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MC-264216

Spire Armor Trim Not Spawning

I understand that the loots in chests are odds-based. However, after raiding a huge number of End Cities I've come to the conclusion that there must be something wrong going on.

I've been to around 24 End Cities and looted at least 2 chests per city, with some cities containing 7 chests. Most of the cities contained 3 or more chests.

 

If we assume an average of 3 chests per End City, it gives a low total of 72 chests. There is some divergence with the rarity of the Spire Armor Trim, but it's said to be 4.8% to 6.7%.

Taking the 6.7% chance, this makes it a 0.678% chance of this happening, and with the 4.8% probability, the odds of this happening are 2.896%. And this accounts to 72 chests which I know is a low estimated number on what I have been doing.

 

Additional info, the End was generated in this world before 1.20 was released (before armor trims). And I have been having no issue finding the other ones (the only ones left are Rib and Spire). Even the rare Silence Armor Trim took much less time to find.

 

But given the odds of this happening and the fact that the End was generated in a previous version, this makes me wonder if there is something more to it. I play on Java.

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Were these chests opened earlier than 1.20?

No, all of them after 1.20... and add +8 chests to the count

/setblock ~ ~ ~ repeating_command_block{auto:1b,Command:"loot spawn ~ ~1 ~ loot minecraft:chests/end_city_treasure"}

This repeat-spawns the loot of an end city chest (the exact same loot table); left it running for a few seconds then collected the loot; 12 spire smithing templates were spawned.

This is just tough luck on your end.

Could be. But every chest added to the count increases the chance of this not being 'tough luck', but actually being a bug.

 

The fact that the code works as expected most of the time does not eliminate the possibility of a bug or glitch happening, that is why it's called a bug.

 

What you did does not recreate all the circumstances which led to this scenario happening. And again, every chest I open increases the chance of this being a bug and not tough luck.

 

+13 chests to the count, btw.

Chest count: 90+

The repeating command block literally summons the end city chest loot in the same way those chests determine their loot. The fact you find no spire smithing template in your chests doesn't change the fact that they can spawn in them just fine. Each loot instance has the same probability, just because instance one doesn't have it doesn't mean instance 2 is more likely to have it.
You can literally do the same with a setblock command to place a chest with the loot table, and it would have the same outcome; you can compare the data of an unopened chest with that command and the only difference you'll see is a loot table seed (which exists solely so that recreating the world has the same loot in the same chests).

Bad luck is bad luck. Just because odds are astronomical doesn't make it a bug.

Since you will just dismiss this I decided to gather actual evidence of what I mean.

The command block purely as you used it does not account for the factors and in computer science we need to recreate all the scenario to investigate the possible existence of a bug. As a software dev, I say many bugs often happen in very specific circumstances. For example, in certain games one can fly or clip through walls if very specific circumstances are met. The fact that in most cases the game works as intended does not mean that in rare cases the code will malfunction or present unexpected behaviour.

And the command block used in a random world does not factor in the world seed and progressive updates in the code/game, for example. These are features that can influence its occurrence.

And there is actual data to show that there is some sort of anormality.

In red 'fog' is the area explored before 1.20.

In green 'fog' is the area explored after the trim update in search for it.

You will notice that there is this sort of red circle area in which the trim was unable to spawn. this doesn't seem at all like mere "bad luck" (as you like to put it).

And in blue 'fog' are end cities explored outside the 'no-spawn-circle'.

blue 'circles' are end cities in which the trim spawned (FINALLY)

The fact that this occurred just past the circle in multiple instances and that there seem to be an actual 'no-spawn-zone' make it seem that this isn't a matter of mere luck, but an actual sort of bug.

It is known that minecraft and any game (in fact any software for that matter) have bugs and I don't know if anyone would be able to recreate it. However using a dry command code in a random world that did not undergo all the "history" of its counterpart isn't the way to claim "nothing to see here, move along" from a dev's pov.

This issue is resolved to me now, but I'll leave the evidence here to future people that may experience something similar, in case it ever happens again.

I won't be checking this thread again.

[media]

Loot spawns are literally only based on the loot table seed or, if absent, a random seed. Any updates you go through or anything else before opening the container doesn't affect the loot spawns in any way. Never have and never will.
Loot spawns are properly isolated parts of the code.

Shori-Uta

(Unassigned)

Unconfirmed

(Unassigned)

1.20.1

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