Give chests and strongboxes mythic pools + make IR cooler#214
Merged
iwolfking merged 5 commits intoJul 14, 2026
Conversation
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
VaultMapItem imprints the map tier (0-5) on the crystal data at anvil craft; MixinCrystalMapTier carries it through every CrystalData NBT round-trip and stashes it in VaultMapTierCache (keyed by vault ID) when the crystal configures its vault, cleared again on vault release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Strongboxes in a tiered vault resolve the map tier at loot generation and hand it to TieredLootTableGenerator: StrongboxTierScaling steepens the omega/mythic sub-pool curves per tier and raises base/max rolls (72-162 by tier), displayed rarity tracks the tier, and loot fills all 81 slots instead of the first 27. Strongboxes also skip the exact CDF enumeration entirely, and 5-pool mapped-chest tables above 30 rolls use the new O(pools) Gaussian percentile (TieredCdfApprox) so the CDF cache stays bounded lategame. Tier -1 (regular vaults, chests) keeps every existing path byte-identical. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Comment-only pass for iwolfking#214: the two loot-scaling class docs no longer point at analysis scripts that don't ship with the pack, and the two remaining inline comments (readNbt HEAD anchor, CDF null routing) are promoted to Javadoc. No code changes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The trailing LREF and degenerate-fit notes move into Javadoc; the map imprint line loses its narration. The PR diff now adds Javadoc only. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Adds plumbing map-exclusive mythic chest roll pools to living, gilded, ornate, and wooden chests, and makes them scale more interestingly with IR to prevent the asymptotic useless falloff of high levels of IR. Has a new function to parse the 5 pool system, any chests fed into the loot generator with 4 pools acts as normal (so regular maps, and any other chest type). also swaps to a gaussian distribution to calculate chest rarities for larger chests, to prevent the abomination that is the chest-roll cache used to determine chest rarity from OOM-ing the client. Exact details of what the new loot rolls look like are published on discord, but they aren't crazy.
Technical notes: the strongbox half of this is per-map-tier — the map tier (1-6) is imprinted on the crystal at anvil craft and read back at loot generation, so mapped strongboxes get tier-scaled roll caps (72-162), a tier-derived displayed rarity, and fill all 81 slots instead of the first 27. A server restart mid-vault clears the tier stash and those strongboxes fall back to fully vanilla behavior for that run. Everything is gated on a -1 "no tier" sentinel, so every non-mapped chest path is byte-identical to before.
🤖 Generated with Claude Code