Mining materials randomizer

item survival:stackrandomizer-materials-mining · from game

Game logic (C#)

The C# classes this item's JSON definition hands its behavior to. Files link to vssurvivalmod on GitHub, pinned to the commit the mapping was made from.

RoleName in JSONC# typeSource file
Item class ItemStackRandomizer ItemStackRandomizer Systems/Loot/ItemStackRandomizer.cs

Can generate (14)

This is a random-stack placeholder: when the game generates the chest, vessel or drop it sits in, it swaps this item for one of the results below, picked by the relative chance shown. A placed randomizer can also carry its own overall chance of generating nothing at all, which is per-instance data and not part of this definition.

Filters
ResultKindChanceQuantity
Torch (Extinguished) block 18.80% 2–12
Quartz chunk item 17.50% 4–18
Chalk stone item 11.00% 8–24
Limestone stone item 11.00% 8–24
Metal scraps block 10.00% 6–20
Blasting powder item 8.80% 1–11
Halite stone item 5.30% 8–24
Olivine item 4.00% 6–20
Borax item 4.00% 4–12
Cinnabar item 2.80% 2–8
Rough lapis lazuli item 2.80% 2–8
Clear quartz item 2.80% 2–6
Sulfur chunk item 0.90% 2–8
Sylvite item 0.30% 2–4

Found in structures (54)

StructureKind
small structure
medium structure
large structure
specialsurfaceruins structure
surrfaceruins structure
average-village-main village
average-village-common village
religious-village-main village
agricultural-village-main village
guild-village-main village
average-town-main village
average-town-common village
average-town-uncommon village
military-town-main village
guild-town-main village
agricultural-town-main village
average-city-main village
agricultural-city-main village
guild-city-main village
military-city-main village
religious-city-main village
underground-verycommon structure
underground-uncommon structure
underground-translocator-common structure
underground-samgrey-4 structure
underground-samgrey-1 structure
calix storystructure
forlornhopedungeon storystructure
halitequarry storystructure
huaca storystructure
mine1 storystructure
mine2 storystructure
sunrift storystructure
thepanopticon storystructure
university storystructure
bellcross-waystones structure
nybygget-translocatornexus structure
megastructures-mountaincastle-ogdred-o10 structure
megastructures-palaceofnestor-nybygget structure
megastructures-romanbathhouse-virrno structure
megastructures-settlementofkeykeepers-sirayne structure
village-samsvillage-redclay village
village-samsvillage-orange village
village-samsvillage-fireclay village
village-samsvillage-cream village
village-samsvillage-blackclay village
village-ogdred village
village-forest village
largeruins-0102-femursnapper-o7 structure
largeruins-0408-virrno-o7 structure
largeruins-0602-sirayne-o7 structure
largeruins-0604-sirayne-o7 structure
largeruins-0605-sirayne-o7 structure
desertspecifc-wildwest1-virrno-o4 structure

This confirms the schematic(s) contain this code somewhere, not where or how many times -- the per-instance block-entity decoding used for tapestries isn't run for every content type.