Chance Cubes 9minecraft Mod (26.2) – Куби на удачу в Minecraft
The Best Resource for Minecraft
The Best Resource for Minecraft

Chance Cubes Wiki

A guide to Chance Cubes, the luck mod whose dice blocks each trigger one random reward when broken. Covers the hidden chance value system, rewards and traps, the Giant Chance Cube, the Chance Icosahedron, the cube dispenser, pendants, the scanner, the /chancecubes commands and custom JSON rewards.

9 sections · 1,138 words

Overview#

Chance Cubes (mod id chancecubes) is a game of chance built out of breakable blocks. A Chance Cube looks like a die covered in question marks; break it and it triggers exactly one random reward - anything from a chest full of loot, useful items or a helpful structure to a trap such as an explosion, a swarm of silverfish or a bedrock prank.

What makes it more than a coin flip:

  • Every cube hides a chance value between -100 and +100 that skews its reward pool good or bad.
  • Items exist to read and rig the odds - a scanner shows a cube's chance value, and pendants shift chance or select rewards outright.
  • Bigger gambles exist - the 3×3×3 Giant Chance Cube and the twenty-sided Chance Icosahedron raise the stakes.
  • The reward pool is extendable - server owners and mapmakers add their own rewards with plain JSON config files.

The original mod is by TheTurkeyDev (github.com/TheTurkeyDev/ChanceCubes), released under the GPL-3.0 license; this build's source remains available under the same terms.

Getting Started#

  1. Get a Chance Cube. Cubes can be found while playing or taken from the creative inventory; a cube dispenser block can also place them for you.
  2. Place it and break it. Breaking the cube consumes it and fires one random reward at that spot.
  3. Enjoy - or survive - the result. Rewards range from genuinely valuable (a loot chest) to harmless jokes to real hazards, so break cubes with some space around you and your gear on.
  4. Start playing the odds. Craft or grab the scanner to read a cube's hidden chance value before breaking it, and use pendants to tilt the outcome in your favor.

A cube is single-use: one break, one reward.

The Chance Value System#

Every Chance Cube carries a hidden chance value from -100 to +100:

  • Positive values weight the roll toward good rewards.
  • Negative values weight it toward traps and pranks.
  • The value is invisible on the placed block - two identical-looking cubes can behave very differently.

Ways to interact with the value:

  • Scanner - shows the chance value of a cube so you can decide whether it is worth breaking.
  • Chance pendants - shift the effective chance while carried, so the same cubes start rolling friendlier (or nastier) outcomes.
  • Creative Pendant - opens a Chance Value screen that sets the exact chance value of cubes you place, which is ideal for mapmakers who want a guaranteed-friendly or guaranteed-cruel cube.

The chance value is stored with the cube itself and persists - a cube keeps its value through world saves and restarts until it is broken.

Cubes and Blocks#

  • Chance Cube - the standard one-block die. Break it for one random reward drawn from the pool, weighted by its chance value.
  • Giant Chance Cube - a 3×3×3 multiblock built from chance cubes. Breaking it triggers giant-scale rewards with much larger payouts (and much larger disasters) than a single cube.
  • Chance Icosahedron - a pink twenty-sided die (d20). Breaking it starts a dramatic sequence - the icosahedron appears with beams of light and counts down before unleashing its reward - rather than paying out instantly.
  • Cube dispenser - a block that places chance cubes automatically, useful for maps and cube-farms where players continuously break cubes.

Pendants and Items#

Pendants are held/worn utility items that manipulate the game of chance:

  • Chance pendants - passively skew the chance of cube rewards in your favor while carried.
  • Reward selector pendant - lets you choose the reward a cube pays out instead of rolling randomly.
  • Silk touch pendant - lets you pick a cube up intact instead of triggering it, so it can be moved or saved for later.
  • Single-use pendants - weaker pendant variants that spend themselves after affecting one cube.
  • Creative Pendant - the mapmaker's tool: opens the Chance Value screen for setting the exact chance value of placed cubes.
  • Scanner - reveals the hidden chance value of a cube before you break it.

Rewards#

Each broken cube fires one reward from the pool. Examples seen in normal play (reward ids from the built-in pool):

  • loot_box - spawns a loot box with valuable items, marked by flame particles.
  • have_another - a joke reward: the cube simply gives you another chance cube to break.
  • silverfish_surround - a trap: silverfish spawn around the player.
  • bedrock - a prank that places bedrock at the break site.

Other rewards in the pool spawn items, structures, chests and various traps such as explosions. The chance value of the broken cube decides how likely the good half of the pool is versus the bad half.

Commands#

All commands live under /chancecubes:

  • /chancecubes version - prints the installed mod info to chat.
  • /chancecubes reload - reloads the reward configuration from disk without restarting the game; edited or newly added custom rewards become live immediately.
  • /chancecubes test - test-fires rewards, letting mapmakers and admins preview reward behavior without gambling on the roll.
  • /chancecubes schematic - captures a structure as a schematic file for use inside custom rewards.

The reload/test/schematic utilities are admin tools; regular play needs no commands at all.

Custom Rewards#

The reward pool is data-driven and extendable through JSON files in the config/chancecubes/ folder:

  1. Write a reward definition as a JSON file describing what the reward does (items, blocks, entities, structures and so on).
  2. For structure-based rewards, capture the structure in-game with /chancecubes schematic and reference the schematic from the reward JSON.
  3. Run /chancecubes reload (or restart) - the custom reward joins the pool and can come out of any cube.

Because rewards are plain config files, servers can theme their cube pools - custom loot, custom pranks, custom structures - without writing any code. Reward configs are loaded at boot and survive restarts.

FAQ#

Are all rewards random? Each break picks one reward from the pool at random, but the cube's hidden chance value (-100 to +100) weights the pick toward good or bad outcomes - and the reward selector pendant can bypass the roll entirely.

Can I see a cube's chance value before breaking it? Yes - use the scanner. Without it the value stays hidden.

Can I move a cube without triggering it? Yes - the silk touch pendant picks the cube up intact.

What is the Giant Chance Cube? A 3×3×3 multiblock of chance cubes whose rewards are scaled up to match - the biggest single gamble in the mod.

Why did my Chance Icosahedron not pay out immediately? That is its design: the d20 runs a countdown sequence with light beams before delivering its reward.

How do I add my own rewards? Drop reward JSON files into config/chancecubes/, optionally capture structures with /chancecubes schematic, then run /chancecubes reload.

Does the mod need other mods installed? No - it has no library dependencies.

Do cubes keep their chance value across restarts? Yes - the value is stored with the cube and persists until the cube is broken.