( loot_tables: [ // balance the loot tables against each other (higher= more common= smaller price) // Non-craftable weapons (80.0, true, "common.loot_tables.weapons.starter"), (0.075, false, "common.loot_tables.weapons.cultist"), (0.075, false, "common.loot_tables.weapons.cave"), (0.04, false, "common.loot_tables.weapons.legendary"), // Non-craftable Armor (15.0, true, "common.loot_tables.armor.cloth"), (6.0, true, "common.loot_tables.armor.twigs"), (6.0, true, "common.loot_tables.armor.twigsflowers"), (6.0, true, "common.loot_tables.armor.twigsleaves"), (0.02, false, "common.trading.jewellery"), // Ingredients (72.5, true, "common.trading.sellable_materials"), (1.7205, false, "common.trading.unsellable_materials"), // Food Ingredients (20.375, true, "common.trading.food"), // Potions // // crafted from food, no need to duplicate it here. // Big potions aren't crafted, but our potions // from merchants are already abused // // Place them back we will have better situation with potions // and economy. // // Collections (0.00026, false, "common.trading.collection"), // Manual balance (81.0, false, "common.trading.balance"), ], // this is the amount of that good the most common item represents // so basically this table balances the goods against each other (higher=less valuable) good_scaling: [ (Food, 0.0375), // common.items.food.mushroom (Coin, 1.0), // common.items.utility.coins (Armor, 0.025), // common.items.armor.misc.pants.worker_blue (Tools, 0.015487), // common.items.weapons.staff.starter_staff (Ingredients, 0.034626), // common.items.crafting_ing.leather_scraps ])