Enochian Keys do not appear in End City loot table nor in world as far as I've seen
zoller27osu opened this issue ยท 15 comments
It could certainly be a JustEnoughResources integration issue, but I also used the /setblock ~ ~ ~ minecraft:chest{LootTable:"minecraft:chests/end_city_treasure"}
command from ExoticDropsLootModifier.java numerous times in a test world and never saw an Enochian Key.
I am playing FTB Endeavour, Version 1.4, so Woot 1.16.5-1.0.6.0. The only custom mod I'm using beyond what's in the modpack is JustEnoughResources being version 1.16.5-0.12.1.121 instead of 1.16.4-0.12.0.109.
P.S. I was also curious whether Luck/Unluck would effect the odds of getting keys or not? i.e. do they have "weights" in the loot table?
Hello, I don't think this is fixed. I'm playing Chroma Technology 2, an other player and I have looted A LOT of endcities and have never seen the enochian keys sadly.
Woot is on 1.0.8.0
Have also tested this with fill 0 90 0 100 90 100 chest{LootTable:"chests/end_city_treasure"}
no keys? done with only woot installed aswell.
The End City chests did originally have a low chance to spawn (1%) however this was bumped to 15% in 1.16.4-1.0.3.1. The values are in the standard datapack format so you can override them if you want.
The current values are
"rolls": 1,
"dropChance": 15.0,
"weights": [ 4, 4, 2, 1, 1 ]
The End City chests did originally have a low chance to spawn (1%) however this was bumped to 15% in 1.16.4-1.0.3.1. The values are in the standard datapack format so you can override them if you want.
The current values are
"rolls": 1, "dropChance": 15.0, "weights": [ 4, 4, 2, 1, 1 ]
Hi ipsis. idk if something is bugged then. did a test with only woot. and about 1k end chests. and no keys were dropped? could you maybe check the newest build if thats true? since all my tests gave me nothing. :)
woot-client.txt
woot-common.txt
the above are the pack's configs for Woot. there are no datapacks installed, and I'm pretty sure that none of the kubejs scripts make relevant changes.
I've just retested with the default values I mentioned before. I test by going to the End City and going to where the electra and the two chests are normally. I then use a command to spawn treasure chests.
eg. "/setblock ~ ~ ~ minecraft:chest{LootTable:"minecraft:chests/end_city_treasure"}
I test spawned 10 chests and got
2 x ZOM key,
2 x ARM key
1 x LIL key
This was on 1.16.5-31.1.18
1.16.5-31.1.18? forge version 31.1.18 is 1.15.2?
tested woot-1.16.5-1.0.7.0.jar
on forge 36.1.18-30 (all versions from 18-30)
no loot at all. this is with the curse forge build. aswell was curseforge downloading forge. about 20 chests spawned on each try. :/
Curse profile.
[
test-1.zip
](url)
Sorry -I didn't copy from my properties file correctly - my dev was running 1.16.5-36.1.18
I'll give it a try outside of dev with only forge and woot.
Tested on FTB Endeavor:
spawned 9 chests inside the end ship got two enochian keys.
spawned 15 chests inside one of the end towers and got one enochian key
Tested with a new instance of just Forge 1.16.5-36.1.8 and Woot 1.0.7.0.
21 chests - 2 keys/
I also ran a quick check in my dev environment and if I change the drop chance to 100% then I get one in each chest.
Had to recheck my sanity. did 500 chests. in the area of a end city/ship. 1 key. so im guessing the RNG of the rates is REALLY random. only reason i start testing this is since i run a ''larger'' whitelisted community. and people kept saying the could not find any in the 10000x10000 area of the end. and i guess thats about right if it take me 500 chests. idk if you got a premade data pack were those values can be altered. but it seems to be really random if you are getting 2 keys in 20 ish chests. and i get 1 in 500~ :/
also the 1k chest spawn i did a few days ago was in the overworld buy area shouldn't have an effect on the end loot table.
Tested on FTB Endeavor:
spawned 9 chests inside the end ship got two enochian keys.
spawned 15 chests inside one of the end towers and got one enochian keyTested with a new instance of just Forge 1.16.5-36.1.8 and Woot 1.0.7.0.
21 chests - 2 keys/I also ran a quick check in my dev environment and if I change the drop chance to 100% then I get one in each chest.
Well something is up with the curse version then(it seems). since i cannot regardless of system, version, or anything get keys to drop at all. just over all odd.
You can override most of woot using standard datapacks - I've tested them for general loot drops for custom mobs. In theory you can override the exotic_drops.json in the same way to bump the drop chance, but I'm not seeing that working during testing. It seems to be the only thing that cannot be overriden.
I did retest with the profile you provided - this time 50 chests gave me 2 keys.
I'll maybe move the configuration values out of the datapack and into standard config for this. I had hoped that the datapack would give some better flexibility but it doesn't seem to be working for loot modifiers.
I'll also do some more testing of the drop rate and see if the percentage that is getting set is actually reflected in the actual drops as there does seem to be some sort of variation.
--update--
Think I've found the problem. I've been looking at the drop percentage and did multiple runs to ensure that a 15% drop rate dropped an item 15% of the time which it does. However it looks like then it says "drop an exotic" it is sometimes then failing to pick one of the exotics and getting an empty stack. I'll need to look into why the weighted drops are sometimes not picking anything - it should always pick something.
So there is a mistake (horrible, embarrassing error) in the code that, when an exotic should be dropped, it generates an empty stack instead. I'm not providing a copy of the dropped stack, so it can remove the exotics from the loot pool over time.
How you test can impact how the drops work - if you generate chests but not break them (destroying the contents) it can look like it is working.
I'll patch it up and probably put out a new version tomorrow, which should hopefully make the 15% drop rate work correctly.
So there is a mistake (horrible, embarrassing error) in the code that, when an exotic should be dropped, it generates an empty stack instead. I'm not providing a copy of the dropped stack, so it can remove the exotics from the loot pool over time.
How you test can impact how the drops work - if you generate chests but not break them (destroying the contents) it can look like it is working.
I'll patch it up and probably put out a new version tomorrow, which should hopefully make the 15% drop rate work correctly.
Always good its found would explain why the server we got had no keys at all. hope to see it fixed soon :D thanks for taking the time to find the issue!