Finding pieces
Where pieces, skins and fitting templates turn up, and why the odds never change.
Most pieces are found rather than made. Each theme turns up in the structures that suit it: knightly gear in strongholds and trial chambers, beast trophies in bastions, court jewellery in mansions and ancient cities, tidal pieces in shipwrecks and ocean ruins, wayfarer gear on the road, carapace in the deep.
Loot groups
A loot group is one data file naming a category of vanilla loot tables and a tag of pieces found in them. Six ship, one per theme. Armor skins are divided over the same six, and a fitting template turns up in every one of them. A pack adds a whole look to the world with one group, or drops one piece into one chest from the piece’s own data file, which is the one thing a datapack could not do for itself, since it can only replace a vanilla table whole.
The chance belongs to the table
One pool per table, rolled once. A chest’s odds of holding something of the mod’s stay put however many pieces are added: another piece changes which one you find, never how often. A loot function can also put a piece on a piece of armor a table drops, gem and all.
Crafting
Thirty pieces have a template recipe, where the centre item is plainly the piece or what it is made of. The rest are found only. A server can turn any recipe off by overriding it.