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Testing itemgroups in the wild pretty much comes down to eyeballing beyond the "spawn 100 groups" debug option, and the nesting of groups especially makes finding out where a certain rare spawn came from. The guide's loot location tables can help point you in the right direction, but it would be extremely helpful if the groups / spawn weights it used to land on a spawn chance were less obfuscated.
The text was updated successfully, but these errors were encountered:
This is a cool idea, and I've also wanted something similar, but unfortunately the way the Guide's spawn stats code works, we intentionally throw away all the item group tree info as we go, in order to sum up the final probabilities. The code would need to be completely rewritten to be able to show that information, I think.
I'll leave this issue open in case I (or someone else) get the taste for rewriting all the spawn stats code someday, but I don't plan to work on this currently.
Coming back to this to say that I discovered another reason why I want this: reverse engineering why a particular item spawns where it does. Basically, given a "99% chance / 1.8 avg count" item, answer the question: what item groups does that chance/count come from? I could imagine this being exposed as a debugging tool somewhere in the guide.
Testing itemgroups in the wild pretty much comes down to eyeballing beyond the "spawn 100 groups" debug option, and the nesting of groups especially makes finding out where a certain rare spawn came from. The guide's loot location tables can help point you in the right direction, but it would be extremely helpful if the groups / spawn weights it used to land on a spawn chance were less obfuscated.
The text was updated successfully, but these errors were encountered: