Comments (5)
Thanks for the feedback!
I think this makes a lot of sense as a feature implementation. I'll see what I can do π
from simplyswords.
I've been working on implementing this suggestion and just wanted to provide an update on the progress.
In addition to the existing config files, a new config has been added, named 'loot_config'.
The mod will still try to inject its loot into any loot tables that contain the text "chests" in the path, but any values in the loot_config will override this.
This config starts with a list of examples and can be added to freely by the end user.
Each line of the config requires a string for the namespace/path/filename, as well as a float for the dropchance. Example below:
"minecraft:chests/ruined_portal": 0.0,
The above example would override the loot injection code on my end, resulting in the ruined portal having %0 chance to drop unique items, as denoted by the float value.
This config can be used as both a blacklist and a whitelist. Here's an example of a config value that would allow for unique weapons to drop from Withers with a %75 chance:
"minecraft:entities/wither": 0.75,
This level of fine tuning will only be available for unique weapons, not the standard iron>diamond gear drops, as I don't want to bloat the configs much more than they already are. The global modifiers in the general_config should be used be used for these items.
from simplyswords.
This is exactly what I was looking for, really great work. I understand not needing to configure the iron > diamond gear drops to avoid bloat, but will the configs include both unique and runic weapons? These two tend to be the sort of weapons I consider to be "endgame" gear, in the sense that they are typically equivalent to Netherite or better, and as such you wouldn't want players to encounter them early unless they take risks. So would the config allow the opportunity to specify drop chances in loot tables for both unique and runic weapons?
from simplyswords.
Glad to hear it!
I should have prefaced that runic items have been completely removed from the loot tables a couple of updates ago. It didn't make much sense for them to be directly obtainable, as they can be crafted using the Runic Tablets.
Having them only be craftable effectively gates the runic content behind the vanilla barrier of obtaining Netherite gear - I think this works pretty well for general gameplay.
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These changes have now been made live in the latest release π
from simplyswords.
Related Issues (20)
- [Bug] The appearance of a hammer held in the left hand differs from that held in the right hand from a first-person perspective.
- [Bug] From a third-person perspective, a hammer held in the left hand appears different from the original hammer.
- [Bug] From a first-person perspective, a double-edged sword held in the left hand does not appear normal.
- Soul pyre teleporting.. other player ?
- Ender Dragon not dropping loots HOT 1
- Cant craft any of the weapons in the mod HOT 1
- Config lag HOT 1
- Items disappearing when picking up another item while hotbar is full HOT 1
- [mod conflict] Runic blade power is re-rolled when using Apotheosis gems to upgrade it.
- [Bug] Regrowth effect not working on Prometheum Katana HOT 3
- Game crashing when picking up specific weapons HOT 1
- δΈζηΏ»θ―ε€±ζ HOT 1
- Simply swords fabric breaking my game HOT 1
- Game not launching HOT 3
- Game crashes when I put a unique weapon into my inventory? HOT 4
- Add Fire Immunity to the New Metallurgium Weapons
- Simply Swords demolishing FPS HOT 1
- 1.20.2 Version HOT 1
- Compatibility with 1.20.4 HOT 1
- EMI descriptions for effects missing.
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