Understanding Entry Conditions in Advanced Loot Info
Advanced Loot Info lets you inspect how loot entries are chosen, and the most important part of that inspection is understanding entry conditions. Conditions, labelled conditions in the interface, decide whether a given entry is even eligible to produce loot. They are grouped under the heading ----- Predicates -----, and they cover entity, block, damage, and inventory checks, among others.
How Conditions Fit Into an Entry
Each loot entry can carry one or more predicates. When the game evaluates an entry, the predicates are tested in order. If the conditions pass, the entry can be selected and its modifiers, listed under ----- Modifiers -----, are applied. If they fail, the entry is skipped. This is why two entries that look identical can behave differently in practice: their conditions differ.
Entity Predicates
Several conditions target the entity involved in the loot event.
- Entity Properties: checks properties of the entity.
- Match Entity Custom: matches against custom entity data.
- Match Attacker Custom: matches the attacking entity's custom data.
- Match Direct Attacker Custom: matches the direct attacker rather than an indirect one.
- Match Player Custom: matches custom player data.
- Last Damage Player: relates the entry to the last player who dealt damage.
- Entity Sub Predicate: nests a further entity check inside the condition.
Block Predicates
Block-related conditions tie an entry to the block that was broken or interacted with.
- Block State Property: checks a specific block state value.
- Block Entity Type: checks the type of block entity present.
- Correct For Drops: checks whether the tool used is correct for the block's drops.
- Default Mining Speed: involves the block's default mining speed.
- Survives Explosion: checks whether the block survives an explosion.
- Stepping on Location: ties the entry to a location being stepped on.
- Position: uses coordinates shown as [X: , Y: , Z: ].
- Offset: shifts the checked position using [X: , Y: , Z: ].
Damage Predicates
- Damage Source Properties: checks properties of the damage source.
- Enchantment Active Check: checks whether a relevant enchantment is active.
Inventory and Equipment Predicates
- Match Any Inventory Slot: passes if any inventory slot matches.
- Match Equipment Slot: checks a specific equipment slot.
Tool and Ability Predicates
- Can Item Perform Ability: checks whether an item can perform a given ability.
- Can Tool Perform Action: checks whether a tool can perform a given action.
Other Predicates
- Distance to Player: checks how far the event is from a player.
- Using Converts To: relates the entry to what a used item converts into.
- Random Chance With Enchanted Bonus: a chance check that improves with enchantment.
- Unenchanted Chance: a chance value used when no enchantment applies.
- Min Ticks In Hive: a minimum time spent inside a hive.
- Resolution Context: the context in which the entry is resolved.
- Skip Known Structures: skips structures already known.
- Enchant With Levels: applies enchantment levels as part of the check.
- Enchanted Count Increase: increases a count based on enchantment.
- Detail Not Available: shown when no further detail can be displayed.
Selection Modes That Interact With Conditions
The way entries are picked also affects how conditions are used.
- sequence — entries are tried in order until the first one fails.
- alternatives — only the first entry that succeeds is selected.
- random trade selection — randomly selects from the available trades.
- Selects random entry, selects all entries, and selects only first successful entry are the related selection behaviours.
Modifiers You Will See Alongside Conditions
After conditions pass, modifiers shape the result. These include modified item, which is modified dynamically, item attribute modifiers with Attribute Modifiers:, item firework explosion with Firework Explosion:, and item stored enchantments with Stored Enchantments:. Other modifiers include Component Predicates:, Set Banner Pattern:, Set Custom Model Data:, Set Firework Explosion:, Set Ominous Bottle Amplifier:, Set Writable Book Pages:, and Set Written Book Pages:.
Operating the Interface
Open the mod's interface and select an entry to view its conditions and modifiers. Use the corresponding hotkey (set it in the controls menu) to toggle or navigate where the interface supports it. When a condition shows a field such as Position: or Offset:, the values are displayed in the bracketed coordinate format. Where a condition is not fully described, the interface shows Detail Not Available rather than inventing a value.
Practical Reading Order
Read an entry top to bottom: first the selection mode, then the predicates, then the modifiers. If an entry never fires, check its predicates first, especially entity, block, damage, and inventory checks. If it fires but produces the wrong result, the modifiers are the likely cause.