

So, this is true as regards to what loot level directly affects. Don't forget the bedroll!īasically the only expected difference will be the tiers and quality of the gear obtained. ĮDIT: If levelling up threatens to become an issue, I guess a diet of glass might help. ? Soo many threads for such a little test. Or for zed bags, spawn-25 to forest, killall, repeat. I wouldn't feel particularly safe about using loot goggles or eye candy in the test, but they could of course be used, just assuming they work as we think.įor the bags, if spawning them in manually, try at least standing in the forest while doing so. The first T1 armor would be enough for that side, then one would have to loot a whole lot on the other side to be pretty sure that the same item doesn't drop there. (Or similarly with a POI) For that, I would set my "character gamestage" to 38 or 39 (39 is the last one with no chance of T1 armor and you might level up looting.) and then loot a bunch of forest-bags standing in the wasteland. Loot standing in wasteland, with the bag in forest.

I would probably try to see if I can get higher tier loot from a bag standing in the lower stage area.

Might be loot_stage * 0.01 added into the count, or something completely different. Other things don't really seem they're affected, although for ammo count there's a tag that implies stage-modification, but there's no explanation to it. Basically the only expected difference will be the tiers and quality of the gear obtained. Since I had the loot.xml open for the other thread, I ended up checking what to look for.
#7 days to die zombie drop bag chance how to#
I wish the console showed (or that I knew how to enable it) the RNG results as they are calculated. Then I will need to do as theFlu describes, but I think I'm just going to spawn bags on the road outside a major POI and then stand in the road and on the POI to see if the differences are obvious. I need to do more tests to prove this out. So I think it means "multiply base probability by 1.25". Which makes sense since other modifiers throughout the XML tend to be multiplicative. Poi_tier_mod="0.05, 0.1, 0.15, 0.2, 0.25"ĭoes not mean "add 0.25" to base probability in a Tier 5 POI, based on my testing. So far I'm pretty confident that it is not additive. So far, I've only been testing whether POI tier modifiers affect all probabilities in the game. one standing within the POI and reaching into the street to search. But if you're correct - as I think you are - a bag which dropped on the street just outside POI boundaries would have a different modifier for a player standing on the street (outside the POI) vs. The question about moving bags around is academic only since we can't do that. I think you're probably correct, which would map to "it's where the player's feet are" for any biome or POI adjustments. So in game, if you were able to pick up the zombie goody bags without opening them up, the loot stage would be based on your loot stage when you opened it up. The containers themselves are not checked for location to determine the loot stage, they just have loot groups to reference back to. I'm not even certain how to test that effectively - maybe reconfigure coffee machines so that 9mm ammo has a 0.0 probability by default and see if I can get some 9mm from coffee makers in Tier 5 POIs. Does that mean that for the coffee maker example above, the actual probability for "drinkJarCoffee" is actually "med" + 0.05 = 0.55? ¯\_(ツ)_/¯ What I'm not sure about is whether these POI-based modifiers are applied to every probability in every group? So for example if I'm in a Tier I POI, that line implies there is a 0.05 modifier. *I said 'obvious' because there is this new line for A20 at the very top of loot.xml: All of the mundane containers (including things like medical piles) are tied to fixed probabilities like the above.
#7 days to die zombie drop bag chance mods#
Looking through loot.xml it seems that pretty much only loot groups/containers which might return armor, tools, weapons, schematics, or mods are directly tied to loot stage (this includes quest rewards).

(Technically, the probability applies for loot stage 0 through 999999) The "med" and "high" probability "templates" there are really just fixed probabilities (0.5 and 0.75 respectively). > (want more beakers? uncomment this line!) For certain, your loot stage is always 'active' for any container you open, but not every loot container or loot group has obvious * loot stage scaling. I was about to type, "not really", but looking into loot.xml now I'm not so sure. I think that loot stage modifier affects everything you open.
