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For a generous localhost: point low ranks at richer tables, raise overlooted chances (e.g. rare 0.05, epic 0.02), and keep
ConfigureDediServer(), DedicatedServcerServices_SetLootRules maps ranks 1-15 to a common, rare and epic loot table plus pacing (iter) lists. Higher ranks point at richer tables (CommonRanks_13_15, RareT5Mono, Lezortium/Neodium drops at ranks 8/11).
DedicatedServcerServices_SetLootRules(
{
[1] = { common = { lt = "CommonRanks_1_3", iter = { 0 } }, rare = { lt = "RareT1", iter = { 3,5,12,12,12,12,12,12,12,30,50 } }, epic = { lt = "RareT1", iter = { 100000, 100000 } } },
-- ... one line per rank 1..15, tables get richer with rank ...
[15] = { common = { lt = "CommonRanks_13_15", iter = { 0 } }, rare = { lt = "RareT5Mono", iter = { 14,21,20,21,20,21,20,21,20,35,40,50 } }, epic = { lt = "RareT5", iter = { 100000, 100000 } } },
}
)
-- floating-chance tuning around the tables:
cvars.sv_rarePicksNumberWithFloatingChances = 100
cvars.sv_epicPicksNumberWithFloatingChances = 150
cvars.sv_overlootedRarePickChance = 0.004
cvars.sv_overlootedEpicPickChance = 0
cvars.sv_lootCommonPickChance = 0.2 -- common_default_weight
cvars.sv_lootMaxLevelRestriction = 0 -- 1 = rare/epic only for max-level ships
cvars.sv_lootRuleCfA = 0.25
cvars.sv_lootRuleCfB = 0.25
cvars.sv_lootRuleCfOffset = -1
maxLevelRestriction 0.Additional Notes:
Table names must exist in loot defs.