LuckyBlock setup v3
Looking for the v2 setup guide?
Use the legacy setup guide if your server is running LuckyBlock v2.
Open LuckyBlock setup v2Custom texture
You can set custom texture for LuckyBlocks. By default, LuckyBlocks have build-in textures that can be found there
Texture format is unique id from skull url (Example: 8534b17d2d3b5a64c57f5f080dd777945761d9f71d82e8f599f242976e4d0c05).
You can find it at the bottom of the heads page at minecraft-heads.com
caution
Incorrect texture will break LuckyBlock texture to steve
Sometimes minecraft client lags, please check texture from more than one pc if you suppose that custom texture
is not working. It should work!
warning
GeySer works bad with textures. We are not supporting GeySer. Texture may be a steve even with default setup
Moreover, with premium version you can change item for LuckyBlock inside glass! (Config option custom-head)
You should pass json format item to it (You can get this format using command /lb ii -tag -write,
commands info)
Example:
custom-head:
enabled: true
item: '{"type":"GOLD_BLOCK","amount":1,"tag":""}'

You can create custom texture using resource pack. It could be with animation: video mirror
Custom name and lore
You can set custom name (Item name) for LuckyBlocks. By default, it is
&<color_code><COLOR_NAME> LuckyBlock.
Enter new name tonamefield likename: "&4My cool LuckyBlock name". You can use same names for all LuckyBlocks. You can use colors with&symbol (Or hex using&#rrggbb)You can also change custom system name (Will be used as a color for give commands and more).
Enter new name tocustom_namefield likecustom_name: "YELLOW"tip
Do not use colors for system name
You can change lore. Enter new lore to
lorefield:lore:
- "&7Oh boy, place me :D"
- "&7I am a LuckyBlock &6^_^"
Shop & options
You can sell LuckyBlocks using command /ntdluckyblock gui get. Setup:
- You can toggle LuckyBlock from being sold by setting
shop: false. - You can toggle LuckyBlock's cost by setting
price: <amount>(Example:price: 250) - You can toggle LuckyBlock's economy by setting
eco: false. LuckyBlock will be available for free in the shop
info
If shop is not working check permissions luckyblock.gui.get or luckyblock.gui.get.<color> based on your config setup
Drop formats
caution
If you came here and owning premium version, close this page and use /ntdluckyblock gui edit!
This system is not a joke, you SHOULD use in-game editor only for setup in premium version
Yes, you can still add drops using legacy style and convert in after, but it is kinda stupid. Only exception
I can make. Now premium in-game editor do not support schematics :( and you could add it using legacy format only,
but nothing else. Please use in-game editor.
You can add as many entries as you want. Each entry can contain one or more drops.
entries-mode: "ALL"
entries:
'0':
chance: "AUTO"
mode: "ALL"
permission: "NONE"
drops:
- "MESSAGE : Hello %player%!"
- "ITEM : DIAMOND : 1 : 0"
'1':
chance: 10
mode: "1-2"
permission: "luckyblock.entry.example"
drops:
'0':
chance: "AUTO"
permission: "NONE"
node: "ENTITY : ZOMBIE : 3"
'1':
chance: 5
permission: "luckyblock.drop.diamond"
node: "ITEM : DIAMOND : 3 : 0"
Entries mode
entries-mode controls how many entries will be rolled when LuckyBlock is broken.
"ALL"- execute all available entriesnumber- execute exact amount of entries, for example1or3number-number- execute random amount in range, for example1-3
Default value is 1.
Entry options
chance- entry chance. Values:"AUTO",LEVEL, or weight number. Optional, default is"AUTO"mode- how many drops inside this entry will be rolled. Values:"ALL",number, ornumber-number. Optional, default is"ALL"permission- permission required for this entry. Use"NONE"to disable permission check. Optional, default is"NONE"drops- entry drops. Can be list-like or id-like
Chance and levels
chance is a weight, not a direct percent value. Real chance is calculated from all available weights in the same roll.
You can use a number directly or use a level name. Levels are configured in config.yml and formally work as a reference to a weight value.
Example:
A:
chance: 30
B:
chance: level1
levels:
level1: 20
In this example B has weight 20, because level1 points to 20.
B = 20 / (20 + 30) = 40%
List-like drops
Use list-like drops when all drops should have the same chance and no per-drop permissions.
drops:
- "MESSAGE : Hello %player%!"
- "ITEM : DIAMOND : 1 : 0"
- "SPECIAL : PIG"
Id-like drops
Use id-like drops when each drop needs its own chance or permission.
drops:
'0':
chance: "AUTO"
permission: "NONE"
node: "MESSAGE : Hello %player%!"
'1':
chance: 5
permission: "luckyblock.drop.diamond"
node: "ITEM : DIAMOND : 3 : 0"
tip
- You can find available drop descriptions at LuckyDrop types section.
- I will use
[]for required arguments and<>for optional arguments. - I will use
<<>>for unlimited or large number of optional arguments. - LuckyDrop format is
TYPE : [argument] : <argument> : <<arguments>>. All arguments are split with:(:with two spaces each side).
LuckyDrop types
caution
Read careful all styles. Legacy format is made for free version and limited in functionalities.
You cannot add NBT items and there may be some small issues, but you can anyway use free version,
it was developed with love (Originally I have not even planned premium version and legacy format was main)
Topics below presents key type and arguments map, read style again:
tip
- You can find available descriptions at LuckyDrop types section. But before reading it you must familiarize with my arguments designations.
- I will use
[]for required arguments and<>for not required arguments. I will use<<>>for unlimited/a large number of not required arguments. - LuckyDrop format will represent
TYPE : [argument] : <argument> : <<arguments>>All arguments will be split with:(:with two spaces each side)
CommandDrop (COMMAND)
Dispatch a command by a player
- Arguments map:
[command] - Description example:
"COMMAND : say Hello %player%!" - Additional Information: You can use placeholders in string-based drops, read more at the bottom on page
ConsoleDrop (OPPED)
Dispatch a command by an opped player
- Arguments map:
[command] - Description example:
"OPPED : gamemode creative" - Additional Information: You can use placeholders in string-based drops, read more at the bottom on page
ConsoleDrop (CONSOLE)
Dispatch a command by console
- Arguments map:
[command] - Description example:
"CONSOLE : give %player% diamond" - Additional Information: You can use placeholders in string-based drops, read more at the bottom on page
EntityDrop (ENTITY)
Summon an entity
- Arguments map:
[entity type] <amount> - Description example:
"ENTITY : GHAST","ENTITY : GHAST : 4" - Additional Information: You can find entity types here
ItemDrop (ITEM)
Drop an item
- Arguments map:
[material] [amount] [data] <name> <<[enchantment] [level]>> - Description example:
"ITEM : IRON_SWORD : 1 : 0","ITEM : IRON_SWORD : 1 : 0 : Iron sword : DAMAGE_ALL : 2" - Additional Information: For 1.8 - 1.12 servers data will change multiblock types
(Wool color (Example
WOOL : 1 : 14- one red wool), stone type) and also tools corruption. For 1.13+ servers you must provide data "0" for all blocks and corruption amount for tools.
CustomItemDrop (CUSTOM_ITEM)
Drop a custom item from LuckyBlock plugin (Or any other plugin hooked into mine)
- Arguments map:
[item id] <amount> - Description example:
CUSTOM_ITEM : magic_wool : 5 - Additional Information: You can get custom items list using
/ntdluckyblock customitemslist
LuckyItemDrop (LUCKY_BLOCK_ITEM)
Drop a LuckyBlock as an item
- Arguments map:
[type] <amount> - Description example:
"LUCKY_BLOCK_ITEM : BLUE : 2","LUCKY_BLOCK_ITEM : RANDOM","LUCKY_BLOCK_ITEM : BLACK" - Additional Information: Check if your LuckyBlock is enabled (How we can drop a red LuckyBlock if it was disabled?)
MessageDrop (MESSAGE)
Send a message to player
- Arguments map:
[message] - Description example:
"MESSAGE : Hello %player%!" - Additional Information: You can use placeholders in string-based drops, read more at the bottom on page
SchematicDrop (SCHEMATIC)
- Arguments map:
[file] [type] <air> - Description example:
"SCHEMATIC : BedrockProblem : BLOCK_RELATIVE","SCHEMATIC : BlossomTree : PLAYER_RELATIVE : true" - Additional Information: Schematic have two types
BLOCK_RELATIVEandPLAYER_RELATIVE. This is responsible for where the schematic will be inserted. - The last argument represents if schematic air will be pasted (When
trueit is same as WE command//paste -a)
tip
The name (Like BedrockProblem, BlossomTree) is a name of schematic without format type in directory
./plugins/ntdLuckyBlock/schematics/. For instance, BedrockProblem.schematic, BlossomTree.schem
Available schematics
You can use these schematics in SCHEMATIC drops:
| Schematic name | File name | Description |
|---|---|---|
JungleGazebo | JungleGazebo.schematic | Jungle-themed gazebo |
HellishChunk | HellishChunk.schematic | Nether-style chunk structure |
WoolFloor | WoolFloor.schematic | Wool floor platform |
DiamondTrap | DiamondTrap.schematic | Diamond trap structure |
DesertBoom | DesertBoom.schematic | Desert explosion trap |
TerracotaPlatform | TerracotaPlatform.schem | Terracotta platform |
OldCache | OldCache.schem | Old hidden cache |
SmallRetreat | SmallRetreat.schem | Small retreat structure |
PrismarineGazebo | PrismarineGazebo.schem | Prismarine gazebo |
EndArch | EndArch.schem | End-themed arch |
LavaDive | LavaDive.schem | Lava dive trap |
AncientPagoda | AncientPagoda.schem | Ancient-style pagoda structure |
ApocalypsysHouse | ApocalypsysHouse.schem | Ruined apocalyptic house |
BedrockProblem | BedrockProblem.schematic | Bedrock trap structure |
BlossomTree | BlossomTree.schem | Decorative blossom tree |
CageLava | CageLava.schem | Lava cage trap |
FlameShrine | FlameShrine.schematic | Fire-themed shrine |
LavaGuardian | LavaGuardian.schematic | Lava guardian structure |
SmallTemple | SmallTemple.schem | Small temple structure |
WatchTower | WatchTower.schematic | Watchtower structure |
Use the value from Schematic name as the first argument:
"SCHEMATIC : BedrockProblem : BLOCK"
"SCHEMATIC : BlossomTree : PLAYER_RELATIVE : true"
tip
If your schematic file is named arena.schem, use only arena in the drop format:
"SCHEMATIC : arena : BLOCK_RELATIVE"
PigSpecial (PIG)
- Special arguments map:
<amount> - Description example:
"SPECIAL : PIG",SPECIAL : PIG : 4
WaterBucketSpecial (WATER_BUCKET)
- Special arguments map:
<height> - Description example:
"SPECIAL : WATER_BUCKET : 64","SPECIAL : WATER_BUCKET"
LightningSpecial (LIGHTNING)
- Special arguments map:
<amount> - Description example:
"SPECIAL : LIGHTNING : 4","SPECIAL : LIGHTNING"
DiamondColumnSpecial (DIAMOND_COLUMN)
- Special arguments map:
<<block material>> - Description example:
"SPECIAL : DIAMOND_COLUMN : RED_TERRACOTTA : YELLOW_TERRACOTTA : GREEN_TERRACOTTA : LIGHT_BLUE_TERRACOTTA : BLUE_TERRACOTTA : MAGENTA_TERRACOTTA"
ExperienceExplosionSpecial (EXPERIENCE_EXPLOSION)
- Special arguments map:
<amount> - Description example:
"SPECIAL : EXPERIENCE_EXPLOSION : 4","SPECIAL : EXPERIENCE_EXPLOSION"
TntExplosionSpecial (TNT_EXPLOSION)
- Special arguments map:
<amount> - Description example:
"SPECIAL : TNT_EXPLOSION : 4","SPECIAL : TNT_EXPLOSION"
TntColumnSpecial (TNT_COLUMN)
- Special arguments map:
<amount> - Description example:
"SPECIAL : TNT_COLUMN : 4","SPECIAL : TNT_COLUMN"
WitchAttackSpecial (WITCH_ATTACK)
- Special arguments map:
<bats amount> - Description example:
"SPECIAL : WITCH_ATTACK : 4","SPECIAL : WITCH_ATTACK"
JebSpecial (JEB)
- Special arguments map:
<amount> - Description example:
"SPECIAL : JEB : 5","SPECIAL : JEB"
CreepyMusicSpecial (CREEPY_MUSIC)
- Special arguments map:
none - Description example:
"SPECIAL : CREEPY_MUSIC"
ChickenRainSpecial (CHICKEN_RAIN)
- Special arguments map:
<amount> - Description example:
"SPECIAL : CHICKEN_RAIN : 20","SPECIAL : CHICKEN_RAIN"
ParanoiaSpecial (PARANOIA)
- Special arguments map:
none - Description example:
"SPECIAL : PARANOIA"
AnnoyingBabySpecial (ANNOYING_BABY)
- Special arguments map:
<amount> - Description example:
"SPECIAL : ANNOYING_BABY : 4","SPECIAL : ANNOYING_BABY"
HotbarSwapSpecial (HOTBAR_SWAP)
- Special arguments map:
none - Description example:
"SPECIAL : HOTBAR_SWAP"
BlackHoleSpecial (BLACK_HOLE)
- Special arguments map:
none - Description example:
"SPECIAL : BLACK_HOLE"
GhostModeSpecial (GHOST_MODE)
- Special arguments map:
none - Description example:
"SPECIAL : GHOST_MODE"
MoonGravitySpecial (MOON_GRAVITY)
- Special arguments map:
none - Description example:
"SPECIAL : MOON_GRAVITY"
RandomTeleportSpecial (RANDOM_TELEPORT)
- Special arguments map:
none - Description example:
"SPECIAL : RANDOM_TELEPORT"
SlipperyFingersSpecial (SLIPPERY_FINGERS)
- Special arguments map:
none - Description example:
"SPECIAL : SLIPPERY_FINGERS"
TimeLoopSpecial (TIME_LOOP)
- Special arguments map:
none - Description example:
"SPECIAL : TIME_LOOP"
Placeholders for commands and messages:
COMMAND, OPPED, CONSOLE, MESSAGE drops placeholders:
%world%- World string name (Example:world_the_end)%player%- Player name (Example:Danirod_Gaming)
COMMAND, OPPED, CONSOLE drops placeholders:
Location format is %<player/block>_<location/x/y/z>[_above_<value>][_move_(value,value,value)][_int]%
Now we will talk a bit more, with examples:
First argument <block/player> stands for LuckyBlock and Player that breaks LuckyBlock:
%block_location%- LuckyBlock location string (Example:-121.5 63.5 99122.5)%player_location%- Player location string (Example:-125.27 64.13 99123.86)
Last param _int defines that location would be rounded:
%block_location_int%- Location rounded (Example:-121 63 99122) You possibly need this one ⚠%player_location_int%- Location string (Example:-125 64 99123) You possibly need this one ⚠
Param move_(value,value,value) moves location to (value,value,value) vector:
%player_location_move_(1,2,1)- Location moved to offset of (x: 1, y: 2, z: 1), not rounded%player_location_move_(1,2,1)_int- Location moved to offset of (x: 1, y: 2, z: 1), rounded%block_x_move_(1,0,0)_int%- We take block location, move it 1 block for x and returns rounded x
Param above_<value> is something like move_(0,value,0) param, moving only for Y:
%<player/block>_location_above_<value>[_int]- Location with offset of "value" blocks high
(Example: origin location is0 0.5 2.65, with%<player/block>_location_above_10%you will get0 10.5 2.65, with%<player/block>_location_above_-1_int%you will get0 -1 2)
tip
As for move_(value,value,value), above_value supports negative numbers,
so %player_location_above_-1_int% is a location 1 block below the player
Deprecated, but still supported
- Deprecated. (Same as%location%%player_location%)
Combining is your power:
CONSOLE : fill %player_x_move_(-1,0,0)_int% %block_y_int% %player_z_move_(0,0,-1)_int% %player_x_move_(1,0,0)_int% %block_y_int% %player_z_move_(0,0,1)_int% tnt
This simple console command fills 3x3 blocks with tnt at Player X and Z, but on LuckyBlocks Y