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The rate at which Beardlings drop stuff?


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It doesn't say on wiki for some good reason, so I wanted to ask here. What are the chances of it dropping:

 

Beard hair, Monster meat and Nightmare fuel?

 

Because to me this doesn't make sense:

 

inst.components.lootdropper:AddRandomLoot("beardhair", .5)
inst.components.lootdropper:AddRandomLoot("monstermeat", 1)
inst.components.lootdropper:AddRandomLoot("nightmarefuel", 1)
inst.components.lootdropper.numrandomloot = 1
 
does the 1 on nightmare fuel and monster meat mean 10%? Cause I don't get this. The .5 would make sense  as 50% chance, but what about the others? This drop rate is really confusing.
 
EDIT: I think I figured it out, could it be beardhair 20%, monster meat and nightmare fuel both 40%? Just to check, tell me if I'm correct! And how would I write it if I wanted something to drop at 30% rate and something else at 70% rate?

Save yourself a headache and just kill 2 beardlords. I believe that beardlings have a 20% drop rate for hair. Beardlords have 200%.

Or set up near a touch stone. Meat effigies have their reasons for sucking.

Beardlords are currently bugged, every time I kill one, I get standard bunny man drops. I.e. Two carrots and a meat (or bunny puff).

I killed Splumonkeys during the "nightmare phase" instead, they reliably drop 2 beard hair each.

Though I wouldn't recommend it, Ruins are such a dangerous place to fight in, especially if you don't already have meat effigy. And now that weather effects are active in caves/ruins in the DLC, it's hard to wear head armor and explore at the same time, you have to equip just before you fight.

Beardlings are the safest way. Beardlords and shadow splumonkeys are more risky, it's easy to get rushed by a big group of them.

There is a 20% chance of beard hair dropping, a 40% chance of monster meat dropping and a 40% chance of nightmare fuel dropping. The number after the prefab is the probability weighting, not the actual percentage chance of it dropping.  

 

You can read a more detailed explanation here: 
http://forums.kleientertainment.com/topic/17216-request-mod-to-change-drops-from-mobs/?hl=lootdropper#entry162738

So 2.5 is the full probability, right? Is 2.5 required as full probability for all mobs allways or not?

No 2.5 is just the sum of 1, 1, and .5

.5 is 20% because .5 is the 20% of 2.5 and 1 is 40% because 1 is 40% of 2.5

 

another example will be a mob with.

 

("meat", 3) and ("monstermeat", 7)                              or                             ("meat", 6) and ("monstermeat", 14)

3+7=10                                                                                                          6+14=20

3 is 30% of 10 and 7 is 70% of 10.                                                                6 is 30% of 20 and 14 is 70% of 20.

No 2.5 is just the sum of 1, 1, and .5

.5 is 20% because .5 is the 20% of 2.5 and 1 is 40% because 1 is 40% of 2.5

 

another example will be a mob with.

 

("meat", 3) and ("monstermeat", 7)                              or                             ("meat", 6) and ("monstermeat", 14)

3+7=10                                                                                                          6+14=20

3 is 30% of 10 and 7 is 70% of 10.                                                                6 is 30% of 20 and 14 is 70% of 20.

 

Okay, so what would you write if you wanted a mob not to drop anything?

use "AddChanceLoot" instead of "AddRandomLoot"

 

examples:

AddRandomLoot("axe",3)       AddRandomLoot("goldaxe",2)    AddChanceLoot("krampus_sack",.01)

60% axe, 40% gold axe and 1% chance of krampus sack

 

AddChanceLoot("bandage",.75)

75% chance of honey poultice, then 25% of nothing.

AddChanceLoot("bandage",.75)

75% chance of honey poultice, then 25% of nothing.

 

Yup. But note that if you had:

 

AddChanceLoot("rocks",.75)

AddChanceLoot("ash",.25)

 

it make a roll for each item on the list. So, you have a 75% chance of getting rocks, a 25% of getting ashes. But overall you have a ~19% chance of getting both, ~19% of getting neither and a ~62% of getting one of them (if my probability skills are working correctly).

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