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for example on default apocalypse loot (0.4) you have to do Base.CigarettePack,2.5 to get 1%
but if you adjust the loot setting responsible for cigarettes from 0.4 to 1, you will need to do Base.CigarettePack,1 to get 1%
pretty sure this all applies to the presets aswell which assume apoc loot
why do your notes conflict with your preset examples?
eg. you say that if no rarity value is specified, the rarity will default to 1, but with your bullets preset you have specified "1" each time. Can you not just skip the rarity or will that break the game's understanding of the syntax?
eg. you say that 1 is roughly 0.4% drop chance, but in your alcohol preset you have "0.5" and then you estimate that 0.5 is 0.5% drop chance. but would 0.5 not be roughly 0.2% drop chance
Containers:
Base.SodaCan
Base.PopBottle
Base.WaterBottle
Base.JuiceBox
Base.JuiceBoxApple
Base.JuiceBoxFruitpunch
Base.JuiceBoxOrange
Fluids:
Base.Cola
Base.GingerAle
Base.ColaDiet
Base.SodaPop
Base.Water
Base.CarbonatedWater
Base.JuiceApple
Base.JuiceFruitpunch
Base.JuiceOrange
I might have missed some. I believe that Base.SodaPop is orange soda? And Base.PopBottle is the orange soda bottle? Thanks for all your hard work with this mod. :)
Or some other way, like using a mask instead of the exact ID of the item?
I wanted to add cassettes from True Music, but there are just too many!
Base.FishingHookBox
Base.FishingLine
Base.FishingNet
Base.JigLure
Base.MinnowLure
Base.PremiumFishingLine
Base.FishingRod
Base.Bobber
Base.Chum
ill let you decide on the spawn rates great mod by the way really is a game changer
Base.Sledgehammer,1 for a 0.4% chance
Running out of annotated maps wouldn't be a problem with the Change Sandbox midgame mod, and just removing base maps from the loot table so they're less likely to spawn again.
Such as
[x] Ammo Drops
[ ] Snacks
[x] Medical
etc