So this is an interesting thing I just learned. I was flying back towards my current project when a Ghast shot a fireball at me. I deflected the fireball back at it, killing it. I went over to see if it dropped a Ghast tear, and I noticed the tear was stacked. I already had three tears on me, and collecting the stack increased the count to 5. So I went into a quick testing world, reflect killed a Ghast with Looting 3, and ended up with two tear drops.
The more you know.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
This is technically a bug; Looting is only supposed to work on melee attacks (i.e. Looting swords) and there has been at least one attempt to fix it in the past (in 13w26a, a snapshot for 1.6.1, with the bug report itself being nearly 8 years old):
I've fixed it myself by disallowing indirect attacks to apply Looting (entities like arrows and fireballs store the entity that fired them; ghast fireballs will set it to the entity that hit it):
// Looting only works if the player directly dealt damage (not via bow/arrow or potions)
boolean directlyHit = (sourceEntity instanceof EntityPlayer) && !(par1DamageSource instanceof EntityDamageSourceIndirect);
int looting = (directlyHit ? EnchantmentHelper.getLootingModifier((EntityLivingBase)sourceEntity) : 0);
A better fix may be to store whether the source that attacked/fired the projectile had Looting at the time, then you can use a Looting sword to deflect a fireball and not have to hold it when it actually hits the ghast, but the other way around wouldn't work (this is the true bug that is behind MC-3304, you can deflect a fireball with your hand and switch to a Looting sword before it hits and it will apply the effect; likewise, you can fire a bow and switch to your sword, effectively getting a Looting bow. 1.9 made this even more powerful by adding an offhand so you don't even need to switch).
I've fixed it myself by disallowing indirect attacks to apply Looting (entities like arrows and fireballs store the entity that fired them; ghast fireballs will set it to the entity that hit it):
// Looting only works if the player directly dealt damage (not via bow/arrow or potions)
boolean directlyHit = (sourceEntity instanceof EntityPlayer) && !(par1DamageSource instanceof EntityDamageSourceIndirect);
int looting = (directlyHit ? EnchantmentHelper.getLootingModifier((EntityLivingBase)sourceEntity) : 0);
When you do that doesn't it affect your mob spawners, being one of those questions.
When you do that doesn't it affect your mob spawners, being one of those questions.
You mean mob farms? They have no place in the game and I don't use them so it has no effect whatsoever on my playstyle, and I don't use Looting when caving (it would be too expensive with the pre-1.8 repair mechanics; even a vanilla 1.6.4 diamond sword with Sharpness V, Knockback II, Unbreaking III costs so much a full sacrifice repair is too expensive, never mind TMCW's amethyst items, where I spend 48 levels for a single unit repair), and either way, a Looting sword works perfectly fine, as intended. Also, even in vanilla the killing blow must be dealt by a player (directly or indirectly) - adding Fire Aspect to a Looting sword is counterproductive since Looting isn't applied if the fire itself kills the mob (the reason is because only damage directly caused by an entity can be traced back, where e.g. a ghast fireball is an entity that stores the entity that fired or deflected it).
I've also implemented many other nerfs to mob farms, such as making iron golems only drop anything if directly killed by a player and all "resource" drops require a player kill (e.g. gold from zombie pigmen, including nuggets, coal from wither skeletons, redstone and glowstone from witches), and mob spawners (the block found in dungeons) spawn a limited number of mobs that drop loot, including XP (this rarely, if ever has had an effect by the time I am able to destroy them; yes, I simply mine spawners as they are useless to me as again I do not use any sort of mob farms; the whole point of mob spawners is to spawn mobs when natural spawning is insufficient).
Basically, if you like making and/or rely on mob farms TMCW is not for you (even spawn chunks do not work because they don't exist. Not all of these changes are just to nerf farms; without spawn chunks the world loads faster and the game uses less memory and resources. Spawners would also be extremely overpowered if there wasn't some limit on drops as they spawn mobs far faster than in vanilla, and many more types, such as creepers and witches (what's the use of a witch hut once you've found a witch dungeon? They can still supply a good amount of drops as around 50 mobs can spawn before their drops are disabled, and the effect isn't permanent; this is plenty for e.g. getting blaze rods for eyes of ender even if you don't use Looting).
This is actually a fairly popular bug/game mechanic for many players. The Looting effect is applied whenever a mob is killed within a few seconds of getting damaged by a player AND the player has a Looting item in their main or off-hand/shield-slot at the time of the mob's death. While this is somewhat exploitable to avoid wearing out a Looting 3 sword by having the sword in one hand while killing mobs with a bow or splash potion in the other hand, the mechanic is necessary for other reasons. For example, if you sword-hit a zombie and the knockback effect causes them to fall off a cliff and die from fall damage, this mechanic allows the looting effect to still be applied. Same goes for mobs killed by fire damage from a Fire Aspect sword, the Thorns effect on one's armor, or being knocked back into lava or a cactus. It even applies if you sword-damage a creeper who then immediately gets shot by a skeleton, although only to gunpowder, not to the special music disc drop.
Rollback Post to RevisionRollBack
"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
Slightly off topic but how do you use stuff in your off hand? Most of the time when I try it it just acts as if they're not there at all and uses the dominant slot's object (if any).
Slightly off topic but how do you use stuff in your off hand? Most of the time when I try it it just acts as if they're not there at all and uses the dominant slot's object (if any).
This is how it's supposed to work. The “use” command (right-click) is supposed to check if a usable item is in main hand and if it's not, then check the off hand. This do not apply to continuous effects like looting, that get applied from both hands.
For instance if you have both a pickaxe in your main hand and torches in your off hand, you can press the use button to place torches, but if you switch to blocks in your main hand, if you press the use button you will place a block.
This is how it's supposed to work. The “use” command (right-click) is supposed to check if a usable item is in main hand and if it's not, then check the off hand. This do not apply to continuous effects like looting, that get applied from both hands.
For instance if you have both a pickaxe in your main hand and torches in your off hand, you can press the use button to place torches, but if you switch to blocks in your main hand, if you press the use button you will place a block.
Damn, so you can't dual wield a random wooden sword with looting iii and a bow with power v and infinity?
Damn, so you can't dual wield a random wooden sword with looting iii and a bow with power v and infinity?
Bows work in the off-hand in much the same way as shields since swords do not have a right-click function (since 1.9), which otherwise prioritizes the main hand:
Also, I fixed Ghast fireballs not being affected by Looting due to my changes to require a direct hit by making a custom fireball entity which stores the level of Looting on the item used to deflect it, which also means you only need to be holding a Looting sword when you deflect it, not at the time of impact (either way, this is how Looting is supposed to work per the bug report I linked before).
Damn, so you can't dual wield a random wooden sword with looting iii and a bow with power v and infinity?
Yes you can. You can put the bow in either hand and the sword in the other. Since the sword doesn't have any “use” effect (since the combat change where you can no longer block with a sword), it's just the same having the sword in the primary or secondary hand slot. The “use” action will always activate the bow even if the bow is in the secondary hand.
This is how sometimes I get ghast tears with looting, by enchanting a gold sword which have a higher enchantability that iron or diamond.
Bows work in the off-hand in much the same way as shields since swords do not have a right-click function (since 1.9), which otherwise prioritizes the main hand:
Also, I fixed Ghast fireballs not being affected by Looting due to my changes to require a direct hit by making a custom fireball entity which stores the level of Looting on the item used to deflect it, which also means you only need to be holding a Looting sword when you deflect it, not at the time of impact (either way, this is how Looting is supposed to work per the bug report I linked before).
Yes you can. You can put the bow in either hand and the sword in the other. Since the sword doesn't have any “use” effect (since the combat change where you can no longer block with a sword), it's just the same having the sword in the primary or secondary hand slot. The “use” action will always activate the bow even if the bow is in the secondary hand.
This is how sometimes I get ghast tears with looting, by enchanting a gold sword which have a higher enchantability that iron or diamond.
Did not know that and this also contradicts the other quote.
So this is an interesting thing I just learned. I was flying back towards my current project when a Ghast shot a fireball at me. I deflected the fireball back at it, killing it. I went over to see if it dropped a Ghast tear, and I noticed the tear was stacked. I already had three tears on me, and collecting the stack increased the count to 5. So I went into a quick testing world, reflect killed a Ghast with Looting 3, and ended up with two tear drops.
The more you know.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
This is technically a bug; Looting is only supposed to work on melee attacks (i.e. Looting swords) and there has been at least one attempt to fix it in the past (in 13w26a, a snapshot for 1.6.1, with the bug report itself being nearly 8 years old):
MC-3304 Looting gets applied to other weapons on kill
I've fixed it myself by disallowing indirect attacks to apply Looting (entities like arrows and fireballs store the entity that fired them; ghast fireballs will set it to the entity that hit it):
A better fix may be to store whether the source that attacked/fired the projectile had Looting at the time, then you can use a Looting sword to deflect a fireball and not have to hold it when it actually hits the ghast, but the other way around wouldn't work (this is the true bug that is behind MC-3304, you can deflect a fireball with your hand and switch to a Looting sword before it hits and it will apply the effect; likewise, you can fire a bow and switch to your sword, effectively getting a Looting bow. 1.9 made this even more powerful by adding an offhand so you don't even need to switch).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
When you do that doesn't it affect your mob spawners, being one of those questions.
You mean mob farms? They have no place in the game and I don't use them so it has no effect whatsoever on my playstyle, and I don't use Looting when caving (it would be too expensive with the pre-1.8 repair mechanics; even a vanilla 1.6.4 diamond sword with Sharpness V, Knockback II, Unbreaking III costs so much a full sacrifice repair is too expensive, never mind TMCW's amethyst items, where I spend 48 levels for a single unit repair), and either way, a Looting sword works perfectly fine, as intended. Also, even in vanilla the killing blow must be dealt by a player (directly or indirectly) - adding Fire Aspect to a Looting sword is counterproductive since Looting isn't applied if the fire itself kills the mob (the reason is because only damage directly caused by an entity can be traced back, where e.g. a ghast fireball is an entity that stores the entity that fired or deflected it).
I've also implemented many other nerfs to mob farms, such as making iron golems only drop anything if directly killed by a player and all "resource" drops require a player kill (e.g. gold from zombie pigmen, including nuggets, coal from wither skeletons, redstone and glowstone from witches), and mob spawners (the block found in dungeons) spawn a limited number of mobs that drop loot, including XP (this rarely, if ever has had an effect by the time I am able to destroy them; yes, I simply mine spawners as they are useless to me as again I do not use any sort of mob farms; the whole point of mob spawners is to spawn mobs when natural spawning is insufficient).
Basically, if you like making and/or rely on mob farms TMCW is not for you (even spawn chunks do not work because they don't exist. Not all of these changes are just to nerf farms; without spawn chunks the world loads faster and the game uses less memory and resources. Spawners would also be extremely overpowered if there wasn't some limit on drops as they spawn mobs far faster than in vanilla, and many more types, such as creepers and witches (what's the use of a witch hut once you've found a witch dungeon? They can still supply a good amount of drops as around 50 mobs can spawn before their drops are disabled, and the effect isn't permanent; this is plenty for e.g. getting blaze rods for eyes of ender even if you don't use Looting).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
This is actually a fairly popular bug/game mechanic for many players. The Looting effect is applied whenever a mob is killed within a few seconds of getting damaged by a player AND the player has a Looting item in their main or off-hand/shield-slot at the time of the mob's death. While this is somewhat exploitable to avoid wearing out a Looting 3 sword by having the sword in one hand while killing mobs with a bow or splash potion in the other hand, the mechanic is necessary for other reasons. For example, if you sword-hit a zombie and the knockback effect causes them to fall off a cliff and die from fall damage, this mechanic allows the looting effect to still be applied. Same goes for mobs killed by fire damage from a Fire Aspect sword, the Thorns effect on one's armor, or being knocked back into lava or a cactus. It even applies if you sword-damage a creeper who then immediately gets shot by a skeleton, although only to gunpowder, not to the special music disc drop.
Slightly off topic but how do you use stuff in your off hand? Most of the time when I try it it just acts as if they're not there at all and uses the dominant slot's object (if any).
This is how it's supposed to work. The “use” command (right-click) is supposed to check if a usable item is in main hand and if it's not, then check the off hand. This do not apply to continuous effects like looting, that get applied from both hands.
For instance if you have both a pickaxe in your main hand and torches in your off hand, you can press the use button to place torches, but if you switch to blocks in your main hand, if you press the use button you will place a block.
Damn, so you can't dual wield a random wooden sword with looting iii and a bow with power v and infinity?
Bows work in the off-hand in much the same way as shields since swords do not have a right-click function (since 1.9), which otherwise prioritizes the main hand:
https://minecraft.gamepedia.com/Dual_wield#Combat
Also, I fixed Ghast fireballs not being affected by Looting due to my changes to require a direct hit by making a custom fireball entity which stores the level of Looting on the item used to deflect it, which also means you only need to be holding a Looting sword when you deflect it, not at the time of impact (either way, this is how Looting is supposed to work per the bug report I linked before).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yes you can. You can put the bow in either hand and the sword in the other. Since the sword doesn't have any “use” effect (since the combat change where you can no longer block with a sword), it's just the same having the sword in the primary or secondary hand slot. The “use” action will always activate the bow even if the bow is in the secondary hand.
This is how sometimes I get ghast tears with looting, by enchanting a gold sword which have a higher enchantability that iron or diamond.
I meant sword in non dom bow in dom.
Did not know that and this also contradicts the other quote.
Try it for yourself.
Alright, will do