[Bug]: 1.21.1: is the mod working?
Daltaxy opened this issue ยท 16 comments
Describe the bug you're experiencing
I have been playing on my modded server for a few days and I can't help but notice how bland the loot is.
I remember in 1.19.2 and 1.20.1 how chests were filled with modded items as well as vanilla ones.
Nowadays, I keep seeing the same items over and over without any variation.
I'm not saying that this mod is in cause, I'm just saying that I don't see a difference using this mod anymore.
All I see from a modded item pool are Relics artifacts, Corail Tombstone items and The Aether gloves. But even then, you'll see that I find those items without having Loot Integrations installed
Before, on older versions, I used to have weapons, loot from PneumaticCraft: Repressurized, Farmer's Delight (not a hint of FD items anymore), and just random items from other mods that add crafting items.
Here are a few examples from the lowest floor of Dungeon Crawl:


Loot Integrations enabled, Loot Integrations for Dungeon Crawl enabled.


Loot Integrations enabled, Loot Integrations for Dungeon Crawl disabled.



Loot Integrations disabled, Loot Integrations for Dungeon Crawl disabled. Note that a Relics item and The Aether Gloves are still present. So it's not even LI adding them
then I try again with everything enabled:

Loot Integrations enabled, Loot Integrations for Dungeon Crawl enabled.
Just to make sure, as I was typing this, I tried again with the mods also installed on client-side:




Loot Integrations enabled, Loot Integrations for Dungeon Crawl enabled, also installed and enabled on client-side.
It didn't change anything.
Reproducability
probably reproducible by everyone in 1.21.1
NeoForge 1.21.1, 21.1.172
all LI mods on the latest respective versions for 1.21.1
Clearly there is a problem because the loot table doesn't change at all? I also enabled the config showing which loottable was used after opening a chest, used /data get block <~ ~ ~> as well, never saw anything about Loot Integrations, only the mod's own loottable; though I thought it could be normal because of the way the loot is integrated?
You can see some examples from the screenshots of the chat.
Same thing for Valhelsia Structures and pretty much every structureI've found in the world...
I do have Customized Dungeon Loot enabled, but I'm not sure it interferes with LI? not sure I saw any CDL items either...
edit: note that of course I opened chests that didn't have their loots generated yet with each new attempt
Mod up to date
- Before submitting this issue I updated to the newest version and reproduced it
Minecraft version
1.21.1
Modloader version
Neoforge
Logs
https://mclo.gs/RzUDpHh client log, server log is a mess because I kept shutting down and rebooting the server. I can still try again and give you a server log though
enable "debugOutput" in the config and generate a few chests or use the give loot command which have an integration from the "Loot Integrations: Dungeon Crawl" mod, like "dungeoncrawl:chests/stage_5".
It then should show up in the server log which items got added
enable "debugOutput" in the config and generate a few chests or use the give loot command which have an integration from the "Loot Integrations: Dungeon Crawl" mod, like "dungeoncrawl:chests/stage_5". It then should show up in the server log which items got added
I'm sorry if I'm wasting your time here, but I think I'll let you be the judge, because perhapsI'm misunderstanding the mod as a whole
https://mclo.gs/fU199B7
stripped the log of most of its lines of course
I started by giving myself some loot with the command as you suggested, then started exploring a nova structure nearby
the mod seems to add only one or two items per chest/loot and an overwhelming majority of them are just vanilla stuff
I did get some Corail Tombstone items, of which I only saw a spell in a chest
your log link doesnt load for some reason, but yes by default it only adds 1-2 items per chest from a similar combined item pool of vanilla and modded items. So it is a very slight/subtle change which is intentional by default to not affect loot balance significantly, and keep most of the original intended distribution.
You can make a datapack to alter the amount of items added(just open up the dungeon crawl integration mod jar, copy the files from the data folder and adjust the amount, repackage in a new datapack). I'm also planning to add config options to increase the total amount of loot added and how much of it is modded loot
I see, thank you.
It does seem to add 90% vanilla items
here's the log that you couldn't open just in case:
https://api.mclo.gs/1/raw/fU199B7
or
raw log.txt
Additionally I just got a chest like this

this one above was NOT affected by Loot Integrations (no log output from it)
Interestingly, right next to it, in the same structure, a chest WAS affected by it (there were also farmer's delight seeds that I took):
What's odd is that the one that was unaffected had the most loot; probably a coincidence though. Couldn't get the loot table for that chest as I had already opened it without expecting much sadly

Overall, after playing some more with the debug output enabled; other than Dungeon Crawl, it has added nice stuff like water buckets, food, iron swords... so it does work and adds very useful items
Only comment would be that it adds too few modded items maybe. Would love to see Croptopia, Farmer's Delight items/foods added automatically where they aren't naturally?
ye the way it works is it uses the loot other mods add to minecraft default chest loot and then adds loot from those chests to modded custom loottables, so that despite being a custom dungeon loottable you still can get the originally intended loot from mods for dungeons.
I'm planning to add a config that allows setting the chance of modded items higher though, that should probably make it much easier to adjust
@Daltaxy
I've also found an actual issue which probably prevents a bunch of modded loot from appearing, I've uploaded a new version of loot integrations which should prevent that issue: https://legacy.curseforge.com/minecraft/mc-mods/loot-integrations/files/6627189
If you got time to test it that'd be great :)
technically the log is correct, it just logs way more currently since I switched the internal loottable where loot is generated from to be filled individually by loot integrations systems, as the previous loottable which pulled from other loottable is unable to generated modded loot due to a neoforge bug. Gonna see if I can reduce the spam a bit :D
And ye loot looks much better now
A few things before we get into it:
-loot now seems much better and feels modded more than ever
-log is spaaaaaammed a lot by the mod; I'd rather let you read how the loot integration worked
So many log lines in an instant (one chest = 100+ lines?)
-For each following picture, I added the index of the time that I noted right after opening the chest
For example, for the first one, it was recorded at [23:40:19] in the log. They are in chronological order; I suggest you open the log (https://mclo.gs/NLVlYTx) or latest.log on one side and compare with the chest's content on the other
it's also always better when the same item is scattered around in a chest instead of stacked, feels better and more rewarding to loot
I can do further specific testing if needed (I still have the mod so I'll see if anything happens)
For now the log does seem broken? but I haven't read much into it
the loot itself is very cool, getting more loot from PneumaticCraft, Iron's Spells and Spellbooks, Farmer's Delight, Ender IO... (I hope these last two also come from Loot Integrations?)
uploaded version 4.6, it fixes the loot spam and adds a config to increase the chance for modded items
mostly only change is I disabled the config for skipping the same existing item by default and increased the chance for modded items to 3x by default.
I think overall it should be similar(if you want the exact same then enable the skip existing items config and set the moddedItemWeight to 0)







