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Mob Drop Multiplier

Мод Fabric

Mob Drop Multiplier — серверный мод для Майнкрафт, умножает добычу мобов от 1.5 до 64 раз с настройкой для каждого моба

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Mob Drop Multiplier

Mob Drop Multiplier does one thing and does it properly: it multiplies the loot a killed mob drops. One number turns every farm, every grind and every hunting trip into as much or as little of a shortcut as you want — from a gentle 1.5× to a flat 64×.

Everything runs server-side. Players join with a vanilla client and get the full effect: no client mod, no resource pack, no config sync.


Features

🎚️ One number, or one per mob

Set a single multiplier for everything, then override any mob that deserves its own rate. Want zombies at 4× but everything else at 2×? That's one line of config.

"multiplier": 2.0,
"per_mob": {
  "minecraft:zombie": 4.0,
  "minecraft:blaze": 3.0
}

🎲 Fractions actually work

A multiplier of 1.5 isn't rounded away. The whole part is guaranteed and the remainder is a chance, so 1.5 always gives the vanilla drop and adds a second copy half the time. Over many kills that averages to exactly 1.5× — any single kill is a coin flip rather than a promise, which is the honest cost of allowing fractions at all.

🚫 Blacklist and boss safety

The ender dragon and the wither are excluded by default, because their drops gate progression and a one-off boss kill is exactly the wrong thing to multiply. Delete them from the list if you disagree — nothing is hardcoded.

👤 Player kills only, or everything

By default only kills credited to a player are multiplied, so mobs that die to fall damage, cacti, lava or each other keep vanilla loot. Turn require_player_kill off and automatic farms get the multiplier too — your call, per world.

🧱 Multiplies the result, not the roll

Unlike Looting, this multiplies the finished drop rather than rolling the loot table differently. That means it applies evenly to everything: guaranteed drops, rare drops and drops with no enchantment support at all.

Extra copies are emitted as separate stacks rather than by raising the stack count, so a high multiplier never produces an oversized stack and never confuses another mod inspecting the drop.

🛡️ Never duplicates a player's inventory

A player's death drops are their own items, not a loot table roll. Players are excluded unconditionally — there is no config option that can turn a death into an item duplication exploit.


Commands

Command Permission Description
/mobdrop level 2 Shows the current settings and the config file path
/mobdrop status level 2 Same as above
/mobdrop set <1.0–64.0> level 2 Changes the default multiplier and saves
/mobdrop enabled <true|false> level 2 Turns multiplication on or off
/mobdrop reload level 2 Reloads the config after hand-editing the file

Installation

  1. Install Fabric Loader and Fabric API
  2. Drop the jar into your mods folder
  3. Start the server — config/mobdropmultiplier.json generates on first launch

Required on the server only. Installing it client-side in singleplayer works just as well (singleplayer runs an internal server).


Configuration

The file lives at config/mobdropmultiplier.json and is written with a comment header explaining every option.

{
  "enabled": true,
  "multiplier": 2.0,
  "require_player_kill": true,
  "per_mob": {
    "minecraft:zombie": 4.0
  },
  "blacklist": [
    "minecraft:ender_dragon",
    "minecraft:wither"
  ]
}
Field Meaning
enabled Master switch. false means vanilla loot everywhere
multiplier Rate for every mob without a per_mob entry. Fractions are honoured as a chance
require_player_kill Only multiply kills credited to a player
per_mob Per-entity rates, keyed by entity id. Overrides multiplier
blacklist Entity ids that are never multiplied, whatever else is set

Reading is lenient, so you can keep your own // notes in the file — they are dropped the next time the file is rewritten.


Compatibility

  • Minecraft: 1.21 – 1.21.1, 1.21.9 – 1.21.11, and 26.2
  • Loader: Fabric
  • Dependencies: Fabric API
  • Side: server-side (clients need nothing)
  • Works with modded mobs: rates are keyed by entity id, so any mod's mob can be given its own multiplier or excluded
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