( loot_tables: [ // balance the loot tables against each other (higher= more common= smaller price) // Weapons (32.0, true, "common.loot_tables.weapons.starter"), (16.0, true, "common.loot_tables.weapons.tier-0"), (8.0, true, "common.loot_tables.weapons.tier-1"), (4.0, true, "common.loot_tables.weapons.tier-2"), (2.0, true, "common.loot_tables.weapons.tier-3"), (1.0, false, "common.loot_tables.weapons.tier-4"), (0.5, false, "common.loot_tables.weapons.tier-5"), (0.025, false, "common.loot_tables.weapons.cultist"), (0.025, false, "common.loot_tables.weapons.cave"), (0.02, false, "common.loot_tables.weapons.legendary"), // Armor (20.0, true, "common.loot_tables.armor.cloth"), (1.0, true, "common.loot_tables.armor.twigs"), (1.0, true, "common.loot_tables.armor.twigsflowers"), (1.0, true, "common.loot_tables.armor.twigsleaves"), // Materials (7.5, true, "common.loot_tables.materials.common"), (8.0, true, "common.loot_tables.materials.underground"), // Food (0.3, true, "common.loot_tables.food.farm_ingredients"), (0.4, true, "common.loot_tables.food.wild_ingredients"), (0.2, true, "common.loot_tables.food.prepared"), // 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. // // Misc (0.1, true, "common.loot_tables.consumable.throwable"), (0.7, true, "common.loot_tables.consumable.misc"), (1.0, false, "common.loot_tables.trading"), ], // 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: [ (Potions, 0.0075), // common.items.consumable.potion_minor (Food, 0.1), // common.items.food.mushroom (Coin, 1.0), // common.items.utility.coins (Armor, 1.0), // common.items.armor.misc.pants.worker_blue (Tools, 0.25), // common.items.weapons.staff.starter_staff (Ingredients, 0.25), // common.items.crafting_ing.leather_scraps ])