The Meaning of Life, the Universe, and Everything.
Join Date:
9/3/2014
Posts:
73
Member Details
The mod formerly known as "Logical Drops" has been renamed to ...
Bugs or Requests?
If you find a bug or have a feature request please report it here - otherwise I may not see it as quickly if posted in this thread or on Curse.
Description
This mod has evolved over time and after recently adding a few new things the name "Logical Drops" no longer really fit so I renamed it to "LogicalCraft". If you've never used a version of Logical Drops before feel free to read some of the notes below to get a better feel for how it's evolved over time ... but in short this mod is a combination of various "logical" adjustments to the game that makes survival mode more fun. Note some of the changes in the mod came from suggestions from forum users - thanks to everyone for the feedback!
Customize Almost All Settings!
Downloads
Drop Details / Change Log
LATEST: Version 1.12.2-14.23.4.2764 Changes
Mod renamed from "Logical Drops" to "LogicalCraft"!
Adjusted drop settings for all animals and many mobs (including villagers)
Furnaces that work while you sleep in game!
Anvils that last longer (or forever)!
Handful of "logical" recipes for dye mixing, saddle a couple other things
Brand new mod configuration screens to make customizing easier!
Updated Test Level for 1.12.2! (download link below)
Note: This build was built with Forge version 14.23.4.2764 so you may/may not need to update your Forge if you have version issues.
20180910 Fix: Couple animals dropped BEEF in addition to other stuff (chicken/sheep). Should be fixed.
Few changes (in this 1.12.2 version only):
Added Horses and Llamas (and Mod Config values to edit)
Added bones for all animals
Removed Wool drop from Creepers
Removed TNT drop from Creepers
NOTE: Sadly my "test level" save doesn't work anymore as most of the /spawn commands have changed and I don't have time to fix yet.
Thanks for feedback/suggestions everyone. Please report any bugs if anyone finds any.
PS: Sorry I am not able to fix 1.7 requests and/or add some of these changes to pre 1.12.2 versions (at least yet) - very little time!
Version 0.9.5 Changes:
Version for 1.12 has been uploaded (but not tested very much). Note a couple updates were thrown in (only for 1.12 version for now):
Cows now drop leather (great suggestion from thegofa). Defaults: Min:2, Max: 4
Creepers now can drop leaves if you want. Defaults: Min: 0, Max: 0
Setting a "max" item in the Mod Config *should* now work and prevent that item from dropping at all
Version 0.9.4 Changes:
Arrows from Enemies with Bows (1.9 only)
Default Drop: 0-2 arrows --> Realistic Drop: 1-6 arrows
It occurred to me that all mobs with bows always seems oddly almost out of arrows by the time you take them down. I added logic to drop a min/max amount of arrows now which seems way more logical/fair! (default 1 to 6).
-----------------------------------------------------------
Enemies Head-Dropping LogicAdjustments
New setting: HeadDropPercentChance = 0-100% (applies to all above)
Note: As of version 0.9.2 If 1.7.10 users have "Et Futurum" mod installed "raw mutton" will drop. If not "beef" will drop.
-----------------------------------------------------------
Blaze:
Default Drop: 0-1 blaze rods, 0-1 fire charge --> Realistic Drop: 1 blaze rod, 1-3 fire charge -----------------------------------------------------------
Enderman:
Default Drop: 0-1 ender pearl/eye --> Realistic Drop: 1-3 pearl, 2 black wool, 1 potion night vision
Note: All entities above that normally have a random drop chance will continue to drop those random items. The above changes simply add to whatever else drops.
Old Mod Test Level (for Logical Drops)
I'm including a mod test level save for people who would like to see the mod in action. Level lets you spawn and kill these entities to see how their drops have been adjusted.
Download Test Level Save:
for Minecraft 1.12.2 - nothing yet sorry, it broke!
I was just wishing for a mod like this recently! I tend to play a nomadic style (and can spend entire days down in the larger twisting caverns, so I need a lot of food), so having to constantly worry about setting up mini-farms and then mini-ranches every time I move just to get food is a pain. Thank you for this mod!
This seems really cool! I am installing it for my (Private :P) Modded Survival. I may one day film this and if i do i will contact you and give you credit for your mod along with the others i use!
a config would be nice so I could adjust the amount of drops for myself. just killed 1 pig with a wooden axe and got 40 pork chops xD a little toooo much for a single piggy xD but I aint gonna remove it till I feel like it, spare the piggehs
The Meaning of Life, the Universe, and Everything.
Join Date:
12/4/2012
Posts:
43
Member Details
Hey, while you're doing mob drops config, give a thought to zombies dropping shirts and pants.
While free armor is nice in early game, those aren't stackable and it quickly become a pain in the rear to loot so many if you have a zombie farm...
...or are powerful enough to slaughter dozens of them in mere seconds.
...or both.
Hey, while you're doing mob drops config, give a thought to zombies dropping shirts and pants. While free armor is nice in early game, those aren't stackable and it quickly become a pain in the rear to loot so many if you have a zombie farm...
Zombie pant/shirts have been nuked for now (grab latest for that).
Hey mate, care to make 1.7.10 version, please? I guess there are 'nough 1.7.10s out there and this mod's just sooooo great(and useful!)
I took a stab at a 1.7.10 conversion - it appears to be working (?) but I am super new to modding so fingers crossed. JAR should be available on Curse in an hour or few.
do you think you could add support for the et futurum mod so the sheep drop mutton when installed along side this one?
That's an interesting mod - hadn't heard of it until now.
I've taken a STAB at adding support for it. Please try the latest 1.7.10 build (0.9.2) when it goes live and let us know if it works for you. Logic should be if you are running 1.7.10 and have Et Futurum installed sheep should drop mutton ... otherwise they should drop beef.
That's an interesting mod - hadn't heard of it until now.
I've taken a STAB at adding support for it. Please try the latest 1.7.10 build (0.9.2) when it goes live and let us know if it works for you. Logic should be if you are running 1.7.10 and have Et Futurum installed sheep should drop mutton ... otherwise they should drop beef.
with et futturum support, i was talking about increased drops. the et futurum mutton should already drop at the 1.8/1.9 vanilla rate. but it'd be awesome to increase the drops oh, and do you think you could also try to increase the rate for et futurum rabbits dropping rabbit's feet? like, you could make them drop at the same rate as raw rabbit
a config would be nice so I could adjust the amount of drops for myself. just killed 1 pig with a wooden axe and got 40 pork chops xD a little toooo much for a single piggy xD but I aint gonna remove it till I feel like it, spare the piggehs
FYI - I've posted new builds (0.9.3) for 1.9 and 1.7.10 that include an in-game mod configuration menu that allows you to change the values for the drops as you see fit. Please try it out and report back w/any bugs or other ideas.
Came on here to tell you that I really do enjoy your mod. My friend who is new to minecraft wants to take on the role of an archer and use a bow and arrow. I'm using a personal 1.9 modpack with some RPG elements and I don't have a good way for him to obtain arrows besides the vanilla arrow recipe (and we can both agree on how crappy getting flint is). This mod really does help him take on that aspect since I can config arrow drops from skeletons.
Though, I've noticed some things that just aren't working. I've set to 0 on the amount of wool I want from mobs like endermen and creepers, but they still drop wool. I'll try setting that to -1 and see what happens lol.
Another bit, I don't really want creepers dropping TNT blocks. While it DOES logically make sense for them to do that, I'd rather just stick to gunpowder lol. I don't see it anywhere in the config to where TNT is disabled as a drop for them.
I really like the idea of this, the only thing I would suggest is because you upped the drops a lot you might make the time between when you can bread animals longer, and also the time it takes them to grow up. Maybe 2 or even 3 x longer because your going to get 4-5x more drops from then any ways then it would be pretty well balanced.
Bugs or Requests?
If you find a bug or have a feature request please report it here - otherwise I may not see it as quickly if posted in this thread or on Curse.
Description
This mod has evolved over time and after recently adding a few new things the name "Logical Drops" no longer really fit so I renamed it to "LogicalCraft". If you've never used a version of Logical Drops before feel free to read some of the notes below to get a better feel for how it's evolved over time ... but in short this mod is a combination of various "logical" adjustments to the game that makes survival mode more fun. Note some of the changes in the mod came from suggestions from forum users - thanks to everyone for the feedback!
Customize Almost All Settings!
Downloads
Drop Details / Change Log
LATEST: Version 1.12.2-14.23.4.2764 Changes
Note: This build was built with Forge version 14.23.4.2764 so you may/may not need to update your Forge if you have version issues.
Test Level
Updated for the 1.12.2 update!
Download test level here: EM3R50N-LogicalCraft-1.12.2.zip
----------------- OLD STUFF -----------------
Old "Logical Drops" Version Notes
Version 1.12.2-14.23.4.2703.1 Changes
20180910 Fix: Couple animals dropped BEEF in addition to other stuff (chicken/sheep). Should be fixed.
Few changes (in this 1.12.2 version only):
PS: Sorry I am not able to fix 1.7 requests and/or add some of these changes to pre 1.12.2 versions (at least yet) - very little time!
Version 0.9.5 Changes:
Version for 1.12 has been uploaded (but not tested very much). Note a couple updates were thrown in (only for 1.12 version for now):
Version 0.9.4 Changes:
Arrows from Enemies with Bows (1.9 only)
Default Drop: 0-2 arrows --> Realistic Drop: 1-6 arrowsIt occurred to me that all mobs with bows always seems oddly almost out of arrows by the time you take them down. I added logic to drop a min/max amount of arrows now which seems way more logical/fair! (default 1 to 6).
-----------------------------------------------------------
Enemies Head-Dropping Logic Adjustments
New setting: HeadDropPercentChance = 0-100% (applies to all above)
I noticed WAY too many heads/skulls were dropping so I gave that logic some randomness.
http://i.imgur.com/sukSsaj.png
Configurable Settings!
Note: As of version 0.9.3 most all settings now configurable via in-game mod config menu!
Initial Release / Basic Functionality:
Cow:
Default Drop: 1-3 beef --> Realistic Drop: 12-16 beef, 10-16 bones, more leather
-----------------------------------------------------------
Sheep:
Default Drop: 1-3 mutton --> Realistic Drop: 4-10 mutton, 8 bones
Note: As of version 0.9.2 If 1.7.10 users have "Et Futurum" mod installed "raw mutton" will drop. If not "beef" will drop.
-----------------------------------------------------------
Pig:
Default Drop: 1-2 porkchop --> Realistic Drop: 10-15 porkchop
-----------------------------------------------------------
Chicken:
Default Drop: 1 chicken meat, 0-1 feather --> Realistic Drop: 2-4 chicken meat, 10-20 feathers
-----------------------------------------------------------
Rabbit:
Default Drop: 1 rabbit meat, hide --> Realistic Drop: 2-4 rabbit meat, rabbit hide, possible rabbit foot
-----------------------------------------------------------
Zombie:
Default Drop: ~1 rotten meat --> Realistic Drop: 1 head, 12 bones
-----------------------------------------------------------
Zombie Pigman:
Default Drop: ~1 rotten meat --> Realistic Drop: 1 skull, 12 bones, 3-6 porkchop
-----------------------------------------------------------
Skeleton:
Default Drop: 1-2 bones --> Realistic Drop: 10-20 bones, 1 skull
-----------------------------------------------------------
Wither Skeleton:
Default Drop: ? --> Realistic Drop: 10-20 bones, 1 wither skull, 1-4 coal
-----------------------------------------------------------
Witch:
Default Drop: 0-1 potion --> Realistic Drop: 1 healing potion, 2 purple wool
-----------------------------------------------------------
Creeper:
Default Drop: ? --> Realistic Drop: 1 TNT, 2 green wool, 1 creeper head
-----------------------------------------------------------
Spider:
Default Drop: 1-2 string --> Realistic Drop: 2-4 string, 1-3 spider webs
-----------------------------------------------------------
Blaze:
Default Drop: 0-1 blaze rods, 0-1 fire charge --> Realistic Drop: 1 blaze rod, 1-3 fire charge
-----------------------------------------------------------
Enderman:
Default Drop: 0-1 ender pearl/eye --> Realistic Drop: 1-3 pearl, 2 black wool, 1 potion night vision
Note: All entities above that normally have a random drop chance will continue to drop those random items. The above changes simply add to whatever else drops.
Old Mod Test Level (for Logical Drops)
I'm including a mod test level save for people who would like to see the mod in action. Level lets you spawn and kill these entities to see how their drops have been adjusted.
Download Test Level Save:
Videos
Logical Drops Showcases
From xJSQ
I was just wishing for a mod like this recently! I tend to play a nomadic style (and can spend entire days down in the larger twisting caverns, so I need a lot of food), so having to constantly worry about setting up mini-farms and then mini-ranches every time I move just to get food is a pain. Thank you for this mod!
This seems really cool! I am installing it for my (Private :P) Modded Survival. I may one day film this and if i do i will contact you and give you credit for your mod along with the others i use!
Nice! I've always been upset about the drops, I never thought about making a mod for it. Thank you! Putting it in my survival world
a config would be nice so I could adjust the amount of drops for myself. just killed 1 pig with a wooden axe and got 40 pork chops xD a little toooo much for a single piggy xD but I aint gonna remove it till I feel like it, spare the piggehs
Excellent idea man! I'm new to modding but bet I could figure this out - will look into it! Thanks for suggestion.
Hey, while you're doing mob drops config, give a thought to zombies dropping shirts and pants.
While free armor is nice in early game, those aren't stackable and it quickly become a pain in the rear to loot so many if you have a zombie farm...
...or are powerful enough to slaughter dozens of them in mere seconds.
...or both.
Otherwise, great mod you have there!
Where is the config file, how i can disable some features?
Zombie pant/shirts have been nuked for now (grab latest for that).
I took a stab at a 1.7.10 conversion - it appears to be working (?) but I am super new to modding so fingers crossed. JAR should be available on Curse in an hour or few.
I'm going to take a shot at this soon - will report back with (hopefully) a new build that allows custom config.
decent mod, although, it does seem a bit OP in some cases
That's an interesting mod - hadn't heard of it until now.
I've taken a STAB at adding support for it. Please try the latest 1.7.10 build (0.9.2) when it goes live and let us know if it works for you. Logic should be if you are running 1.7.10 and have Et Futurum installed sheep should drop mutton ... otherwise they should drop beef.
with et futturum support, i was talking about increased drops. the et futurum mutton should already drop at the 1.8/1.9 vanilla rate. but it'd be awesome to increase the drops oh, and do you think you could also try to increase the rate for et futurum rabbits dropping rabbit's feet? like, you could make them drop at the same rate as raw rabbit
FYI - I've posted new builds (0.9.3) for 1.9 and 1.7.10 that include an in-game mod configuration menu that allows you to change the values for the drops as you see fit. Please try it out and report back w/any bugs or other ideas.
Now, i can config the drops in the config menu
Check out my mod showcase on this mod!
Check out my YouTube channel
FYI
Enjoy!
PS: Special thanks to xJSQ for the showcase video!
The newest config issue
If........ ( In the config i have Max 1 Meat for Chicken )
Why...?
They Drops Two Meats?
the other options had the issue
Can you please add "leather" to the cow drops its ridiculous. It HAS to drop at least one???
How can I cow not drop any leather? If it had no leather its guts would fall out haha...
Cheers,
TG
War doesn't decide who is right, just who is left...
Came on here to tell you that I really do enjoy your mod. My friend who is new to minecraft wants to take on the role of an archer and use a bow and arrow. I'm using a personal 1.9 modpack with some RPG elements and I don't have a good way for him to obtain arrows besides the vanilla arrow recipe (and we can both agree on how crappy getting flint is). This mod really does help him take on that aspect since I can config arrow drops from skeletons.
Though, I've noticed some things that just aren't working. I've set to 0 on the amount of wool I want from mobs like endermen and creepers, but they still drop wool. I'll try setting that to -1 and see what happens lol.
Another bit, I don't really want creepers dropping TNT blocks. While it DOES logically make sense for them to do that, I'd rather just stick to gunpowder lol. I don't see it anywhere in the config to where TNT is disabled as a drop for them.
Other than that, this is a good mod.
I really like the idea of this, the only thing I would suggest is because you upped the drops a lot you might make the time between when you can bread animals longer, and also the time it takes them to grow up. Maybe 2 or even 3 x longer because your going to get 4-5x more drops from then any ways then it would be pretty well balanced.