[Suggestion/Integration idea] "Or" chance based processing when cutting or loot table processing. #755
Replies: 7 comments 3 replies
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plz do this omg plz plz plz plz plz |
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Hahaha. thanks for your support, dolt. :) |
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@Darkmega18, moved the issue to Discussions, just letting you know. 👍 Exclusive outputs were considered at one point, yeah. In particular, it would've allowed me to make a more sensible gravel-to-flint recipe. Thing is, it was mostly archived due to a lack of time and patience, and also complexity to an extent. I'm still interested in trying it eventually, though. Processing a loot table... could work, but might also be a huge point of complexity, given how diverse loot tables can be. Although I could just let the recipe call and roll a loot table .json, its conditions would only really accomodate the entity (user)'s state, which might make some things not work properly. What I had originally considered was a toggle: a recipe would either roll outputs as AND (everything rolls with their own chances) or OR (only 1 output possible between all options, chance is weight). This has a different set of pros and cons. |
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ah, alrighty. well one would probably do it mostly with small guaranteed loot tables, like even processing gravel into it's block break table, where it'll drop either gravel or flint per-se. so in my case it could be just that it's a table with 2 things in it: a stripped log or the sappy stripped log with lower weight + a table that always only gives 1 bark. |
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As someone who wrote his own data pack for FD's chopping board for different wood types (Chopper's Delight on my github,) I feel like, sometimes, you need to let that mod's mechanics do it for you. Yes, I would implement it if the mechanics are capable of it, but, as Vector points out, it's not possible to duplicate the chance of a sappy log on a cutting board. That being said, just allowing multiple outputs with a simple chance modifier would simplify the JSON format. When I get a chance to, I'll post an example. |
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Using a random element from my data pack for
This would mimic the weight system used in chest loot tables, for comparison. |
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I'm currently fiddling with some recipes to do farmers delight styled breakdowns and stripping for bark for the other mods which add types of wood etc in my modpack in 1.19.2.
However I've come upon autumnity which has a log stripping logic where there seems to be around a third chance that the stripped log will become "sappy" rather than plain, the sap then being harvested by a bottle afterwards.
I could make a processing recipe, but it would mean it has to go one way or the other. Because I can't tell it to give me EITHER the sappy or nonsappy stripped log, only one or the other. and if I do a chance to do sappy and chance to do nonsappy together theres a chance I'll get none or both along with my bark. (also making the sap always pop out will make it somewhat op).
Is there a chance you can implement this kind of mechanic (or I just don't know it exists)? or even like, make something thats processed drop out a loot table or something? cause then I could just do up a loot table for it to spit out the log instead.
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