My version is 15w44b, and I have copied the loot_table folder to my world save data folder.
And then I changed the pig.json file, I replaced the word prokchop with beef just to test it out.
And i went back into the game but now pigs don't drop anything at all. Even if I changed the beef back to pork chop, they are still not dropping anything.
Alright I have done some experiments and I found out:
1. I can change the set_count in the .json files. I have successfully made cows drop 5-10 leather when they die, or pigs to drop 5-10 porkchops. So the files is definitely affecting my world.
2. I can also change 'leather' to 'feather' in the cow.json file.
3. I CANNOT change other items. I tried to change 'beef' to 'porkchop' in the cow.json, and the cow just stop dropping anything. Same goes with the pig. I also tried changing 'leather' into 'diamond', the cow also stopped dropping anything. The cow.json file also stopped working even after I change it back to 'beef'. I had to copy the original loot table form the versions folder to make the cow drop its default drops again.
Alright I have done some experiments and I found out:
1. I can change the set_count in the .json files. I have successfully made cows drop 5-10 leather when they die, or pigs to drop 5-10 porkchops. So the files is definitely affecting my world.
2. I can also change 'leather' to 'feather' in the cow.json file.
3. I CANNOT change other items. I tried to change 'beef' to 'porkchop' in the cow.json, and the cow just stop dropping anything. Same goes with the pig. I also tried changing 'leather' into 'diamond', the cow also stopped dropping anything. The cow.json file also stopped working even after I change it back to 'beef'. I had to copy the original loot table form the versions folder to make the cow drop its default drops again.
HELPPP ):
Renaming would not prevent the table from working. You must be deleting a portion of the syntax/table that prevents it from working. You should look at Minecraft's output window after attempting to kill the cow, as it will tell you what issues there are with the loot table.
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Hey this is a great guide by the way! And this topic might be dead but if it is I apoligise. I have a question; I've created a valid file for custom loot for a chest and I know it works because I replaced a default loot_table tested it and it worked. But the problem is I can't get it to work on my world so that each snapshot won't delete the updated files each time I launch the game up (I downloaded the snapshot, then turned of wifi and then launched it up again to test out changing a default table, which worked) I have currently got my world, named "ShannonHideout" and have used the command
Hey this is a great guide by the way! And this topic might be dead but if it is I apoligise. I have a question; I've created a valid file for custom loot for a chest and I know it works because I replaced a default loot_table tested it and it worked. But the problem is I can't get it to work on my world so that each snapshot won't delete the updated files each time I launch the game up (I downloaded the snapshot, then turned of wifi and then launched it up again to test out changing a default table, which worked) I have currently got my world, named "ShannonHideout" and have used the command
But for some reason it just gives me an empty chest? Any help will be greatly appreciated!
The tag value isn't a literal filepath, see under Namespaces. The name of the folder directly inside "loot_tables" is the namespace name, and then you need a JSON file inside that folder to target.
Your filepath indicates that you either do not have a JSON file or your JSON file is not inside a namespace (which cannot be done). If "swords1" is the folder name, then that becomes the namespace since it's at the root of the "loot_tables" folder. But you still need to include a JSON file as well. If "swords1" is the JSON file, then it cannot be accessed because it's not inside a namespace.
For example, given a JSON file named "chest" inside the "swords1" namespace (filepath: /ShannonHideout/data/loot_tables/swords1/chest.json):
Or given a JSON file named "chest1" inside the "chest" folder, which is inside the "swords1" namespace (filepath: /ShannonHideout/data/loot_tables/swords1/chests/chest1.json):
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Thanks for the swift reply Skyliner, unfortunately I have tried and tried but still no luck, but here's an attachment of what the filepath looks like. Perhaps I should've included that first!
Thanks for the swift reply Skyliner, unfortunately I have tried and tried but still no luck, but here's an attachment of what the filepath looks like. Perhaps I should've included that first!
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Once again thanks for the fast reply Skyliner, I've figured out what the problem most likely was, which is that the JSON file wasn't formatted correctly and therefore couldn't be read by the game because my other loot chest JSON file worked (a modified version of the pre-existing Mineshaft loot table) so for now that's well good enough for me! The generator I used didn't seem to work because it's still in beta (I think it's the one you linked to in earlier posts) I thought it would only be fair to show you the results so I used my custom loot table and got 9 different chests, Here it is! They don't seem to distribute the loot very evenly though.. haha. Anyway here it is! P.S you're like the best most dedicated Moderator ever!
-EDIT
I also forgot to mention a bit of context about this loot, it's kind of meant to be high-tier starter loot, except it produces too much food and/or torches rather than a bit of it all! Not such a big problem though
Your JSON is invalid due to the stray comma near the end. Make sure you validate your JSON itself first: http://jsonlint.com/
Thanks. I could of swore I did, but it showed an error, so I fixed it and it's working. This guardian.json is in the same file location, is validated, and it's not working:
I set it to give more Prismarine Shards and temporarily gave it 10000 weight for testing purposes. I've killed tons of them with a sword that has Looting III and I keep getting about 1 Prismarine shard each.
Thanks. I could of swore I did, but it showed an error, so I fixed it and it's working. This guardian.json is in the same file location, is validated, and it's not working:
I set it to give more Prismarine Shards and temporarily gave it 10000 weight for testing purposes. I've killed tons of them with a sword that has Looting III and I keep getting about 1 Prismarine shard each.
Your loot table is working for me, and I'm receiving multiple shards/crystals scaling with looting. Make sure you've reloaded the table using F3 + T in-game, or exit/re-enter the world, so that the loot table is updated.
Your loot table is working for me, and I'm receiving multiple shards/crystals scaling with looting. Make sure you've reloaded the table using F3 + T in-game, or exit/re-enter the world, so that the loot table is updated.
I tried F3 + T and I closed Minecraft since then, so just now I started up minecraft, entered my world and tried it again. I still get about 1 each time. This file is at ".minecraft\saves\Loot Table Testing\data\loot_tables\minecraft\entities".
I tried F3 + T and I closed Minecraft since then, so just now I started up minecraft, entered my world and tried it again. I still get about 1 each time. This file is at ".minecraft\saves\Loot Table Testing\data\loot_tables\minecraft\entities".
And you're using the latest snapshot (15w45a)? If so, I'm not sure what to tell you; I'm using the exact same table you've provided and it works perfectly.
And you're using the latest snapshot (15w45a)? If so, I'm not sure what to tell you; I'm using the exact same table you've provided and it works perfectly.
Sorry I just realized I'm not using looting on my sword. I originally was testing with a sword with sharpness 5 and looting 3. I recently gave myself a sword with sharpness 99 so I could kill them faster, but I forget to give it looting 3. Everything is working fine.
I've created an experimental evaluator for loot tables to help those making loot tables by hand (and debugging loot tables in general). Currently looking for testing and feedback: http://skylinerw.com/evaluator/
It will display statistics concerning the table, as well as errors that occur (such as if a required tag is missing, but not if the JSON itself is invalid). Weights will be adjusted based on the input "luck" of the player. It will not display errors for invalid tags, being those that aren't used with loot tables, but will in the future.
After testing, I'll fix it up so it looks like something decent. For the time being I'll clarify anything that is confusing. Let me know if there are oddities or issues that need to be fixed, as well as any suggestions for what to show.
I've created an experimental evaluator for loot tables to help those making loot tables by hand (and debugging loot tables in general). Currently looking for testing and feedback: http://skylinerw.com/evaluator/
Nice, that's great! Ran a few tables through it quick and didn't notice any immediate problems.
I've created an experimental evaluator for loot tables to help those making loot tables by hand (and debugging loot tables in general). Currently looking for testing and feedback: http://skylinerw.com/evaluator/
It works well! I ran through a couple of my loot tables and it seems to work fine, but the information could be condensed a bit more. For example, putting rolls, bonus rolls, and total conditions on the same line rather than taking up three.
One large feature that I would love to see is visual generation of the evaluated loot tables. Rather than having to put the new loot table into the correct folder within the loot_tables folder and press F3+T, I would simple be able to use the evaluator to generate some possible items that I would get from my loot table. The output would be very simple, but different than a chest GUI. Rather than displaying simple_dungeon loot in this manner:
It would be shown in the evaluator like this:
And it would be able to be re-rolled with the simple press of a button. This would make it enormously more convenient for map-makers to create loot tables without having to copy, paste, save, and reload their game each time they think a change should be made. I know that making a useful program like this would take a while, but it would save a large amount of time for many people. If you are up to the task skyliner, I would appreciate this feature endlessly.
Great work so far! The most useful feature of your evaluator that I have found is the probability calculator, with auto-adjusted weights displaying percentages. It is already immensely useful.
It works well! I ran through a couple of my loot tables and it seems to work fine, but the information could be condensed a bit more. For example, putting rolls, bonus rolls, and total conditions on the same line rather than taking up three.
One large feature that I would love to see is visual generation of the evaluated loot tables. Rather than having to put the new loot table into the correct folder within the loot_tables folder and press F3+T, I would simple be able to use the evaluator to generate some possible items that I would get from my loot table. The output would be very simple, but different than a chest GUI. Rather than displaying simple_dungeon loot in this manner:
It would be shown in the evaluator like this:
And it would be able to be re-rolled with the simple press of a button. This would make it enormously more convenient for map-makers to create loot tables without having to copy, paste, save, and reload their game each time they think a change should be made. I know that making a useful program like this would take a while, but it would save a large amount of time for many people. If you are up to the task skyliner, I would appreciate this feature endlessly.
Great work so far! The most useful feature of your evaluator that I have found is the probability calculator, with auto-adjusted weights displaying percentages. It is already immensely useful.
That's a feature I definitely want to add. There's currently an issue with chests (MC-91727), so it won't be as accurate in terms of those. But as long as it shows what could potentially be selected, I think it'll be fine.
The other issue is if a "loot_table" entry is selected, since the evaluator can't know what's in that other loot table. I suppose just stating that the entry had selected a loot table would do for now, but perhaps in the far future there can be multiple tables inserted.
I'll have to dive a bit into Minecraft's source to get an idea of exactly how it works, though it is fairly straight-forward. Luckily the evaluator already gets all the data needed to generate a result, so the main task is creating the dynamic visual. I can start working on the potential output after the weekend, but will likely have to wait for 1.9 to release before finishing the feature completely.
Thanks for the feedback!
EDIT: The evaluator will now display errors for invalid keys (such as if somebody makes a typo, they'll receive an error about an invalid tag having been inserted).
Nice
I can't seem to make this work in my world.
My version is 15w44b, and I have copied the loot_table folder to my world save data folder.
And then I changed the pig.json file, I replaced the word prokchop with beef just to test it out.
And i went back into the game but now pigs don't drop anything at all. Even if I changed the beef back to pork chop, they are still not dropping anything.
Any ideas guys?
Alright I have done some experiments and I found out:
1. I can change the set_count in the .json files. I have successfully made cows drop 5-10 leather when they die, or pigs to drop 5-10 porkchops. So the files is definitely affecting my world.
2. I can also change 'leather' to 'feather' in the cow.json file.
3. I CANNOT change other items. I tried to change 'beef' to 'porkchop' in the cow.json, and the cow just stop dropping anything. Same goes with the pig. I also tried changing 'leather' into 'diamond', the cow also stopped dropping anything. The cow.json file also stopped working even after I change it back to 'beef'. I had to copy the original loot table form the versions folder to make the cow drop its default drops again.
HELPPP ):
Renaming would not prevent the table from working. You must be deleting a portion of the syntax/table that prevents it from working. You should look at Minecraft's output window after attempting to kill the cow, as it will tell you what issues there are with the loot table.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Hey this is a great guide by the way! And this topic might be dead but if it is I apoligise. I have a question; I've created a valid file for custom loot for a chest and I know it works because I replaced a default loot_table tested it and it worked. But the problem is I can't get it to work on my world so that each snapshot won't delete the updated files each time I launch the game up (I downloaded the snapshot, then turned of wifi and then launched it up again to test out changing a default table, which worked) I have currently got my world, named "ShannonHideout" and have used the command
setblock ~ ~-3 ~-1 chest 0 replace {LootTable:"/ShannonHideout/data/loot_tables/swords1/"}
But for some reason it just gives me an empty chest? Any help will be greatly appreciated!
If you want me to reply, please quote me!
The tag value isn't a literal filepath, see under Namespaces. The name of the folder directly inside "loot_tables" is the namespace name, and then you need a JSON file inside that folder to target.
Your filepath indicates that you either do not have a JSON file or your JSON file is not inside a namespace (which cannot be done). If "swords1" is the folder name, then that becomes the namespace since it's at the root of the "loot_tables" folder. But you still need to include a JSON file as well. If "swords1" is the JSON file, then it cannot be accessed because it's not inside a namespace.
For example, given a JSON file named "chest" inside the "swords1" namespace (filepath: /ShannonHideout/data/loot_tables/swords1/chest.json):
Or given a JSON file named "chest1" inside the "chest" folder, which is inside the "swords1" namespace (filepath: /ShannonHideout/data/loot_tables/swords1/chests/chest1.json):
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Thanks for the swift reply Skyliner, unfortunately I have tried and tried but still no luck, but here's an attachment of what the filepath looks like. Perhaps I should've included that first!
If you want me to reply, please quote me!
In that case, your command would be:
If the mob is not dropping anything, you'll have to look into the Minecraft output window, which will tell you any problems with the loot table.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Once again thanks for the fast reply Skyliner, I've figured out what the problem most likely was, which is that the JSON file wasn't formatted correctly and therefore couldn't be read by the game because my other loot chest JSON file worked (a modified version of the pre-existing Mineshaft loot table) so for now that's well good enough for me! The generator I used didn't seem to work because it's still in beta (I think it's the one you linked to in earlier posts) I thought it would only be fair to show you the results so I used my custom loot table and got 9 different chests, Here it is! They don't seem to distribute the loot very evenly though.. haha. Anyway here it is! P.S you're like the best most dedicated Moderator ever!
-EDIT
I also forgot to mention a bit of context about this loot, it's kind of meant to be high-tier starter loot, except it produces too much food and/or torches rather than a bit of it all! Not such a big problem though
If you want me to reply, please quote me!
I made a loot table for the Witch so that she'd drop Ghast Tears and it's causing her to drop nothing. The file path is:
.minecraft\saves\Loot Table Testing\data\loot_tables\minecraft\entities\witch.json
This is the .json text (Ghast Tear part is towards the bottom):
Your JSON is invalid due to the stray comma near the end. Make sure you validate your JSON itself first: http://jsonlint.com/
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Thanks. I could of swore I did, but it showed an error, so I fixed it and it's working. This guardian.json is in the same file location, is validated, and it's not working:
I set it to give more Prismarine Shards and temporarily gave it 10000 weight for testing purposes. I've killed tons of them with a sword that has Looting III and I keep getting about 1 Prismarine shard each.
Your loot table is working for me, and I'm receiving multiple shards/crystals scaling with looting. Make sure you've reloaded the table using F3 + T in-game, or exit/re-enter the world, so that the loot table is updated.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I tried F3 + T and I closed Minecraft since then, so just now I started up minecraft, entered my world and tried it again. I still get about 1 each time. This file is at ".minecraft\saves\Loot Table Testing\data\loot_tables\minecraft\entities".
And you're using the latest snapshot (15w45a)? If so, I'm not sure what to tell you; I'm using the exact same table you've provided and it works perfectly.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Sorry I just realized I'm not using looting on my sword. I originally was testing with a sword with sharpness 5 and looting 3. I recently gave myself a sword with sharpness 99 so I could kill them faster, but I forget to give it looting 3. Everything is working fine.
I've created an experimental evaluator for loot tables to help those making loot tables by hand (and debugging loot tables in general). Currently looking for testing and feedback: http://skylinerw.com/evaluator/
It will display statistics concerning the table, as well as errors that occur (such as if a required tag is missing, but not if the JSON itself is invalid). Weights will be adjusted based on the input "luck" of the player. It will not display errors for invalid tags, being those that aren't used with loot tables, but will in the future.
After testing, I'll fix it up so it looks like something decent. For the time being I'll clarify anything that is confusing. Let me know if there are oddities or issues that need to be fixed, as well as any suggestions for what to show.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Nice, that's great! Ran a few tables through it quick and didn't notice any immediate problems.
As for suggestions... Hmm. How about a pie chart?
It works well! I ran through a couple of my loot tables and it seems to work fine, but the information could be condensed a bit more. For example, putting rolls, bonus rolls, and total conditions on the same line rather than taking up three.
One large feature that I would love to see is visual generation of the evaluated loot tables. Rather than having to put the new loot table into the correct folder within the loot_tables folder and press F3+T, I would simple be able to use the evaluator to generate some possible items that I would get from my loot table. The output would be very simple, but different than a chest GUI. Rather than displaying simple_dungeon loot in this manner:
It would be shown in the evaluator like this:
And it would be able to be re-rolled with the simple press of a button. This would make it enormously more convenient for map-makers to create loot tables without having to copy, paste, save, and reload their game each time they think a change should be made. I know that making a useful program like this would take a while, but it would save a large amount of time for many people. If you are up to the task skyliner, I would appreciate this feature endlessly.
Great work so far! The most useful feature of your evaluator that I have found is the probability calculator, with auto-adjusted weights displaying percentages. It is already immensely useful.
I'll certainly add charts in, thanks!
That's a feature I definitely want to add. There's currently an issue with chests (MC-91727), so it won't be as accurate in terms of those. But as long as it shows what could potentially be selected, I think it'll be fine.
The other issue is if a "loot_table" entry is selected, since the evaluator can't know what's in that other loot table. I suppose just stating that the entry had selected a loot table would do for now, but perhaps in the far future there can be multiple tables inserted.
I'll have to dive a bit into Minecraft's source to get an idea of exactly how it works, though it is fairly straight-forward. Luckily the evaluator already gets all the data needed to generate a result, so the main task is creating the dynamic visual. I can start working on the potential output after the weekend, but will likely have to wait for 1.9 to release before finishing the feature completely.
Thanks for the feedback!
EDIT: The evaluator will now display errors for invalid keys (such as if somebody makes a typo, they'll receive an error about an invalid tag having been inserted).
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/