Are we able to define a group loot table? For example: zombies have a 5% chance to drop a rare sword (group).
The rare sword group table would have 5 different swords at different weights to make some rare swords even more rare.
This would make adding items to chests/mobs easier instead of adding one by one to each mob. (planning on doing an item overhaul and i have well over 100 hostile mobs with the mods I'm using)
Yep. You can define groups. There are two ways, actually. One way is adding a group of drops to the entity directly, and the other is making the entity drop a "loot item" which becomes a random loot item from a chest loot type like dungeon chests (or even a custom chest type you add).
Wow! That loot group idea/capability is fantastic. I generally hesitate to make suggestions because I know how much work is involved even with seemingly simple 'tweeks' but if you could add the ability to make/add "loot items" in the item_additions cfg that would be amazing.
So I assume it would work kinda like this: first you would make/name the loot item. Then start the game and back out which would generate the associated entry in the chest_content cfg, which you could then modify.
I know one could always modify the contents of one of the existing loot items but the ability to make additional loot items/groups would add a huge capability imho.
Don't know if there would be issues with this but then one could possibly 'nest' various loot items/groups by adding that loot item/group to another loot item/group chest_content...as an example:
- Magic items
- - Common Magic items
- - Common Magic Swords
- - Common Magic Tools
- - Common Magic Armor
- - - Common Magic Leather Armor
- - - Common Magic Iron Armor
- - Rare Magic Items
- - - etc
- - - etc
- - - etc
How cool would that be?
Also, I just want to say thanks for the work you are doing, your prompt replies and your amicable nature...you are truly appreciated.
Keep up the good work!
Edit: I was playing around with the custom chests (with no success). What is the <type> field? Could you give an example of how you would enter a custom chest in the cgf? Aslo, could you give me an example of how you would add a specific item (lets say an Iron Sword with Smite 2). I have absolutely no skill in coding and am confused by all of the punctuation/brackets etc. If I had some examples however I know I could make it work.
Yep. You can define groups. There are two ways, actually. One way is adding a group of drops to the entity directly, and the other is making the entity drop a "loot item" which becomes a random loot item from a chest loot type like dungeon chests (or even a custom chest type you add).
Cool sounds like it'll do exactly what I wanted. I just need to make a few custom chests and figure out how to add them to the zombie loot table or even another chest loot table (for example, custom chest inside of a dungeon chest). I'll read over the instructions and hopefully I can figure it out. Going to be my all day plan tomorrow. Tonight I'm just finishing up disabling all of these crafting recipes for tools, armors, weapons. Thanks!!
Not with this version. I do plan to add the ability, but not until 1.8 since they changed so much of the rendering code. Right now it's just simple blocks.
kay... I guess I could use this now and change it later... I was wanting to add a fish bone carving placeable object.
Of what is currently available how would you recommend I do it? Maybe this mod allows for easy flower-like object creation or something? Or I guess a bone textured half slab would be fine if that is available...
Cool sounds like it'll do exactly what I wanted. I just need to make a few custom chests and figure out how to add them to the zombie loot table or even another chest loot table (for example, custom chest inside of a dungeon chest). I'll read over the instructions and hopefully I can figure it out. Going to be my all day plan tomorrow. Tonight I'm just finishing up disabling all of these crafting recipes for tools, armors, weapons. Thanks!!
Cliff,
Please let me know how that works out for you....would you be willing to share your work/cfgs?
I am not inherently lazy but I am old and slow and have no problem using/modifying other people's work.
Thanks
Iz
Wow! That loot group idea/capability is fantastic. I generally hesitate to make suggestions because I know how much work is involved even with seemingly simple 'tweeks' but if you could add the ability to make/add "loot items" in the item_additions cfg that would be amazing.
So I assume it would work kinda like this: first you would make/name the loot item. Then start the game and back out which would generate the associated entry in the chest_content cfg, which you could then modify.
I know one could always modify the contents of one of the existing loot items but the ability to make additional loot items/groups would add a huge capability imho.
Don't know if there would be issues with this but then one could possibly 'nest' various loot items/groups by adding that loot item/group to another loot item/group chest_content...as an example:
- Magic items
- - Common Magic items
- - Common Magic Swords
- - Common Magic Tools
- - Common Magic Armor
- - - Common Magic Leather Armor
- - - Common Magic Iron Armor
- - Rare Magic Items
- - - etc
- - - etc
- - - etc
How cool would that be?
Also, I just want to say thanks for the work you are doing, your prompt replies and your amicable nature...you are truly appreciated.
Keep up the good work!
Edit: I was playing around with the custom chests (with no success). What is the <type> field? Could you give an example of how you would enter a custom chest in the cgf? Aslo, could you give me an example of how you would add a specific item (lets say an Iron Sword with Smite 2). I have absolutely no skill in coding and am confused by all of the punctuation/brackets etc. If I had some examples however I know I could make it work.
Yeah, those custom chest types are what you want. The <type> is the "name" of the chest. For instance, add these two entries:
should create a new chest type called awesomeStuff (which should show up in the creative menu) that has enchanted golden apples and smite 2 iron swords. Unfortunately, I can't test it to make sure it works (because my laptop is still broken...), but that should work. You can add the "loot items" from other chests as well (Unfortunately I can't give an example of that right now either).
kay... I guess I could use this now and change it later... I was wanting to add a fish bone carving placeable object.
Of what is currently available how would you recommend I do it? Maybe this mod allows for easy flower-like object creation or something? Or I guess a bone textured half slab would be fine if that is available...
Both of those should be available. For the flower-like block, though, you should set the material to be something other than plants because otherwise you could only place it on dirt/grass. The slabs are available too if you like them better (there is also a "tile", which works much like carpet).
Not to a be pain but I am having issues getting 'additions' into chests. I think I am doing it correctly; no S:, no ", no =, only -...one line per item but when I get into the game Loot++ generates a new chest_content file and dumps mine into an error file.
This is what I tried to add (just as a test to see if it would work)...
Is it a problem because I was trying to add artifacts items or is my formatting/syntax messed up?
Again, thanks for your help. If you could fill me in on this last bit of info I sure I can figure the rest out and stop pestering you.
Ah, I believe the artifacts need to be lowercase (artifacts:artifact). Make sure they are exactly the same as the entries that show up in the ID file for items and blocks.
Again, I can't test it because I don't have a decent laptop to test it on... but if you take the two entries above and put them in without the first part, they should work. So:
How about a 2x2 painting-like block/entity? Any way for me to be able to do that?
It can have randomized textures like regular paintings have or it can just be four tiles on a wall only ever with one texture.
I also want to have a leather hide wall hanging item for this.
Also, I did not realize how absolutely awesome this mod is....my long rambling post about making custom "loot items" was completely unnecessary and just demonstrates my lack of understanding.
I did not realize that when you make a custom chest it also makes an associated "loot item".....flipping amazing!
How about a 2x2 painting-like block/entity? Any way for me to be able to do that?
It can have randomized textures like regular paintings have or it can just be four tiles on a wall only ever with one texture.
I also want to have a leather hide wall hanging item for this.
Hmm, no, that's not possible right now. It is a neat idea though. Oh, I think bibliocraft can do that actually. It lets you add custom paintings.
Maybe... I don't think they can be bigger than 1 block though.
For bibliocraft, I think it's static paintings. I could be wrong though, because I've never played around with it.
This will be quite convoluted for my Inuit addon culture for the Millenaire mod.
I have the addon mod itself, one custom mod to add my armor and weapons and whatnot, I have this mod to add my fish bone carving, and I have Bibliocraft to add the hide wall hangings.
So I added a custom loot group via custom chests called "nevermineWeapons." For the sake of testing, I'm trying to get zombies to drop them 100% of the time, but am definitely having trouble getting the zombie to drop it. Did I need to put something in front of the nevermineWeapons ?
The custom chest worked. I have a custom chest showing up in creative mode called nevermineWeapons
However, when I try to add this loot group to say, a special zombie, the zombie won't drop it.
# Special Mobs - Z #
SpecialMobs.BrutishZombie-1.0-true-false_____i-nevermineWeapons-1-1
SpecialMobs.FireZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.FishingZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.GiantZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.HungryZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.PlagueZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.SpecialZombie-1.0-true-false_____i-nevermineWeapons-1-1
Any tips? I can only guess that I'm doing it wrong. I feel like maybe I should be using lootplusplus:loot_item, but I don't know how to specify the name (nevermineWeapons) of it. Eventually I would like to have a 1% chance to drop a nevermine weapon when killing a zombie.
Edit:
I may have figured this one out. Decided if I could figure out how to /give it to myself in creative then it should work the same as a drop.
/give clifftrials lootplusplus:loot_item 1 1 {Type:"nevermineWeapons"} worked. let's see if i can figure out how to edit this properly now.
Edit (Solved):
Hopefully this will help somebody else in the future. (:
# Special Mobs - Z #
SpecialMobs.BrutishZombie-1.0-true-false_____i-lootplusplus:loot_item-1-1-1-0-{Type:"nevermineWeapons"}
SpecialMobs.FireZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.FishingZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.GiantZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.HungryZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.PlagueZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.SpecialZombie-1.0-true-false_____i-lootplusplus:loot_item-1-1-1-0-{Type:"nevermineWeapons"}
I have a few questions,,,anybody who knows feel free to respond....does not have to be the 'Big T'.
Does anyone know how to add specific meta data defined items to chest content like specific potions or specific dyes? I tried to simply put the meta data in the meta data field (4th numerical space) and this did not work.
Also, can you only have one custom chest? I have tried adding several different ones but I can only seem to get one to generate.
Clifftrials...I noticed that you had the "awsomeStuff" custom chest and the "neverMineweapons" custom chest listed in your cfg...do both generate a chest and loot item for you?
I have a few questions,,,anybody who knows feel free to respond....does not have to be the 'Big T'.
Does anyone know how to add specific meta data defined items to chest content like specific potions or specific dyes? I tried to simply put the meta data in the meta data field (4th numerical space) and this did not work.
Also, can you only have one custom chest? I have tried adding several different ones but I can only seem to get one to generate.
Clifftrials...I noticed that you had the "awsomeStuff" custom chest and the "neverMineweapons" custom chest listed in your cfg...do both generate a chest and loot item for you?
Yes, both custom chests were active--worked beautifully. I'm planning on making groups for foods, armors, weapons, rares, and boss rares. Not too sure about the meta data field.
Yep. You can define groups. There are two ways, actually. One way is adding a group of drops to the entity directly, and the other is making the entity drop a "loot item" which becomes a random loot item from a chest loot type like dungeon chests (or even a custom chest type you add).
So I assume it would work kinda like this: first you would make/name the loot item. Then start the game and back out which would generate the associated entry in the chest_content cfg, which you could then modify.
I know one could always modify the contents of one of the existing loot items but the ability to make additional loot items/groups would add a huge capability imho.
Don't know if there would be issues with this but then one could possibly 'nest' various loot items/groups by adding that loot item/group to another loot item/group chest_content...as an example:
- Magic items
- - Common Magic items
- - Common Magic Swords
- - Common Magic Tools
- - Common Magic Armor
- - - Common Magic Leather Armor
- - - Common Magic Iron Armor
- - Rare Magic Items
- - - etc
- - - etc
- - - etc
How cool would that be?
Also, I just want to say thanks for the work you are doing, your prompt replies and your amicable nature...you are truly appreciated.
Keep up the good work!
Edit: I was playing around with the custom chests (with no success). What is the <type> field? Could you give an example of how you would enter a custom chest in the cgf?
Aslo, could you give me an example of how you would add a specific item (lets say an Iron Sword with Smite 2). I have absolutely no skill in coding and am confused by all of the punctuation/brackets etc. If I had some examples however I know I could make it work.
Cool sounds like it'll do exactly what I wanted. I just need to make a few custom chests and figure out how to add them to the zombie loot table or even another chest loot table (for example, custom chest inside of a dungeon chest). I'll read over the instructions and hopefully I can figure it out. Going to be my all day plan tomorrow. Tonight I'm just finishing up disabling all of these crafting recipes for tools, armors, weapons. Thanks!!
YouTube | TwitchTV
kay... I guess I could use this now and change it later... I was wanting to add a fish bone carving placeable object.
Of what is currently available how would you recommend I do it? Maybe this mod allows for easy flower-like object creation or something? Or I guess a bone textured half slab would be fine if that is available...
player.me/felinoel
Cliff,
Please let me know how that works out for you....would you be willing to share your work/cfgs?
I am not inherently lazy but I am old and slow and have no problem using/modifying other people's work.
Thanks
Iz
Oh dear, and that works? I don't know if I recommend that. The code might do unexpected things like you saw.
Yeah, those custom chest types are what you want. The <type> is the "name" of the chest. For instance, add these two entries:
awesomeStuff-minecraft:golden_apple-1-1-5-1
awesomeStuff-minecraft:iron_sword-1-1-1-0-{ench:[{id:17,lvl:2}]}
should create a new chest type called awesomeStuff (which should show up in the creative menu) that has enchanted golden apples and smite 2 iron swords. Unfortunately, I can't test it to make sure it works (because my laptop is still broken...), but that should work. You can add the "loot items" from other chests as well (Unfortunately I can't give an example of that right now either).
The NBT tags are the same as you would use with the /give command and such. There's a little thing about them here: http://minecraft.gamepedia.com/Commands#Data_tags. If you just do a search on google though, you should be able to find plenty of examples of what people have done with it. For the format of items/entities, I find these are good references:
http://minecraft.gamepedia.com/Player.dat_Format#Item_structure
http://minecraft.gamepedia.com/Chunk_format#Entity_format
Both of those should be available. For the flower-like block, though, you should set the material to be something other than plants because otherwise you could only place it on dirt/grass. The slabs are available too if you like them better (there is also a "tile", which works much like carpet).
Thanks so much for your help.
Not to a be pain but I am having issues getting 'additions' into chests. I think I am doing it correctly; no S:, no ", no =, only -...one line per item but when I get into the game Loot++ generates a new chest_content file and dumps mine into an error file.
This is what I tried to add (just as a test to see if it would work)...
Is it a problem because I was trying to add artifacts items or is my formatting/syntax messed up?
dungeonchest_additions {
dungeonChest Additions:" <
Artifacts:artifact-1-1-0-0
Artifacts:artifact_chainmail_boots-1-1-10-0
Artifacts:artifact_chainmail_chestplate-1-1-10-0
Artifacts:artifact_chainmail_helmet-1-1-10-0
Artifacts:artifact_chainmail_leggings-1-1-10-0
>
}
Could you please add two entries to this so I can make sure that I have the correct spacing, etc.:
dungeonchest_additions {
S:"dungeonChest Additions:" <
>
}
Again, thanks for your help. If you could fill me in on this last bit of info I sure I can figure the rest out and stop pestering you.
Iz
Ah, I believe the artifacts need to be lowercase (artifacts:artifact). Make sure they are exactly the same as the entries that show up in the ID file for items and blocks.
Again, I can't test it because I don't have a decent laptop to test it on... but if you take the two entries above and put them in without the first part, they should work. So:
dungeonchest_additions {
S:"dungeonChest Additions:" <
minecraft:golden_apple-1-1-5-1
minecraft:iron_sword-1-1-1-0-{ench:[{id:17,lvl:2}]}
>
}
If that doesn't work, tell me! (Ugh, it's frustrating not having a decent computer.)
Tile would probably be my best option, can I make part of it be transparent so that it is a fish shape?
player.me/felinoel
Yep, that should work.
Awesome.
How about a 2x2 painting-like block/entity? Any way for me to be able to do that?
It can have randomized textures like regular paintings have or it can just be four tiles on a wall only ever with one texture.
I also want to have a leather hide wall hanging item for this.
player.me/felinoel
YOU ARE THE GREATEST!
It all worked like a charm!
Also, I did not realize how absolutely awesome this mod is....my long rambling post about making custom "loot items" was completely unnecessary and just demonstrates my lack of understanding.
I did not realize that when you make a custom chest it also makes an associated "loot item".....flipping amazing!
I think I have this now.
Please enjoy your weekend.
Iz
Hmm, no, that's not possible right now. It is a neat idea though. Oh, I think bibliocraft can do that actually. It lets you add custom paintings.
Maybe 1.8 can also allow tiles to be resizable and placed on walls?
Custom paintings... is this static paintings or is it added to the randomization?
player.me/felinoel
Maybe... I don't think they can be bigger than 1 block though.
For bibliocraft, I think it's static paintings. I could be wrong though, because I've never played around with it.
This will be quite convoluted for my Inuit addon culture for the Millenaire mod.
I have the addon mod itself, one custom mod to add my armor and weapons and whatnot, I have this mod to add my fish bone carving, and I have Bibliocraft to add the hide wall hangings.
Oh boy. lol thanks for the help!
player.me/felinoel
The custom chest worked. I have a custom chest showing up in creative mode called nevermineWeapons
S:"Custom Chest Type Content:" <
awesomeStuffTest-minecraft:golden_apple-1-1-5-1
awesomeStuffTest-minecraft:iron_sword-1-1-1-0-{ench:[{id:17,lvl:2}]}
nevermineWeapons-nevermine:TrollsArchergun-1-1-100
nevermineWeapons-nevermine:CoralArchergun-1-1-100
nevermineWeapons-nevermine:SpectralArchergun-1-1-100
nevermineWeapons-nevermine:RosidianArchergun-1-1-100
nevermineWeapons-nevermine:MechaArchergun-1-1-100
nevermineWeapons-nevermine:ViralArchergun-1-1-100
nevermineWeapons-nevermine:SkeletalArchergun-1-1-100
nevermineWeapons-nevermine:LunarArchergun-1-1-100
nevermineWeapons-nevermine:BrownBlaster-1-1-100
nevermineWeapons-nevermine:BayonetteRifle-1-1-100
nevermineWeapons-nevermine:Abominator-1-1-100
nevermineWeapons-nevermine:BlueBarrel-1-1-100
nevermineWeapons-nevermine:ChainWrecker-1-1-100
nevermineWeapons-nevermine:DartGun-1-1-100
nevermineWeapons-nevermine:HotShot-1-1-100
nevermineWeapons-nevermine:LongShot-1-1-100
nevermineWeapons-nevermine:HuntersRifle-1-1-100
nevermineWeapons-nevermine:NethengeicSlugger-1-1-100
nevermineWeapons-nevermine:PurplePunisher-1-1-100
nevermineWeapons-nevermine:RedRocket-1-1-100
nevermineWeapons-nevermine:SquadGun-1-1-100
nevermineWeapons-nevermine:WartGun-1-1-100
nevermineWeapons-nevermine:SpineGun-1-1-100
nevermineWeapons-nevermine:PrecasianSlugger-1-1-100
nevermineWeapons-nevermine:Iominator-1-1-100
nevermineWeapons-nevermine:FlameWrecker-1-1-100
nevermineWeapons-nevermine:NethenetteRifle-1-1-100
nevermineWeapons-nevermine:MK-1-1-100
nevermineWeapons-nevermine:Tommy-1-1-100
nevermineWeapons-nevermine:TigerTommy-1-1-100
nevermineWeapons-nevermine:MKFung-1-1-100
nevermineWeapons-nevermine:Dragilator-1-1-100
nevermineWeapons-nevermine:Electinator-1-1-100
nevermineWeapons-nevermine:Frosticator-1-1-100
nevermineWeapons-nevermine:Germinator-1-1-100
nevermineWeapons-nevermine:Krilinator-1-1-100
nevermineWeapons-nevermine:Minigun-1-1-100
nevermineWeapons-nevermine:BloodIron-1-1-100
nevermineWeapons-nevermine:Draco-1-1-100
nevermineWeapons-nevermine:CoralClogger-1-1-100
nevermineWeapons-nevermine:DemonicDestroyer-1-1-100
nevermineWeapons-nevermine:Baronator-1-1-100
nevermineWeapons-nevermine:DestructionRifle-1-1-100
nevermineWeapons-nevermine:DestructionShotgun-1-1-100
nevermineWeapons-nevermine:PurityRifle-1-1-100
nevermineWeapons-nevermine:PurityShotgun-1-1-100
nevermineWeapons-nevermine:HaunterRifle-1-1-100
nevermineWeapons-nevermine:IonRevolver-1-1-100
nevermineWeapons-nevermine:FlowersFury-1-1-100
nevermineWeapons-nevermine:Pulsator-1-1-100
nevermineWeapons-nevermine:DischargeRifle-1-1-100
nevermineWeapons-nevermine:FlamingFury-1-1-100
nevermineWeapons-nevermine:RockerRifle-1-1-100
nevermineWeapons-nevermine:IroRifle-1-1-100
nevermineWeapons-nevermine:MechanicalAssaultRifle-1-1-100
nevermineWeapons-nevermine:LunarAssaultRifle-1-1-100
nevermineWeapons-nevermine:Mechyro-1-1-100
nevermineWeapons-nevermine:Dustometer-1-1-100
nevermineWeapons-nevermine:VileVanquisher-1-1-100
nevermineWeapons-nevermine:EchoGull-1-1-100
nevermineWeapons-nevermine:Abyssro-1-1-100
>
}
However, when I try to add this loot group to say, a special zombie, the zombie won't drop it.
SpecialMobs.BrutishZombie-1.0-true-false_____i-nevermineWeapons-1-1
SpecialMobs.FireZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.FishingZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.GiantZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.HungryZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.PlagueZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.SpecialZombie-1.0-true-false_____i-nevermineWeapons-1-1
Any tips? I can only guess that I'm doing it wrong. I feel like maybe I should be using lootplusplus:loot_item, but I don't know how to specify the name (nevermineWeapons) of it. Eventually I would like to have a 1% chance to drop a nevermine weapon when killing a zombie.
Edit:
/give clifftrials lootplusplus:loot_item 1 1 {Type:"nevermineWeapons"} worked. let's see if i can figure out how to edit this properly now.
Edit (Solved):
Hopefully this will help somebody else in the future. (:
SpecialMobs.BrutishZombie-1.0-true-false_____i-lootplusplus:loot_item-1-1-1-0-{Type:"nevermineWeapons"}
SpecialMobs.FireZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.FishingZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.GiantZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.HungryZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.PlagueZombie-1.0-true-false_____i-customnpcs:npcCoinWooden-1-1
SpecialMobs.SpecialZombie-1.0-true-false_____i-lootplusplus:loot_item-1-1-1-0-{Type:"nevermineWeapons"}
YouTube | TwitchTV
Does anyone know how to add specific meta data defined items to chest content like specific potions or specific dyes? I tried to simply put the meta data in the meta data field (4th numerical space) and this did not work.
Also, can you only have one custom chest? I have tried adding several different ones but I can only seem to get one to generate.
Clifftrials...I noticed that you had the "awsomeStuff" custom chest and the "neverMineweapons" custom chest listed in your cfg...do both generate a chest and loot item for you?
Yes, both custom chests were active--worked beautifully. I'm planning on making groups for foods, armors, weapons, rares, and boss rares. Not too sure about the meta data field.
YouTube | TwitchTV