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The issue with loot

Pending 2.8.5

I can't seem to figure out how the loot spawn system works.
I created a loot list (easy) with 300 items, with 78 having a probability of 1.0.
I added it to the Difficulty_Loot folder.
In the Profiles folder, for easy bases, I set:

  • Amount Of Items To Spawn For Buyable Events (0 = Use Default Value): 0,
  • Minimum Amount Of Items To Spawn (0 = Use Max Value): 100,
  • Amount Of Items To Spawn: 200,
  • Amount Of Items To Spawn Increased By Item Splits: false(I also didn't understand what this does)

I restarted the plugin, spawned a base (UI shows Loot = 150), collected all the loot, and found out that even half of the items with probability = 1.0 didn't appear (there's enough space in the containers).
Why didn't items with a 100% probability appear? Even though there was space in the containers, and the minimum number of items was greater than them.

What did I do wrong?

In the config folder:

  • Use Stack Size Limit For Spawning Items: true
Edited by IIIaKa

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I spawned new base, initially, there were 126 items in the loot. After destroying the toolcupboard, it reduced to 102 (-24).
Upon opening the loot, there were:

  1. 17,000 (17 slots) wood;
  2. 122 (1 slot) crude oil;
  3. 6,000 (6 slots) sulfur.

Each of these three items occupies one slot in the loot config.

As far as I understand, the numbers 100 and 200 are not the quantity of items to be selected from the list but rather the number of slots.

Is there a way to limit the selection based on items(rather than occupied slots) from the loot config or disable the limitation altogether, so the plugin traverses the entire list and spawns items based on their probability? Initially sorting the list by probability, so that items with a 100% chance appear first, in case there are fewer slots than items in the list.
Until the container space runs out or the list is exhausted.

Edited by IIIaKa

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ya, it likes a lottery. everything is pooled together and then rolled on based on the probability.

glad you figured it out.

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