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[1.16.1] Block loot table, multiple possible drops + silk touch


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Posted

I'm trying to make a block that can drop 1 of 3 possible items if broken, but only drops itself when broken by a pickaxe with silk touch.
I got the 1 out of 3 part working fine, and the item does drop itself when i break it with silktouch but it drops one of those 3 items in addition to itself.
Here's my code.

{
  "type": "minecraft:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:alternatives",
          "children": [
            {
              "type": "minecraft:item",
              "conditions": [
                {
                  "condition": "minecraft:match_tool",
                  "predicate": {
                    "enchantments": [
                      {
                        "enchantment": "minecraft:silk_touch",
                        "levels": {
                          "min": 1
                        }
                      }
                    ]
                  }
                }
              ],
              "name": "fossilsandstuff:cretaceous_fossil_deposit"
            }
          ]
        }
      ]
    },
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:item",
          "weight": 33.3,
          "name": "fossilsandstuff:brachiosaurus_raw_fossil"
        },
        {
          "type": "minecraft:item",
          "weight": 33.3,
          "name": "fossilsandstuff:stegosaurus_raw_fossil"
        },
        {
          "type": "minecraft:item",
          "weight": 33.3,
          "name": "fossilsandstuff:allosaurus_raw_fossil"
        }
      ]
    }
  ]
}

Thanks.

Posted

The weight, by the way on that 1-of-3 thing, doesn't have to sum to 100. Its not a percentage, its a weight.

https://www.rubyguides.com/2016/05/weighted-random-numbers/

Not sure why the silk touch isn't working

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)

You have two "rolls" which one is for the normal drops, and another roll for the silk touch, and they are not related. Means doesn't matter if the roll on the top succeed or not, it will always go for another roll for the normal drops at the bottom.

Edited by poopoodice
Posted

  

1 minute ago, Draco18s said:

The weight, by the way on that 1-of-3 thing, doesn't have to sum to 100. Its not a percentage, its a weight.

https://www.rubyguides.com/2016/05/weighted-random-numbers/

Not sure why the silk touch isn't working

The weights are placeholders, i left it this way so it's easy to tell if the whole random drops thing is working or not.
The problem is the silk touch working but the random item still being dropped

1 minute ago, poopoodice said:

You have two "rolls" which one is for the normal drops, and another roll for the silk touch, and they are not related. Means doesn't matter if the roll on the top succeed or not, it will always go for another roll for the normal drops at the bottom.

I've tried it like this and while it fixes the silk touch block+random item thing, it makes the non silk touched drop always be the first one.

{
  "type": "minecraft:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:alternatives",
          "children": [
            {
              "type": "minecraft:item",
              "conditions": [
                {
                  "condition": "minecraft:match_tool",
                  "predicate": {
                    "enchantments": [
                      {
                        "enchantment": "minecraft:silk_touch",
                        "levels": {
                          "min": 1
                        }
                      }
                    ]
                  }
                }
              ],
              "name": "fossilsandstuff:cretaceous_fossil_deposit"
            },
            {
              "type": "minecraft:item",
              "weight": 33.3,
              "name": "fossilsandstuff:brachiosaurus_raw_fossil"
            },
            {
              "type": "minecraft:item",
              "weight": 33.3,
              "name": "fossilsandstuff:stegosaurus_raw_fossil"
            },
            {
              "type": "minecraft:item",
              "weight": 33.3,
              "name": "fossilsandstuff:allosaurus_raw_fossil"
            }
          ]
        }
      ]
    }
  ]
}
Posted
10 hours ago, poopoodice said:

Do you mind posting the updated code?

 

This is what the gilded blackstone's json looks like,i did change what item it drops with silk touch and what item it usually drops.

Basically, depending on the fortune level the gold nugget has a different chance to drop (from 10% at nothing to 100% at fortune 3).

Changing anything about the gold nugget's functions/conditions makes the item no longer be random, and instead give the first one even if i add weight to them

{
  "type": "minecraft:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:alternatives",
          "children": [
            {
              "type": "minecraft:item",
              "conditions": [
                {
                  "condition": "minecraft:match_tool",
                  "predicate": {
                    "enchantments": [
                      {
                        "enchantment": "minecraft:silk_touch",
                        "levels": {
                          "min": 1
                        }
                      }
                    ]
                  }
                }
              ],
              "name": "fossilsandstuff:cretaceous_fossil_deposit"
            },
            {
              "type": "minecraft:alternatives",
              "conditions": [
                {
                  "condition": "minecraft:survives_explosion"
                }
              ],
              "children": [
                {
                  "type": "minecraft:item",
                  "conditions": [
                    {
                      "condition": "minecraft:table_bonus",
                      "enchantment": "minecraft:fortune",
                      "chances": [
                        0.1,
                        0.14285715,
                        0.25,
                        1.0
                      ]
                    }
                  ],
                  "functions": [
                    {
                      "function": "minecraft:set_count",
                      "count": {
                        "min": 2.0,
                        "max": 5.0,
                        "type": "minecraft:uniform"
                      }
                    }
                  ],
                  "name": "minecraft:gold_nugget"
                },
                {
                  "type": "minecraft:item",
                  "name": "fossilsandstuff:brachiosaurus_raw_fossil"
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
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