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Question: Loot Tables and Duplicate Entries - Low Loot, Normal Loot, High Loot bases.

Closed 2.7.4

So i've been working on trying to setup a collection of loot entries in Base Loot and Difficulty loot that gives opportunity for Dud (crap) loot, "Normal" loot, and a Loaded base full of loot.

 

I'm doing things like this...

 

Easy Base Loot Table

  {
    "shortname": "grenade.beancan",
    "name": null,
    "amount": 3,
    "skin": 0,
    "amountMin": 1,
    "probability": 1.0,
    "stacksize": -1
  }

 

 

Easy Difficulty Loot Table

  {
    "shortname": "grenade.beancan",
    "name": null,
    "amount": 15,
    "skin": 0,
    "amountMin": 3,
    "probability": 0.8,
    "stacksize": -1
  },  {
    "shortname": "grenade.beancan",
    "name": null,
    "amount": 25,
    "skin": 0,
    "amountMin": 10,
    "probability": 0.05,
    "stacksize": -1
  }

 

Note: 

Easy Bases Profile:

"Allow Duplicate Items": false - Hoping this means the base isn't by short name.  Hoping that each item in the Easy Bases.json (base loot) and Easy.json (difficulty loot) are considered unique items to be rolled, even if the same short name.  Alsol trying to prevent Bean Cans rolling 10 times from any of the loot tables.

 

So the base loot is going to make sure whoever raids gets "something", because as far as I can tell, base loot loads into the base first.  So the player will get "some" bean cans.  Is that correct?

 

Then I'm shooting for a very high probability that they'll get a "normal" roll on more bean cans.

 

I'm hoping that they'll then potentially have the chance for a big payout on bean cans for a loaded base, but only 5% chance for the base to be loaded.

 

My understanding is this...  Looking to see where I may be wrong because this is really hard to test in game.

 

Duplicate Items are turned off.

Base Loot rolls first and get's loaded into containers (boxes,cupbard, furnaces, etc).  With duplicate items turned off, the Bean Cans from the Base Loot will only roll once and load into the base.

Difficulty Loot rolls.  The high probability Bean Can item entry wins and is loaded into the base containers.  With Duplicate Items turned to false/off, this high probability item entry won't roll again.

Difficulty Loot rolls.  The low probability (to make this a heavily loaded base) wins and loads into the base containers.

Remaining amount of items for the base rolls along the same rule as bean can is demonstrating above.

 

Is that how it should work?  Does each item entry in the loot table get considered as a unique item according to duplication rules?  

Or does preventing Duplicates only go by Short Name so you'll only get certain items from the list?

 

What I have experienced thus far is Base Loot will roll along with Difficulty Loot and if the same item is loaded into the base, Duplicate doesn't prevent it.

 

The bigger question is, if I have two items, with the same short name, in a Difficulty Loot Table, do both have the opportunity to roll if Duplicate is disabled?

 

The goal I'm shooting for is:

Dud (horrible loot) bases exist as a possibility.

"Normal" loot bases exist as a possibility.

Loaded bases exist as a possibility. 

 

If there's a better way to do it, I'd love to find out what that is.

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having the same item multiple times in the same loot table is not supported.

items are pooled from each loot table and then rolled on.

if beancan is in the base loot table with Always Spawn Base Loot Table then it will always spawn, otherwise it will randomly spawn

if beancan is in the difficulty loot table then it will be randomly picked

if it doesn't have enough items at this point then it will use allow duplicates and block by shortname if set to false

Quote

What I have experienced thus far is Base Loot will roll along with Difficulty Loot and if the same item is loaded into the base, Duplicate doesn't prevent it.

it's not supposed to. if you have the same item in multiple loot tables then it's going to pick it based on probability. Allow Duplicate Items is not factored until AFTER the initial items have been picked from each loot table. if at this point you do not have enough items to meet Amount Of Items To Spawn then it will continue trying to spawn the remainder based on Allow Duplicate Items / Do Not Duplicate settings

 

Edited by nivex

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It seems to be working.  But I'll double check that Allow Duplicates I set in all profiles..

 

Reading what you said a couple of times.  I know I'm getting at least two of the three items drop rate settings and almost positive that I'm getting 3 of 3 sometimes.  Which is what I'm shooting for.  Spent the whole day testing and I'm getting a great variety.

 

Just for the sake of testing, I'll set probability to 1 and amount and min amount to 1 for each of the 3 bean can entries.  If 3 pop, there we go.  If not.  Bugger.  I will suddenly have no idea how my bases are producing the loot that they are lol.  I'll let you know.

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saying it's not supported doesn't inherently mean it won't work. 😛

not supported means it may work, may not work at all, or may not work as expected

it's intended that people use the stacksize option to split items into multiple stacks based on min and max amounts sorting out the randomness. I think this gives greater versatility than any other option

Edited by nivex

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I like having multiple probabilities to determine the dud, normal, and loaded bases.  

 

In my head the perfect world would be 3 sets of loot per difficulty.  Or an array of probability and amounts tied to a dud, normal, loaded base roll.

But if how I'm doing it works and continues to do so, I'm good with that lol.  

 

Thanks for all your help nivex!

Edited by Jackelmyer

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np

I've added commands

rb.reloadprofiles - this reloads the profiles and the associated base loot tables
rb.reloadtables - this reloads all loot tables

it won't be allowed to use any reload command when a base is pasting, or when the grid is loading but there will be messages for both

Edited by nivex
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