Talk:Chests

Loot Section
This are some seriously good findings from an anonymous poster, and they completely agree with what I've seen while playing. Whoever you are, please create an account and post on the talk page for this sort of thing. --Theothersteve7 16:13, 2 June 2011 (UTC

half gold?
I have places a chest underground and it turned half gold (gold on the bottom) what does that mean?

False assertions
"There is guaranteed to be at least one of each of these items in a given world. Each other chest in remaining dungeon rooms has a 50% chance of receiving a chest containing only standard loot from the Underground list. " This statement about the dungeon is false. My small world had no muramasa, and my brother's had no blue moon or handgun. So unless you can prove this statement true it should be removed.
 * Source code indicates that the first six chests generated in the dungeon will contain these items. However, it may (somebody willing to dive into the Dungeon generation code can confirm) be possible for fewer than six chests to be generated, in which case the items off the end will be missing.  I've made an edit to indicate this (and fixed some crazy wording).  Finding all the items besides a Muramasa should not be possible, you probably just missed a chest somewhere.  It MAY be possible that the chests are removed later, but that does not seem likely.

I've also got a dungeon which contains no muramasa and I checked this using a map viewer to scan for the chests. I'm certain I've obtained all of the items from my dungeon and yet still have no muramasa so its definitely possible. I do have one of every other dungeon loot present however. I guess it may be to do with the fact that my dungeon has fewer than six rooms and some of the chests are in the shafts.

Reflector Datamining
I've updated the page with datamined probabilities from using Reflector 1.0.5. Feel free to better format the data - maybe something using horizontal space more effectively would be a better choice. I also couldn't think of a way to describe the algorithm in a good style. The random items are determined by going through each row in the table I've shown and checking the probability in the chance column against a random number. If the check passes then a random stack of items is chosen from the set in the row and is placed in the chest. This is done for every row in the item table. There's technically a loop that goes through this process until at least one item is in the chest, but since the rare item is guaranteed the loop is rather pointless.

The floating island data is there because I got inspired to figure all this out from the data collection page. I can do dungeons and jungle shrines next, but it'll take a minute to find where that is in the code and wade through the rats nest of conditionals. RestfulMonad 05:55, 28 June 2011 (UTC)

Submerged Chests?
Why there are no Breathing Reed, Flipper, Trident in those lists?

Missing Loot?
I just found a cavern chest that had a suspicious looking eye in it, I checked this page and it had no eye listed as loot. Can someone confirm that this is not a bug? --Preceding unsigned comment added by 72.68.72.235 (talk • contribs)
 * It was listed in the changelog, so not a bug. It's more a case of nobody can be arsed to look through the code to figure out all the changed loot again. The chest generation is not very pretty at all; it's basically one giant function with a lot of s. Figuring out which code path corresponds to which game location and looking up all the item IDs is not much fun. --Lunboks 18:07, 14 August 2011 (UTC)