Category Archives: Minecraft Modding

Posts related to minecraft modding.

The great big chance cubes brand update

Topics Discussed

  • Chance Cubes General Updates
  • Chance Cubes The Modpack
  • Integration Mods
  • Twitch Extension
  • Expanding to Fabric and Bukkit
  • Usage stats
  • Final thoughts

Chance Cube General Updates

Chance Cubes is about to go through what is seeming like it’s yearly code evaluation and rewrite and refactor. The focus this time around though is on Profiles and Rewards, specifically allowing for per user rewards and profiles. This means that profiles will now only affect individual players and going to the Nether won’t turn the Nether profile on for everyone. To go along with this and allow for this to work, rewards are now also player specific. Thus each player on the server will be able to have different reward pools! For those of you that only play on single player… Well none of that will affect you, but that doesn’t mean that you won’t get any benefits! While I am doing these changes, I am also addressing current standing issues with profiles and expanding their functionality with new reward settings that can be tweaked and adding more ways in which profiles can be triggered and toggled by in game features. Beyond that, I’m hoping that the overall code restructuring and improvements, well, improve the mod as a whole!

Lastly one side thing to note, Chance Cubes will be looking into a new texture with the 5.0.0 Update! The textures will be scaled down to 16×16 (You’re texture maps will thank you) and will be done by the amazing Valsis who made the current Chance Cubes texture!

Chance Cubes The Modpack

Recently I just wrapped up initial extremely early alpha testing of a modpack that is centered around the Chance Cubes mod. Things actually went pretty well, so I do plan on continuing this in the near future! The Point of this mod pack is two fold; one, to show how flexible and customizable the mod is and how well it can be balanced in the right settings. Two to allow me a really strong testing platform that will test all aspects of the mod. Now especially as I begin the v5.0.0 refactor and rewrite, this mod pack will really allow me to test the new code in a real environment to make sure it’s all working correctly. The pack creation has also helped me think of more options that players may need when customizing the mod. Overall I don’t expect the pack to be anything insane and in the end it’s mainly just a proof of concept and a way for me to prove to everyone what the mod is capable of and how it can be worked and configured.

Integration Mods

This is something that has been requested since the mod first launched. Having some way for Cubes to be auto spawned or dropped when someone subs, gives bits, donates, etc… I have always just differed to having people use other mods, but recently with seeing mods like CCI and Conflux Cubes (The inferior CC mod as I call them ūüėČ sorry Darkhax and Jared) I have been a bit inspired to make my own Stream integration mod to supplement Chance Cubes and provide a very simple, out of the box solution that I also plan to go hand in hand with my planned Twitch extension (More on that in a bit). The point of this mod will not be to replace CCI, but to instead just focus on Chance Cubes and provide a very basic implementation that can be setup very quickly and easily. I would like to add in as many hooks and integrations as possible. Streamers, If you are reading this, feel free to reach out to me and let me know what features and integrations you’d love to see so that I can better plan out the mod!

Twitch Extension

As I alluded to above, I am also planning on developing a twitch extension that will integrate into Chance Cubes. Not really any plans yet on what it will do or how it will work, since I won’t “start” development on it for a little while yet, but it is planned. Why am I doing this? Well one, it’s something new to learn and explore. I’m always interested in working on new things and exploring ways to improve my skills. Recently I’ve been doing some React (JavaScript) work so since there is support for it in Twitch extensions, it’s another way for me to reinforce my learning! In addition to this I will be able to explore new ways to prove Content Creators to interact with their viewers as well as to help improve the base Chance Cubes mod stability and customizability! A smaller reason, but reason none the less (Mostly to be transparent) is to explore more ways of income. Given the nature of Chance Cubes, and my current situation I want to investigate more ways to gain income from Chance Cubes without making people outright pay me to use the mod. Currently Curse Points and Twitch subs/ donations have been the source of my small amount of money made, but I want to look into using bits through the extension to also give me a small cut of bits that people with the extension to spawn the cubes in. Again, this is just exploration for now, but I do want to be as transparent as I can with this stuff. Questions and concerns are always welcome!

Expanding to Fabric and Bukkit

Fabric and Bukkit (or Sponge or whatever it is called now) are ports that have been requested, thought about and actually partly developed for while now. I would like to keep exploring ways to make these ports possible, but as it stands they are just a maybe will happen, maybe won’t. I don’t personally have the time to full out develop these ports, so I would 100% need outside help. There is a chance that in the future a “Core Code” library can be done to aid in the development of these ports that allow them all to share a core library of features, but there is a fair amount of work just in that to make it happen. If you are interested in helping out feel free to reach out or join my Discord and we can talk further there!

Usage stats

Again, this is mainly for transparency purposes, but also because I like sharing what I’m doing. I will be working on switch my usage data base over from SQL to InfluxDB. This mainly is because this data fits better in a time based DB, and it will allow me to have better live stat views and time breakdowns. As for the stats that are tracked, because I know you guys are curious and also hesitant about data collection, the only data that is tracked and saved is mod version, game version and soon development platform (Forge, Bukkit, Fabric, etc..). Everything is anonymous. As I have said before, any and all questions and concerns are welcome!

Final Thoughts

I just want to give a big thanks to everyone who has helped! I would list or name you all here, but I would go on forever and would probably miss people which I don’t want to do. Just know that I know you’ve helped and I thank you!

Another thing I want to address is donations and support. I get asked occasionally what the best way to support me and what I do is, so I thought I’d make a little note here. First off donations are greatly appreciated, but totally not necessary. Modding is 100% a hobby, so I really don’t expect to make anything from it, but I everyone can agree though that getting income from your hobbies is always a good feeling. As for ways to support me, I always recommend people either Subscribe or Donate through my Twitch ( or you can even donate through the Curse page! I do have a Patreon, but currently have no Patreons and don’t really check or update it,so You can support on there, but it’s not really preferred.

Lastly I will be semi opening my Discord for all to join! It’s never really been a “closed” server, but has never really been advertised. If you’d like to join, you can click here or use the code wkgyaxs!

Again thank you all and I can’t wait to see what the future holds!

Chance Cubes v4.0.0 change log

A Beta build has officially been posted to Curse for version 4.0.0 of Chance Cubes. The 4.x series of the mod is going to be focused towards Content Creators and the End users to allow for the most customization no matter the pack or scenario the mod is being used in. I will be addressing 4 main topics: The new Chance Cube Profile system, New rewards, content creators, and new reward parts.

Chance Cube Profiles

This is a feature that has been a long time in the planning phase and just recently a solution was found. I’m hoping that this new system addresses many of the concerns and complaints about certain groups of rewards, as well as lets the end users customize the rewards to fit their play style, whatever that may be. Because this new feature is really tailored towards all of you guys, my end users, I would greatly appreciate your feedback on this feature as I really want to make sure it is addressing the issues and is what you guys want.

Due note that this feature currently only works in Single player as profiles are tied to the server and all players and profile info is not yet sent from the Server to the client yet. This is all stuff that will be implemented and fixed at a later date, but It was more important to get this feature out and testing for feedback than to have every little detail and feature complete. Eventually both profiles and rewards will be user specific, but the server will always control the profiles, not the clients.

What are Chance Cube profiles?

Simply put, they are a way for users to disable groups of like rewards to customize the mod to fit their play style. Profiles also add in the ability to dynamically add, remove, or change rewards based on in game events to better adapt the rewards to fit what ever situation the player is in.

Now the longer and more detailed version. Are you someone who plays in peaceful or hardcore mode and get annoyed by the fact that some rewards are really harsh or simply don’t work because you play in that game mode? Do you feel certain rewards just shouldn’t be given in the Nether? Or are you someone who just hates the negative rewards? Well Chance Cube profiles is my proposed solution to addressing these scenarios and use cases. This feature is very beta at the moment and I’m mostly looking for feed back on it as well as ways to add on and enhance the experience. More on future plans in a moment, but first lets talk about what you can do with Profiles.

Profile Features

Profiles essentially have 5 features to them.

  1. The ability to enable rewards when the profile is turned on or applied
  2. The ability to disable rewards when the profile is turned on or applied
  3. The ability to change a rewards chance value (And maybe in the future, be able to change other aspects)
  4. The ability to have a sub profile so that when this profile is enabled or turned on, it also enables the effects of all of it’s sub profiles (Note it doesn’t actually enable the sub profiles currently, but I may change that in the future)
  5. The ability to be dynamically triggered. Currently the only supported triggers are Game mode changes, Dimension changes and Game stage changes, but I hope to add more in the future so let me know if you have any triggers you would like to see.

The first two are pretty self explanatory, but the one key to be aware of is that rewards are enabled by default in the mod. This is because most profiles will be disabling rewards when the profile is applied. This opt out system is a bit confusing at first, but due to the fact that users are more wanting to turn of like rewards, it makes sense to do it in this way as most users will play the stock mod experience and having to enable group rewards will get a bit tedious as more and more profiles are added.

The third, the ability to change a reward’s chance value is new function I added to the rewards and may expand upon in the future as a regular cube feature and also will expand on as a profile feature. Currently showcased via the Hardcore profile, the profile changes the Half_Heart reward to have a chance value of -100 for better balance. In the future though I’d really like expand the reward customization and adjustments to say allow for users to turn off the high-damage part of some rewards to allow for them to still enjoy the minigames without the death lose condition.

The fourth feature is just a nice to have tidying feature to allow for like profiles to link together. Not really much to say here.

Lastly the dynamic trigger feature is one of the bigger parts of this profile system as it allows the profiles to not only add and remove rewards the player wants, but to also adjust the mod to work in it’s most optimal state as well as prevent “Eventless” rewards that may be caused due to any number of reasons like peaceful mode or being opened in the nether. I very much want to expand upon this idea to add more event triggers, so please let me know which ones I should add support for!

Can I make my own profile?

Why yes you can! The whole concept behind profiles is to easily allow end users to customize the mod to their liking as well as to easily transfer to other packs. That being said, you are able to make your own profiles and add them to the mod! A detailed wiki how-to is in the works and I will be continuing to add to it. Hopefully this will allow you guys to make the mod how you want to play it and through your suggestions I will keep expanding the system!

In game config UI

In game the Profiles can be viewed and manually enabled or disabled via the Chance Cubes config screen found in the mods section of the game. This Screen is very much in development as we work towards a better system, but we felt this provided a better than nothing experience.

That about wraps it up for profiles, so lets move onto the new rewards!

New Rewards

As Chance Cubes continues to grow , adapt and branch out into new reward possibilities, 9 new Chance Cube rewards and 6 new Giant Chance Cube rewards have been added. Regular Cube rewards will be continuously made rolled out with new versions, but I really made a push to make the Giant Cube reward pool larger and while 6 may not seem like much, it really helps. Lets meet the new rewards shall we?


For the first new reward, this one show cases one of the new reward parts that was added, and will be touched on later, Status Effect rewards. This reward will have a -25 chance and will give all players in a 30 block radius the wither status effect for 1 or 2 for 2.5, 5, 6, 7.5 or 10 seconds. This reward also showcases a new reward feature of dynamic values that will also be address later, but essentially this is what allows for the variable effect duration. Nothing too flashy with this reward, but definitely showcases the potential for the new, under the hood, features.


This reward is actually a revival of the old Frozen, but reworked to be similar to the Da_Rude sand reward. The reward will have a
-10 chance and it spawns a 5 x 5 x 3 area of ice blocks around the player with the message ” You’re as cold as ice”.


I can hear it now. All of the complaints of another trolly reward that just spams blocks with no points. I hear ya and I really hope that the new Profile system that I will touch on soon, will help solve these complaints while also appeasing those who like, and want this reward. Any ways, this reward has a 7 chance value and it spawns an 11x5x11 grid of carpet around the player.


This is a reward that has been long since requested and I finally go around to adding in. The reward has a 0 chance value and it spawns a tower of mobs riding each other with each mob in the tower being chosen randomly


Now for the first of the mini game rewards. I’m really hoping these mini game rewards become very popular with users as I really enjoy making these and seeing them work. Really cool and I think adds a great skill balance that doesn’t rely on in game items and is challenging at all points in the game. I do plan to make the “Inta-death” fail result configurable via profiles in the future, but for now they stand as is. This reward has a 0 chance value and it has the player play a matching memory mini game. The player is given a short period of time to memorize 9 wool blocks then after the time is up, the wool block turn into glass and the player must break the glass in pairs to beat the game. Sounds fun right?


Next Mini game reward isn’t so much of a mini game as it is just a fun little luck reward. I don’t do many of these, but I feel like the benefits and down sides are small enough that this reward isn’t too annoying. The reward has a 0 chance value and it spawns in 3 stone with 3 buttons. When the use presses a button the player with either get a random item, a message saying “You walk away to live another day…” or a Lit TNT where they stand.


For the last of the 3 new mini game rewards is definitely my favorite. Tic-Tac-Toe! What more do I have to say? You even play against a computer! The reward has a 0 chance value and it spawns a tic tac toe board and has the player play against the computer. The Player plays first and once they place a block the computer will automatically place their block. If the player wins they get 500 Diamonds, but if they lose they get nothing. If anyone wins, please let me know! Watch the sneak peak video from my dev Stream!


Nothing special, just a cool little filler reward. The reward has a -10 chance value and it spawns thrown lingering potions and makes a ring around the player/ block.


For the final new regular chance cube reward is a reward that I plan to play around more with and may expand into a lot of new rewards in the future! The reward will have a -15 chance that spawns a random mob with a random special effect Vague I know, but for the time being I’m leaving it that way as a surprise.

Now for the new Giant Cube rewards


Ah yes the Woodland Masion. Very large structure that keeps up with the theme of the the Giant Chance Cubes and also adds some more diversity to the Village reward. Maybe a nether fortress or end dungeon in the future??


Inspriation taken from Pandora’s boxes, this reward has blocks spawn in and snake about in the world for a short period of time. Kind of a hard one to explain….


Nothing special, this reward builds up suspense with lava pops, and explosion effects and sounds before finally exploding with a random effect .


Another structure reward that while is still large in scale, this one isn’t so massively invasive like the village and mansion are. This reward builds a large circular arena with 4 small beacons and 1 large beacon in the middle. The arena floor is made up of random blocks.


Another Pandora’s box inspired reward that infects nearby blocks and changes them into a new block. From there this process is repeated with randomly selected adjacent blocks and continues to scale outwards for a short period of time. Watch the sneak peak video from my dev Stream!


Finally the last new Giant Cube reward and perhaps the most flashy reward. I am a very big fan of the block levitation effect and definitely might try to incorporate it in another reward the future. This reward slowly levitates more and more blocks in a square radius from the block and then after a certain amount of time explodes the blocks and drops a random surprise. Watch the sneak peak video from my dev Stream!

Content Creators

So this new version of Chance Cubes I’m hoping to work closely with a few content creators to address holes in the mod that have come up for non pack players and those who liked the old lucky block style play. At this moment I don’t have a specific system planned out and I currently don’t want to do it in the same style as lucky blocks due to a conflict of mod identity as well as overall hacky style system LB uses, but I am actively looking for a possible solution. Again though I am very much looking to address the non modpack players out there and those who would be interested in making Chance Cube extensions.

To add onto this, I have actually written a parser to convert LB rewards to CC rewards, but due to it not being 100% complete and the “hacky” feeling of how it ended up I decided to pull it. I may end up making a separate jar file to convert from LB to CC rewards in the future, but we will see.

Secondly before we get into the new reward parts, the Reward creation files got a cool new feature! Dynamic Values! Simply put, this will allow reward creators to have non static rewards and be able to add a little randomness of their own. Not going to go into too much detail, but the full specs can be found here. As with everything else in this mod, feedback is always welcome and if there’s some sort of dynamic value that you’d like to see feel free to reach out to me to talk! Here’s a little demo from my dev stream to gain a little more understanding of how these work/ what they are as well.

New Reward Parts

This version of Chance Cubes added in 2 new reward parts for Custom Reward makers. Status Effect and UI Title reward parts. Fairly self explanatory, the Status Effect reward part allows creators to make rewards that give players a desired status effect and can be configured to even give all players in a certain radius the status effect. You can see how to add this reward part here. The UI Title reward part adds the ability to leverage Minecraft’s Title feature that can appear on the screen. All title types are supported and more on how to make this reward type can be found here.

In addition to these reward parts the reward creation wiki for each part as also been given a big of a make over, so I hope that helps.

Lastly let me just list off some Extra tid-bits and changes/


Schematic placement is a big quicker and will no longer replace air blocks with air blocks and simply skip them.

Added support for Russian

Both the Regular and Giant Chance Cubes now have disclaimers in the item tool tip to help prevent new users for unknowingly make mistakes.

A Command was added to spawn the Giant Chance Cube. Simply type “/chancecubes spawnGiantCube ~ ~ ~” where the ~’s work just like the vanilla place block command.

In game reward creatation is no longer. This system was old and very buggy and bad, so it has been removed and replaced with the profile management system.

Added a new Block Cache system for rewards that replace blocks, but revert after the reward is over. I cannot guarantee that all modded blocks will play nice with this system, so please let me know if any errors are found and I will try my best to address them!

Custom reward parsing now has some more intuitive error messages

Chance Cube commands now have better Tabbing support

ExtraUtils, Thermal Foundation and Thermal Expansion rewards have been partially added back and we will continue to work on adding them back and adjusting them as we go.

The reward that dropped poison potion rewards now gives a poison status effect

Countdown, DigBuild, Magic Feet, Math, Maze and Question rewards all utilize titles for time visibility

Potion and effect rewards now accept both number and name for potion id, but the name is recommended

Fixed Issue with legacy schematics not loading in TileEntities correctly

Reward name changes
– BedRock -> bedrock
– ChatMessage -> Chat_Message
– pssst -> Pssst
– SlimeMan -> Slime_Man
– AnvilRain -> Anvil_Rain
– Book_Of_Memes -> Book_of_Memes
– SkyBlock -> Sky_Block
– TrollHole -> Troll_Hole
– TrollTNT -> Troll_TNT

Chest Reward type now only accepts an amount value instead of a min and max. min and max replaced by new dynamic values

Fixed a bug with Rewards hitting sound limit. Added config option to make block and schematic reward parts not produce a sound


Welp, I think that’s about it. I think I’ve addressed everything, but if I haven’t I’ll be sure to edit this post. Feel free to let me know what you think of the new changes in this version of the mod and suggestions are always welcome. Thank you everyone for helping me achieve 13+ Million downloads on Curse! I greatly appreciate the support. Thanks for reading and keep being awesome!

– Turkey (Turkey2349)

Why making rewards for Chance Cubes is not easy

Just a small disclaimer before I begin this post, please check to see if a reward is a default Chance Cube reward before coming and complaining to me or dissing the mod. I have seen many posts and comments about people ripping on the mod due to rewards that I am not even in control of so please check first. Default Chance Cube rewards are prefixed by “chancecubes:” before the name of the reward in both the console and config file.

Also another thing before I begin, I was originally going to write this about the Science behind creating a Chance Cube reward, but I got side tracked in my response below and not wanting to make the blog post incredibly long I decided to leave it and save my Science behind the reward idea for another post, another day.

Now with that out of the way, those comments and posts about how dumb the rewards in Chance Cubes are, actually inspired me to make this blog post about why creating a balanced reward for a mod like this is tricky business. I’m sure people like Kehann and TheCazadorsnipper as well as others who have created Rewards for Chance Cubes and similar mods will agree with me in that unless the reward is just there for a slight jump scare or good laugh (Which I will say Kehann is amazing at this), creating a reward that is both balanced, but also game impacting (good or bad) is just down right a challenge. Why? Because making a reward that benefits a player during the early, mid and late game just isn’t realistic. Same applies to bad rewards that are just as dangerous to the player during the early game as well as during the later game. For example, Iron armor is a great early game/ mid game reward because it gives the player a nice boost in armor or simply just gives them some iron (because who isn’t always in need of iron), but late game, those benefits just aren’t there. On the other end of the spectrum, giving a nether star early game can be really op, but it can also be pointless if they have nothing to use it for if they have no other resources to make it of value. Meanwhile this can be a nice boost to players in the later game. If we look on the side of negative rewards, the creeper surrounded reward is a big challenge to those in the early/mid game, but once you get to a certain point, you just aren’t going to die to them because they don’t do any damage. The things that would actually be of challenge to the later game players is just not fair or too deadly to face in the early game.

So what am I doing with Chance Cubes to counter act this? Well simply put, I am trying anything and everything, but I have found a few things that seem to work better than others.

  1. Leveling the playing field for bad rewards. By this I mean doing something in the reward that makes it just as dangerous for early game players to face as it is for late game players. One example of this is the inventory bomb reward and the old (and currently disabled for unrelated issues) reward that had a zombie that would steal the players armor and sword. These rewards level the playing field by taking away late game player’s protection and damage to bring them down to an equal level of an early game player in order to provide the challenge of getting their stuff back. Another example is the Maze, Math, and Question rewards that all force kill the player, regardless of level, upon failing to complete some task. This gives players equal chances throughout the period of game and provides the same punishment for all levels.
  2. Making good rewards be unique and not something that is straight out of the game or providing some immediate restriction to the item. The big stick is a good example for a unique reward in that you can’t normally enchant a stick with sharpness 5 and it provides an early/ mid game weapon, but it also gives sharpness to the late game players if they have the ability to rip the enchantment off the item. The bedrockium drum reward is a favorite of mine because it gives you a bedrockium drum from ExtraUtilities, but it hinders you from using it right away because it is filled completely with water causing the player to have to drain it first which often takes time, less time the later you are into the game.

Overall, I guess what I am trying to say if that creating a reward for Chance Cubes is a lot harder than you may think it is and I really do put a lot of work into trying to create the best expedience with this mod as I can. Yes there are other complicated solutions to fixing this problem like increasing difficulty as the game progress, but that has problems in its self and just isn’t worth the work.

The biggest solution to the problem of balancing this mod is giving pack creators the ability to create custom rewards and enable or disable default rewards to tailor the mod to their pack. Pack creators often have a set progression and know what would make a certain reward better for their pack than another so I really leave most of the balancing up to them in the end. What they choose to do with the mods and the rewards they create are totally up to them.

Thank you guys for reading through my little rant here. Keep being awesome and thank you for making this mod what it is now!

My Thoughts and Responses to Chance Cubes

Over the past year, while developing Chance Cubes, I have have seen many questions, or comments said¬†many times. Some¬†comments made also surprised me with how much people get things wrong about the mod that they just assumed to be true. In light of all of this I wanted to make a blog post of me covering these comments as well as answering some of your guys’ questions! Without a further ado, I will jump into the first question that someone posted to me on Twitter.


How many hours of dev has it taken? Any regrets? How many worlds have you ruined?

To start this one off, The number of dev hours spent on this mod is probably the second most I have spent on any Minecraft related project (Only behind Call of Minecraft: Zombies, but it’s just over 4 years old now). I can’t even begin to estimate how many hours I have spent on Chance Cubes, so here are some stats instead! Chance Cubes contains 10,730 lines of code, with the Github repo having about 318 unique commits across its 7 branches. The mod is also available for 5 different versions of Minecraft! The mod also has 126 default rewards with 2 being disabled by default, 10 are for Extra Utilities, 4 are for Thermal Expansion and 2 are for Thermal Foundation. There are also 10 Giant Chance Cubes rewards with the Biodome having 5 variants! ¬†Let me know if you find any other cool stats!

The second question I will touch base on in the next section/answer ūüėČ

As for the third question, I wish I knew, but it’s probably a lot xD


“Chance Cubes can delete your inventory”:

Alright, alright, let me get something straight here. Yes it USED to be able to delete your inventory and yes it still can, BUT the reward would need to be enabled first and ¬†I don’t know any packs that have it enabled. I said I would connect the last question to this one In that this was probably what I regret doing the most. I don’t necessarily regret making the reward, but the fact that It was just a normal reward and only -50 chance back in version 1.3.5. Alright let’s get some back story before I continue. I was not the person who came up with the idea for the reward, I actually had many streamers and user’s request such a reward and at the time, I agreed, as¬†I thought that it would help increase the late game effects of the Cubes so that op players would have something to fear. Oh boy was I wrong. This reward became the bane of my existence and people were not very happy with me. Watch¬†Wyld’s reaction.¬†I quickly realized that I overlooked the whole concept of the mod and the fact that all rewards were avoidable from major game changing events (Yes losing your inventory is a major game changing event). I actually tried to rework the reward into being something not quite as devastating, but by version 1.4.3 I ultimately removed the reward after being in the mod for only 34 days. I still couldn’t win, however, as after I removed the reward, people still spoke up saying that they wanted the reward and didn’t care about losing their inventory as they wanted the great risk. So after 24 ¬†days of not existing, ¬†the inventory clear reward returned into the mod in what it now exists, as¬†a¬†disabled by default reward. To be honest though, I’m not sure if many people even know that the reward can be turned on, but in any case it’s there, ready to ruin someones day.


The Chance Pendants:

From one aspect that users hated in the mod, to an aspect that I hate in the mod, the Chance Pendants are something that I continue to struggle with. My beef with the pendants is how people abuse them to only get good rewards. Yes, I do realize that that is sort of the point of the pendants, to be able to get better stuff from the cubes, but when people only use the pendants, it does bother me. I have recently nerfed the durability of the pendants, but I am still looking for better ways to make people open the cubes how they are designed to be, just straight up. I have had people say I should just remove them, but I disagree as I think they are useful to have and packs like Project Ozone do a fantastic job of integrating the pendants into rewards to reward the user to completing tasks and I am all for that! I have also had suggestions to stop pendants from stacking, but that is actually one way that I nerf them in the fact that people waste them by stacking them because the mod¬†damages all pendants regardless of if the pendant is¬†actually being contributed towards the chance value of the opening block because it maxes at 100. Lastly, removing the crafting recipes will not work because they are used to create the Silk Touch pendant and the Cube Scanner. I’ll just have to keep searching for the best solution and in the meantime just hope that people don’t overly abuse the system.


“Lucky blocks (or insert other similar mod) is better or Chance Cubes is blah blah copy of Lucky¬†Blocks”:

That’s great, I beg to differ, but your opinion is your opinion, just please stop telling me this!


Why are Chance cubes used now in modpacks instead of Lucky Blocks:

Essentially the mod author of Lucky Blocks decided he wouldn’t allow them to be in any packs and I heard that he didn’t like people making money off his mod (not 100% sure about that one), thus I decided to make Chance Cubes for an alternative mod! If you have¬†an article better explaining the mod authors decision, let me know and I will post it here.


Why isn’t chance cubes in xyz modpack?:

Because it just isn’t. Maybe the modpack author didn’t know about the mod, or maybe they didn’t want it in the modpack. At any rate, I dont think Chance Cubes belong in every pack, FTB Infinity evolved for example, as some rewards can really screw up pack’s progression.


So if the Lucky Blocks Dev didn’t like people using his mod and making money off of it, do you enjoy it or like it?

This is actually a hard question for me to answer as I have mixed feelings about it. Now before I go any further, the mod will always be publically available for everyone to use as after all, I created the mod, well knowing what it would be used for. But back to the question, I do kinda wish that I could get some of the donations that streamers have made using Chance Cubes, as I mean after all, it is my creation, but at the same time, I made the mod to help the streamers get those donations and have something to give back in some way, so it really gives me mixed feelings. I will say tough, because of the Curses points system, I have been enjoying earning points from people downloading the mod, so it has made me feel a lot better about my work and my overall mood towards this aspect of the mod. In all though, I made this mod for streamers and pack creators to use and enjoy  for whatever entertainment they wanted and I am just glad to have created something that people enjoy and would gladly do it all again.


Glenn is NOT a reference to the Walking Dead:

This is probably one of the biggest misconceptions about the mod. I have seen numerous people over the months make comments about how the reward with the zombie named Glenn is a spoiler reference to the Walking Dead. I have actually never seen the walking dead show, so I think with that alone I can promise you that it isn’t a reference to WD, but it is still a reference, just to the streamer Sevadus. If you don’t know the story of Sevadus’ mortal enemy Glenn, well then too bad, because I don’t even know how to explain Glenn other than he’s a huge jerk ;). So essentially I decided to name a zombie after him and lo and behold, I somehow manager to indirectly reference the Walking Dead.


“why do you hate me D:”

It’s nothing personal…. just good fun ūüėČ


What’s planned for the future of Chance Cubes?:

I literally have like 30 cards on Trello for ideas or things that I may do in the future for Chance Cubes. Here are a few of those ideas that you may actually see someday in the future mod.

Holiday Textures in 1.8.9 and above – This is probably something that you haven’t noticed, but in all versions not 1.7.10, the holiday textures will not activate, so hopefully before the first one turns on¬†around october, I will have this all sorted out!

Finishing the Ingame GUI Reward Creator – This is something that has been added and does work to a certain extent, but I really need to go back through it and polish it up as well as add a delete button xD.

Custom, Ingame, Schematic Creator – I don’t even know if schematics are a thing in 1.8 and up, but I hope to someday make a way for you to create a Chance Cube schematic rewards all from within the game!

Random values in custom rewards – This is probably the trickiest of them all and may actually never get added, but it’s still on my list of things to think about!


I hope you guys enjoyed this blog post as I actually had a lot of fun writing it! If you have any more questions or things that you want to know my reaction on then feel free to comment it or send it to me and I will add it here! Thanks for reading and keep being awesome!

Updating Chance Cubes

With Minecraft Forge now breaking into the 1.9 scene, I have decided upon¬†a plan for¬†updating¬†Chance Cubes in it’s current states. Currently Chance Cubes is available for, and being worked on, in 1.7.10, 1.8, 1.8.9 and now 1.9 with the main working and development¬†branch being in¬†1.7.10. This is starting to become too much for me to handle and I have decided to drop development for¬†Chance Cubes in¬†1.8 and 1.8.9. If there are any bugs, crashes, or other flaws in these versions of the mod, I will try and patch them, but as of right now these versions of the mod will¬†no longer be under development. The 1.7.10 and 1.9 versions of the mod will continue to be updated and developed with the 1.7.10 version of the mod being the head and test branch, and the 1.9 version simply following behind the changes made there. My current plan for the 1.7.10 branch is to continue using it as the development branch until 1.9 get’s to a point where it is stable enough to use as a test branch, or if 1.9 overtakes 1.7.10 as the majority used by modpacks. While on the topic of updating, I do want to touch briefly on the subject of the Icosahedrons. Yes, I am aware that they are very buggy in 1.8.9 and 1.9. I am trying my¬†best to get them to render correctly, but I am currently being limited to what Forge provides me with in¬†model rendering. Since I am dropping development on 1.8 versions of the mod, I will not update the Icosahedron on those versions, unless I am able to get it fully working in 1.9. As always, If You have any questions, comments, or questions, feel free to reach out to me on one of my social medias.

tl;dr – I am dropping development for the 1.8 and 1.8.9 versions of the mod and will continue updating 1.7.10 and 1.9 untill 1.9 takes over. I am also working on fixing the Icosahedron.

New Chance Cubes Chance System

Chance Cubes has taken off like nobody’s business and I have been struggling to keep up with balancing and tweaking the mod as I watch¬†people use the cubes. Over the past month, a few things have come to my attention that I am hoping to address before the next update. The first thing ¬†is that¬†hardcore players are constantly too under prepared and due to the nature of hardcore, die, often. The other problem I have noticed is¬†that¬†late game players are too op, and opposite to the hardcore players, just simply don’t die. The latter can be fixed to make rewards have no outscale ability, but that is for another post in itself. I am going to instead focus on the first issue as well as explain to you a major change that I am making in the Chance System for the Chance Cubes. As it currently stands in the mod, every Chance Cube is given a random chance value from -100 to 100 when the block is placed/ spawned into the world. This will go

onto produce a graph of something similar to this:

Current Chance Cube chance distribution graph

This distribution is great and all for encompassing all rewards of all levels, but it provides some setbacks in that It creates a “Get rich quick” ideal in early game players who get good luck, and it also promotes an ideal of just straight up death for the more unfortunate. Another problem this creates is that there is no way to create more rare rewards that occur less often as with this system, every reward is just as equally likely to be chosen.This system was a great starting idea for the mod, but now, it just isn’t going to cut it anymore, so Chance Cubes will be moving over to a new normal chance distribution format that looks something like this:

New Chance Cube chance distribution graph

This new system will provide lots of benefits on top of a dynamic reward rareness system. The new system will help early game players survive more Chance Cube as the probability of getting bad chance values is a lot slimmer (Yes this does mean there will be less early game death). However, this system also limits the get rich quick play style¬†that the cubes currently provide with making the more op late game rewards less likely to occur. By structuring the reward system like this also open many doors for future chance system changes. One change that this can provide for the future is the ability to “skew the graph” and make rewards either harder (or easier if you are that kind of guy), as the game progresses. The Icosahedrons (D 20) blocks also gain more purpose in the new system as it allows the users to experience the more deadly or op rewards that they may rarely see otherwise, providing an almost new reward system. The last this that I want to bring up is that I am going to need your guy’s help. By making the new chance system normally distributed, rewards around the 0 chance value are more likely to occur, meaning I need lots of what I am calling “knick-knack” rewards. These rewards are simply smaller rewards ¬†designed to aid, or annoy the player in most of the cubes that they open. If you have reward ideas feel free to¬†tweet me @Turkey2349, DM me on Twitch @Turkey2349 or through any other contact that you have with me. I hope that this new Chance system will open many doors as well as provide a more enjoyable experience with the cubes!