Woot Mod — Guide
The Learning System
The core of Woot's efficiency is its learning system. Before a factory can produce loot, it must understand what a mob drops.
How Learning Works
When a factory is first tasked with a new mob/looting combination, Woot creates a server-wide table stored in Woot.json. To populate this table, the mod:
1. Creates a virtual instance of the mob (not spawned in the world).
2. Kills the entity using a FakePlayer.
3. Captures the LivingDropsEvent to record the items.
4. Repeats this process until a statistically significant sample size is reached.
The Bedrock Learning Area
Some mods spawn items directly into the world during death events rather than adding them to the drop list. To account for this, Woot creates a small 3x3 area at bedrock level (y=0) directly below the factory. This area is used to "hoover up" any items spawned by "naughty" mods during the learning phase. This area must remain clear of blocks for the learning system to function correctly.
Flushing Loot Tables
If you add new mods that change mob drops after Woot has already learned them, you must flush the tables using the /woot flush command or by deleting the Woot.json file in the server's config folder.
Getting Started
Progression in Woot begins with the creation of Stygian Iron, the foundational material for all factory components.
Stygian Iron
Stygian Iron is created by processing Iron Ingots with Nether materials. * 1.12.2: Crafting Iron Ingots with Soul Sand or Netherrack in a standard furnace. * 1.16.5: Using the Woot Anvil to hammer Iron Ingots with Soul Sand or Netherrack.
The Layout Tool
Building the multiblock structures manually is difficult due to their size. The Layout Tool is an essential item that visualizes the structure. 1. Craft the Layout Tool. 2. Shift-right-click in the air to cycle through the available factory tiers. 3. Right-click on the ground where you want the Factory Heart to be placed. 4. A ghost image of the structure will appear, showing you exactly where to place each block.
Upgrades
Upgrades are inserted into the factory to modify its behavior. Most upgrades have three levels (I, II, and III).
| Upgrade | Effect |
|---|---|
| Looting | Simulates the Looting enchantment (I, II, or III). Increases item drop counts. |
| Rate | Decreases the time between spawn cycles, increasing speed. |
| Efficiency | Reduces the RF/FE cost per operation. |
| Mass | Increases the number of mobs processed in a single cycle (up to 6 per cycle). |
| Decapitate | Specifically increases the drop rate of mob heads (Zombies, Skeletons, Creepers). |
| Blood Magic | If Blood Magic is installed, generates Life Essence (LP) instead of items. |
| XP | Generates Experience Orbs or fluid XP (depending on installed compatibility mods). |
Exoskeleton System
In the 1.16.5 version, upgrades are handled via the Exoskeleton system. You place Internals into the factory casing. This allows for a more modular approach where you can mix and match different internal components to fine-tune the factory's output and power draw.
Mechanics and Power
Power Consumption
The RF/FE cost of a factory is determined by: 1. The Mob: Bosses cost significantly more power than passive mobs. 2. The Tier: Higher tier factories have a higher base power draw. 3. Upgrades: Rate and Mass upgrades significantly increase power consumption, while Efficiency upgrades reduce it.
If the factory runs out of power mid-cycle, it will pause and retain its progress until power is restored.
Inventory Management
The factory does not have internal storage for loot. You must place a chest or any block with an inventory (like a Crate or an Interface) directly adjacent to the Factory Heart. If the inventory is full, the factory will stop operating to prevent item loss.