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Right now the rarity is calculated for example by default:
Common: 3(player choice) * 4(rarity modifier)
In addition, in the function of adding loot to inventory, each zombie for each type of item can have its own rarity modifier:
SR.rarity(Common: 1, Uncommon = 0.8, Rare = 0.7, VeryRare = 0.6, ExtraRare = 0.4, Elite = 0.3, Legendary = 0.1)
That is, if you chose the default and the food is set to the rarity common and the zombie rarity modifier SR.common, the chance of food spawning will be 3 * 4 * 1 = 12
but if you give the opportunity to change the SR rarity table, then you can customize the rarity to suit your needs
choosing for example SR.rarity(Common: 0.2, Uncommon = 0.1, Rare = 0.05, VeryRare = 0.03, ExtraRare = 0.02, Elite = 0.015, Legendary = 0.01)
But to clarify, I wasn't saying the mod lacks unique loot as content. I was saying that stuff that spawns for all zombies, like food and stationary, feel very common. Our group can basically survive on candy from Zomboids at the lowest spawn rate. Rather than having a motivation to kill more, the ones that just get in our way give more loot than we can use.
The things that only some zombies carry like extra medical stuff on medical personnel don't stand out against all the other loot. I think if the universal items were a little rarer and the professions had more variety than their loot would feel more special.
Loving the mod though and very excited to see how it develops.
Common items, especially food, are too common overall and tend to overshadow profession specific stuff.
Gum is strangely absent from the spawns but it seems to work well with most modded items.
I still think a new even more rare config option is needed for hardcore play.
I really like the profession based loot and think it's what sets this apart from other zombie loot mods but as I said the generic stuff tends to make it less noticable. More vareity in the profession specific loot could help here as well.