 6
  • Apprentice Princess
  • September 20, 2015, 7:58 pm
http://www.planetminecraft.com/blog/great-mods-to-use-for-a-starter-world/
featured for great mods for a starter world. i didn't gave out the download bytheway. (:
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  • Redstone_Elite
  • Level 18
  • Journeyman Engineer
  • September 20, 2015, 6:07 pm
Awesome!
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  • ByronJazzHD
  • Level 1
  • New Miner
  • August 22, 2015, 5:31 pm
Did you know mojang is making update 1.9/combat update
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  • ByronJazzHD
  • Level 1
  • New Miner
  • August 22, 2015, 5:29 pm
I love these mod it is so helpful
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Can anyone direct me to the 1.6.4 version?
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  • chaindiger
  • Level 1
  • New Miner
  • August 19, 2015, 9:38 am
how do you download it?!
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  • ByronJazzHD
  • Level 1
  • New Miner
  • August 23, 2015, 8:22 am
tap on mod then go to most popular look for the lucky block then it should show a picture of it go down a bit,and then it will say download tap on that and you done
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