The old thread on the topic has some outdated info. I conducted an experiment in 1.13.2, killing 3 x 30 cows and collecting the loot:
First row - a diamond Looting III sword, no Fire Aspect, each cow killed with two hits.
Second row - a Looting III, Fire aspect II sword - one hit, which the cow survives, then dies from fire.
Third row - same Looting III, Fire aspect II sword, but the cow is hit twice before allowed to die from fire
So, if the mob dies from fire applied through Fire Aspect, the Looting enchantment is not applied. Might be important with Drowned farms, where tridents and Nautilus shells drop quite rarely and the mobs require a couple hits to die - better use a sword that doesn't apply Fire Aspect.
The thread that you linked to is flawed; they specifically state "The few cows that didn't die on the first hit were hit again", so it doesn't sound like they actually let them die from fire damage; I can confirm that Looting does NOT work in 1.6.4 (the thread is from 1.5-1.7 so it supposedly applies to 1.6.4) unless you directly kill a mob, as opposed to dying from fire damage; the reason is because the game checks whether the player directly killed a mob and only checks for Looting if so (they still drop XP if they die within 5 seconds of a player attack because the game sets a counter to 100 (ticks) when a player or tamed wolf attacks a mob, which will trigger XP and rare drops as long as it is nonzero, which is likely where the confusion comes from):
public void onDeath(DamageSource par1DamageSource)
Entity var2 = par1DamageSource.getEntity();
if (var2 instanceof EntityPlayer) var4 = EnchantmentHelper.getLootingModifier((EntityLivingBase)var2);
Fire Aspect simply uses the generic "setFire()" method that sets an entity on fire, which itself doesn't directly set it on fire, just sets a variable, so even if DamageSource.onFire accepted an entity it wouldn't be set (only instances of EntityDamageSource can return a non-null value for getEntity()):
int var7 = EnchantmentHelper.getFireAspectModifier(this);
if (var7 > 0 && var8) par1Entity.setFire(var7 * 4);
public void setFire(int par1)
int var2 = par1 * 20;
var2 = EnchantmentProtection.getFireTimeForEntity(this, var2);
if (this.fire < var2) this.fire = var2;
else if (this.fire > 0)
if (this.fire % 20 == 0)
public class DamageSource
public static DamageSource onFire = (new DamageSource("onFire")).setDamageBypassesArmor().setFireDamage();
public Entity getEntity()
Thus, any sources that claim that Looting causes cooked meat to drop even if the mob dies from fire damage simply didn't really test it.
Also, the reason why Looting works even if it wasn't on the weapon that dealt the killing blow is because the game simply checks the item you are holding, not what actually dealt the damage, but since DamageSource.onFire.getEntity() returns null it will never check:
public static int getLootingModifier(EntityLivingBase par0EntityLivingBase)
return getEnchantmentLevel(Enchantment.looting.effectId, par0EntityLivingBase.getHeldItem());
Related, a newer thread about Looting and Fire Aspect: Fire aspect, looting. They do not work together (except, as noted, when the killing blow is directly dealt by the player, so Fire Aspect is good if you can kill them in a single hit, which requires a Sharpness V diamond sword (10 damage as of 1.9+, enough to kill any passive mob that drops meat; prior to then Sharpness II would be enough. Flame bows may also work but the damage dealt by arrows is random; an unenchanted bow deals 6-10 damage while Power V ranges from 15-25 damage, both with a uniform distribution (the Wiki is wrong about bows consistently dealing 9 damage with a chance of dealing 10, as my own testing found).
The need to keep the Looting enchanted item in the primary hand at the momnet the mob dies is also important if trying to repair gear: switching from a Looting/Mending sword (to avoid any of the Xp being used to attempt to mend the sword) too quickly can result in the drops not being computed with Looting still in effect. [Stepping back to slightly delay picking up the Xp orbs is less effective at controlling where the Xp is applied, but ensures the improved drops.]
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WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.