Комментарии:
For people who can't get this to work with the nbt data, the loot tables generator shown in this video uses an incorrect command. If you look at the code, it says "function": "set_nbt" but that should be "function": "minecraft:set_nbt" otherwise it won't work. After I changed that it worked fine.
Ответить1.17?
ОтветитьHI i was just wondering, i want to use loot tables for a custom survival map inculding Vic's modern warfare mod, can i put the name of the items of the mod (that aren't from minecraft) inside the item named section of the loot table ? Idk if i am clear, but i want that i can find bullets or guns from the mod inside spawned chests or entyties drops
ОтветитьSo this why dream is getting
more lucky in manhunt videos
bruhhh
How do you make this work for a server??? I tried it and it didnt work at all.
Ответитьbrrrr i wish u send us the datapack link too :/
Ответитьbut what if i want modded loot in the chests?
ОтветитьCan you make custom items from datapacks be found in chests?
Ответитьhow do enchants work on it?
ОтветитьHow can I make this work by making piglins trade pearls most of the time
ОтветитьThx for helping ;)
ОтветитьPlease help me!
I want mobs to drop tagged items but they don't drop anything.what should I do?
Can you use items from specific mods as well?
Ответитьhi man, I have a question.
Can you make the same process of this video but with mod items for dropping? Not just the regular minecraft ones?
Im using a gun mod, so I want the zombies to drop the actual ammo when killing them. Instead of the materials to craft the munition.
Is It possible? It would make the game more rewarding tho
Priceless video. :)
Ответитьhow do I make a block loot table it's so confusing on both of the websites
ОтветитьI have a question can i have a chest for example give a custom item like a sword with a special name and nbt data?
ОтветитьMy loot table doesn't work for mobs for some reason, it works fine for chests, but mobs just don't drop anything.
Ответитьif you are using nbt tags in mcstacker for this you get rid of the curly brackets otherwise it wont work, took me a while to realsie this
ОтветитьStraightfoward and easy to follow, and I love the dice explanation. Got mines working for overriding mob drops :)
ОтветитьI know this tutorial is from a while ago, but is there a way to make a vanilla entity drop a custom item from your other tutorials?
ОтветитьCan make it randomizer
Ответитьi don't understand what i could be doing wrong, it doesn't even show up as an option in the /loot command. do i have to do something to enable the data pack? do i have to have the json file in both blocks and entities even if i only need if for one of them?
Update: it does recognize that i have a datapack, but not a loot table
is there a way im supposed to change the txt file to a json file? i might be doing it wrong.
i wish i could find a mob that makes dead mobs drop chests with items in them
ОтветитьThanks for the tutorial. I have 1 question tho. How do i increase the amount of items with looting?
ОтветитьThank you so much, this tutorial worked great!
ОтветитьI lost it when you started all the file stuff. I don't know how you got the .JSON file?
Ответитьomg duolingo
Ответить1) Whenever I put a damage value of 0.9-0.1, it has a like 90% chance to be 0.9, any explanations or solutions?
2) How do you make the count work for swords, whenever I put something like 2-3 it always is ONE sword, bruh
Is there any way to make this affected by 'Looting'? (In MCStacker) Great Tutorial BTW!
Ответитьwhat tf is tick.json u never sayd anything about it you wanker
Ответитьfucking trash tutortial clickbaited fuck you my villager didnt drop anything fuck you asshole
Ответитьwould this work with making the bonus chest start with modded items?
ОтветитьCan you make a bonemeal loot table?
Ответитьthe loot table inside a loot table is REALLY helpful if you don't want to overide an entities loot table but want it to occasionally drop a rare item, you can make one of the loot tables the normal drop and another the special drops
Ответитьwould there be a way to do this with enchanted books? because Ive realised they are all "minecraft:enchanted_book" which is a problem
EDIT: lol nevermind I figured it out im just fukn stupid lmao
Can someone Tell me how to make the datapack for chests
ОтветитьThese afects all vanila chest?
ОтветитьOk but... how to replace loot tables for some existing structure? For example if I would add music disc available in Bedrock also to Java buried treasure - would it be just in chest folder instead of entities/blocks? Or some different way?
Ответитьhow do you put custom items into this loot table. for instance I may have an item with a specific name and lore I want to drop
Ответитьdoes this work on mods? when typing the items that is in the litteraly mod?
ОтветитьDoes this work for modded items
ОтветитьFor some reason, whenever I try to set a mob that drops a loot table, it doesn't work. I already spelled check the command to make sure I didn't misspell anything.
Loottable
{
"type": "entity",
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"weight": 1,
"name": "minecraft:emerald",
"functions": [
{
"function": "set_count",
"count": 5
}
]
}
]
},
{
"rolls": 1,
"entries": [
{
"type": "item",
"weight": 1,
"name": "minecraft:potion",
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "set_components",
"components": {
"minecraft:potion_contents": {
"custom_color": 65280,
"custom_effects": [
{
"id": "minecraft:hero_of_the_village",
"amplifier": 0,
"duration": 144000,
"show_particles": "1b",
"show_icon": "1b"
}
]
}
}
},
{
"function": "set_name",
"name": [
{
"color": "gold",
"italic": false,
"text": "Potion Of Village Heroism"
}
]
}
]
}
]
}
]
}
Command: /summon pig ~ ~ ~ {DeathLootTable:"namespace:entities/villagercaptain"}
it dosnt even work
ОтветитьIs this compatible with mods?
Ответитьgood
Ответитьhahahahjahj you miszssed tgbe4hn chupo dcruot
ОтветитьSo the "loot table" in a "loot table" thing makes great sense. Ill walk you through it.
If you have 10 items in a single loot table and each of them has a weight of 10 then each of them has a 10% change of dropping. This is obvious and makes intuitive sense. When you start dealing with very large loot tables, this gets to be cumbersome to work with. I will explain using fishing as an example.
The fishing loot system has 3 loot_tables associated with it... one for Junk, one for Treasure and one for fish. They have a weight of 10 for Junk, 5 for treasure and 85 for fish. Because those total to 100 it's a straight percent representation.
Now each of those possibilities has it's own loot table. If you were to try to combine them all into one loot table it would make managing the probabilities of giving the right item more challenging as you have to account for everything in the table. Combined, these three tables have quite a few options.
So you break them out into different tables. Look at it this way. If you roll 2x 6 sided dice (2d6) that will give different possibilities then rolling one 12 sided dice (1d12) The 2 dice have a lowest possible of 2 (both dice rolling a 1) and a maximum of 12 (both rolling 6) But the distribution isn't linear. There are more ways to make 7 with two dice then there are with one d12.
Breaking them into multiple tables lets you define the change of say treasure (5%). Then once that has been selected, now you can discreetly choose the correct loot without worrying about weights from the previous table.
Example, I am using loot_tables to redefine fishing tables right now. The treasure table has the possibility to drop potions in my system. But there are a lot of potions and most have different durations and strengths. So, when treasure is called, there is a 10% chance to draw a potion. Then it's passed to the fishing_potions.json which defines types (regular, level2, or extended) each of which has it's own table. So the fishing_potions.json says 60% chance for regular, 25% for extended and 15 for level2. Then each of those has its own table to determine which ones are given.
It gives you more granular control over the drop rates and makes it cleaner and easier to update. Not to mention, you can call these tables from other loot requiring tables so you don't have to always recreate them. If I wanted to add potions to say Desert Temple chests, I can just add a weighted option to the table and have it call the required potions loot_table without having to rewrite the table.
I hope this helped!
Cheers