[Mod] Lucky Block [1.6] [lucky_block]

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Update:

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- Better MineClonia / VoxLibre support.
- Tweaked and tidied code.

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Update:

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- Add drop armor lucky block with sound.

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Re: [Mod] Lucky Block [0.1][lucky_block]

by Pigneguy89 » Post

blert2112 wrote:
Tue Sep 29, 2015 03:04
I am really digging this mod! Oops, no pun intended. My kids are having a great time with it. Only problem... It's keeping me from updating my other mods. :)
Youtuve Vanced
I closed the pull request I made the other night because I was not happy with it. Please check out my current fork when you get the time and let me know what you think. Feel free to use anything from it that you like.
I'm glad you're enjoying the mod! It's awesome that your kids are having fun too. I totally get the mod update delay—happens to the best of us. I'll definitely check out your current fork when I can. Appreciate you sharing it! I'll let you know what I think and grab anything useful.

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Update:

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- Russian translation added (thanks Skybuilder1717).
- Added new item translation.

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Question:

by TenPlus1 » Post

Which lucky blocks would you like to see added ??

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Re: Question:

by Blockhead » Post

TenPlus1 wrote:
Tue Jan 07, 2025 10:29
Which lucky blocks would you like to see added ??
Is there a good number of unlucky and cursed options as well? :P
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by TenPlus1 » Post

@Blockhead - I try to mix them in with the normal and special blocks, but we could always do with some more :) The last few I added was armor drop with wolf whistle, high jump to your doom, and lava pool :P

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Update:

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- Localize math function.
- Use Super Lucky Block as alternative list example.
- Tweak SLB function.
- Tweak randomseed.

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Update:

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- Add Ocarina special item.

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- Add nametag feature for dropped item.

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Update:

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- Added lucky blocks for Aerial, Animalia, Obsidian Stuff and Sandwiches! mods.

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Update:

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- Add new lucky blocks.
- Improve node blocks.
- Make sure randomseed is truly random.
- Tweak & tidy code.

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Update:

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- Add alien_material mod lucky blocks.
- Update api.txt to make it easier to add your own blocks, or create your special lucky block sets.

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Update:

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- Add Yeet! block.
- Make custom dropsy function global (drop inventory and replace all slots with another item) e.g.

Code: Select all

lucky_block:add_blocks({
	{"cus", lucky_block.dropsy, {item = "default:dry_shrub", msg = "Dry Shrub Takeover!"}},
})

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by ArceusI » Post

Hmm...When I installed the mod, I only got a Super & a Regular Lucky Block to use. This applies for both MineTest & MineClonia, if I'm doing something wrong here, I need to know how to access the other ones.
cdb_3241b8795e7e

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by TenPlus1 » Post

@Arceusl - Those are exactly the blocks you need, place the red lucky block and open it to get something good, bad or ugly, and the blue super lucky block is a sort of troll block with specific drops.

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by ArceusI » Post

TenPlus1 wrote:
Tue Dec 02, 2025 05:32
@Arceusl - Those are exactly the blocks you need, place the red lucky block and open it to get something good, bad or ugly, and the blue super lucky block is a sort of troll block with specific drops.
However, there's over 350, and mostly linked to mods, that's seems really awkward for over 99% of the content to be locked behind mods. Especially since mods have variable compatibility. That's lopsided here, plus I frequently use More Ores & More Trees, couldn't that raise a potential link? I could give you my typical loadouts for MineTest & MineClonia, but that list would be huge!
cdb_3241b8795e7e

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by TenPlus1 » Post

@Arceusl - Why would that be awkward ? if a mod is found to be active then certain blocks are added to make use of that mod, that's just compatibility checking. The lucky blocks API was made so that any mod can add it's own lucky blocks to the list or even make it's own brand new lucky block entirely. Check the lb_default.lua and lb_mineclone.lua files to see which mods are supported in mod.

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Re: [Mod] Lucky Block [1.6] [lucky_block]

by ArceusI » Post

TenPlus1 wrote:
Wed Dec 03, 2025 06:14
@Arceusl - Why would that be awkward ? if a mod is found to be active then certain blocks are added to make use of that mod, that's just compatibility checking. The lucky blocks API was made so that any mod can add it's own lucky blocks to the list or even make it's own brand new lucky block entirely. Check the lb_default.lua and lb_mineclone.lua files to see which mods are supported in mod.
Perhaps...But there are some mods that benefit much better. Plus, there is a possibility that Lucky Blocks might be included in MineTest DX & MineClonia DX, though it's still a possible concept for those games, which are also concepts.
cdb_3241b8795e7e

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