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Give chests and strongboxes mythic pools + make IR cooler#214

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iwolfking merged 5 commits into
iwolfking:masterfrom
Poor-Mans-Physicist:feature/loot-rework
Jul 14, 2026
Merged

Give chests and strongboxes mythic pools + make IR cooler#214
iwolfking merged 5 commits into
iwolfking:masterfrom
Poor-Mans-Physicist:feature/loot-rework

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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

Poor-Mans-Physicist and others added 5 commits July 4, 2026 13:46
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>
@iwolfking
iwolfking merged commit a1d2163 into iwolfking:master Jul 14, 2026
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2 participants