Build chests from small loot tables that can contain other tables
One big table for every chest becomes unreadable fast. Small tables that point to each other, plus items that always drop, keep the content understandable. The danger is a table that points back to itself. This entry rolls them safely and repeatably.
Why this works
Content people can read is content people can fix. A chest built from small named parts is understood part by part, a part used in many chests is changed once, and replayable random numbers let you trace any surprise back to its cause.
When not to use it
Skip it for a game with only a handful of chests: one flat list is clearer, and extra layers just hide what is inside. If players or designers need the full odds of a chest at a glance, flatten the parts into one list before showing them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 35 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build chests from small loot tables that can contain other tables" (read_entry nested-loot-tables-with-guaranteed-drops) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP