Configurable Multi-Randomizer: block, chest, mob, crafting, fishing and smelting Randomizer
MultiRandomizer
Turn survival Minecraft upside down. MultiRandomizer replaces block drops, chest loot, crafting results, smelting/smithing output, and mob drops with random items — independently, per player, all controlled from one clean in-game menu.
Highlights
7 independent randomizer modules you can mix and match: Block, Chest, Crafting, Utility (furnace/smoker/campfire/smithing), Hostile Mobs, Passive Mobs, and Fishing.
One global master switch to pause/resume everything at once, without touching your individual module settings.
Per-player results. Two players mining the same block, or fishing the same spot, get their own independent random outcome — no shared, server-wide "dirt is now wool" table.
Consistent, not chaotic. Once a player gets an assignment (e.g. "Redstone Ore → Glass"), it stays the same for them until an operator rerolls it — so the world still feels learnable, not like pure noise.
Clean chest-GUI menu, synced live across every operator who has it open. Click sounds and server-wide chat announcements on every change.

Modules
Block Randomizer — mined blocks drop a random item instead of their normal drop, correct amount included (Fortune-scaled counts are respected). Silk Touch is still randomized. Explosions (TNT, Creeper, etc.) simply drop nothing while this module is active.
Chest Randomizer — loot from generated structure chests (villages, dungeons, ancient cities, bastions, shipwrecks, ruined portals, and more) is randomized item by item, stack sizes preserved.
Crafting Randomizer — every vanilla crafting recipe yields a random result instead of its normal output, with the correct output amount. Each recipe is randomized individually, so different recipes never accidentally share a result.
Utility Randomizer — smelting (furnace, smoker, blast furnace, campfire) and smithing table results are randomized too.
Hostile / Passive Mob Randomizers — each has two modes:
- Random Item: normal mob drops are swapped for random items.
- Random Mob: the mob drops as if it were an entirely different, randomly chosen mob (with that mob's real loot table and drop chances, scaled by your Looting enchantment). The swap isn't limited to the same category — a zombie can end up dropping what a cow would.
Both mob randomizers drop nothing if the mob was killed by an explosion.
Fishing Randomizer — whatever you reel in (fish, junk, or treasure) is swapped for a random item.
Commands
/randomizeropens the management menu (operators only)./randomizer reroll <type>— re-rolls every player's assignments for one module (block,chest,crafting,utility,hostile,passive,fishing)./randomizer status— lets any player check their current "Random Mob" swaps for Hostile/Passive./randomizer debug <player>— operators only; lists a player's current assignments across all modules, useful for support/troubleshooting./rm— alias/randomizer
Permissions
randomizerplugin.admin(default: op) — menu access, reroll, debug.randomizerplugin.status(default: everyone) — the status command.
Configuration
config.yml lets you edit the pool of items randomizers can pick from — by
default it excludes purely technical items (command blocks, barriers,
spawners, structure blocks, etc.) so nothing game-breaking or nonsensical
shows up as a "reward". All toggle states (master switch, per-module
on/off/mode) persist automatically across restarts in state.yml and don't
need manual editing.
Requirements
- Paper (or a Paper fork) for Minecraft 26.2.
Known limitations
- The Stonecutter is not currently randomized (no reliable API hook was available at the time of writing).
- A handful of very exotic indirect block-removal cases (e.g. plants washed away by flowing water) are left at vanilla behavior by design, to keep the plugin predictable and exploit-free rather than chasing every corner case.
Information
Pinned Versions
- R26.2
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Members
1Owner