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Salthin

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  1. Thank you! I'm taking a break on this, but I will definitely look into all of these options.
  2. Thanks for all the feedback, everyone. One thing that has come out of this is that there needs to be a comprehensive, easy to understand tutorial on altering/creating loot. I still don't quite understand how to implement some of this advice, but I will ponder over it and reply again with updates.
  3. I was thinking that might be the problem with the imports, and i'll try that. Have any advice on making a serialized json for this specific issue?
  4. Hello there! I'm currently working on a personal mod, and I have a number of custom items I want to show up as loot in dungeon chests. I've taken a look at the Global Loot Modifier documentation, as well as the 1.13.x loot table documentation. I have a couple of problems: 1. In my hour of internet searching I cannot find anything on conditions (as part of the serialized json) related to dungeon chests. 2. The import statements: import net.minecraftforge.common.loot.GlobalLootModifierSerializer; import net.minecraftforge.common.loot.LootModifier; ...Are not importing correctly, and are showing up red wherever I use them. Some further information: I'm currently using VSCode as a development environment. The Items in question are simple items, and their only purpose is to be crafted into other items. If there is an easier way that does not interfere with other potential mods, I will get on my knees and beg you for the documentation. If there is any more information I need to provide, please reply and let me know. As a side note, this is a very simple action I'm trying to do. It should not in any way require the confusing mess that is the Global Loot Modifier, especially when the documentation is barebones. If this is the only way to do it, there should be significantly more documentation. Such a simple action should not require this much work.

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