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Thoryx--Rearmed/rearmed_gun_loot_report_v2.md
2026-09-19 20:20:01 +02:00

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TACZ Gun Loot Integration v2 — Rebuild Report

Supersedes: the original 3-tier report (rearmed_gun_loot_report.md) and its audit doc. This is now the authoritative reference. Status: Built, not yet tested in-game — please run the verification steps below. Applies to: Thoryx: Rearmed (NeoForge 1.21.1)

What changed from v1

  1. Fixed the ammo-mismatch bug. Gun and ammo used to roll as independent pool entries, so a 9mm Glock could pair with .45 ACP from the same table. Every gun now rolls as a minecraft:group entry containing the gun and its correct ammo as children — when the group is selected, both always drop together, guaranteeing correct pairing every time.
  2. Fixed a latent fire-mode bug. The old tier3 used GunFireMode:"BOLT" for sniper rifles (Kar98, M700, AI AWP). TACZ has no "bolt" fire mode — verified by extracting real fire-mode data straight from the jar. Every sniper now correctly uses SEMI.
  3. Retiered from 3 tiers to 9, split by weapon class and real-world era, researched gun-by-gun rather than assumed.
  4. Expanded structure coverage to 8 additional mods beyond the original three (IDAS, Moog's Mineshafts Reimagined, Moog's Ocean Structures, Integrated Stronghold, YUNG's Better Dungeons, YUNG's Better Nether Fortresses, Supplementaries, Luki's Crazy Chambers).

The 9 tiers

Tier Guns (era-researched) Ammo Empty-roll weight
pistol_old M1911 (1911), CZ75 (1975), Deagle + Deagle Golden (1983), B93R (1979) 45ACP, 9mm, 50AE, 357Mag 65%
pistol_new Glock 17 (1982), HK Mk23 (1996), P320 (2014), Rhino357 (2009), Taurus500, Taurus943, M9A4 (2021) 9mm, 45ACP, 357Mag, 500Mag, 22WMR 75%
smg Uzi (1954), MP5A5 (1966), UMP45 (1999), Vector45 (2006), P90 (1990) 9mm, 45ACP, 57x28 70%
shotgun_old DB Long, DB Short, M870 (1950) 12ga 65%
shotgun_new SPAS-12 (1979), M1014 (1999), AA-12 12ga 75%
rifle_old AK47 (1947), M16A1 (1967), HK G3 (1959), FN FAL (1953), AUG (1978), Type 81 (1981), SKS Tactical 762x39, 556x45, 308 60%
rifle_new M4A1 (1994), G36K (1997), HK416A5, SCAR-L/H (2004), M16A4, QBZ-95 (1995), QBZ-191 (2019), MK14, SPR-15 HB 556x45, 308, 58x42 72%
sniper Kar98 (1935), M700 (1962), AI AWP (1982), M95 (1995), Lonetrail (fictional) 792x57, 30-06, 338, 50BMG 85%
legendary_guns M107, RPG-7, M249, RPK, Minigun, M320, FN Evolys, Timeless50, Springfield 1873 (1873 — oldest weapon in the roster by 38 years over the next-oldest) 50BMG, RPG rocket, 556x45, 762x39, 308, 40mm, 50AE, 45-70 92%

Design notes:

  • Old-tier weapons roll noticeably more often than new-tier equivalents in the same weapon class, per your request.
  • Glock 17 was moved to pistol_new per your correction (it wasn't in your original 52-gun list — now included at 55... 54, since 2 guns turned out to be fictional TACZ anniversary items rather than real-world guns, noted below).
  • springfield1873 (an 1873 single-shot antique rifle) and timeless50/lonetrail (TACZ's own fictional 1st-anniversary items) went to legendary_guns/sniper respectively based on rarity/novelty rather than raw firepower — they're not "heavy weapons" mechanically, but they're the rarest/most unique finds in the roster.
  • RPK and FN Evolys are technically rifles/LMGs by name but function as squad automatic weapons — placed in legendary_guns alongside the other heavy-support guns.

New mod research findings

Extracted real loot_table folders from all mods you listed (via the PowerShell script) — much more reliable than guessing paths again.

Good structure loot found and now targeted:

  • IDAS — 162 chest tables. Strong hits: Ancient Mines, Pillager Camp/Fortress, Sunken Ship, Hunter's Cabin, Ruined Fort, Dig Site, Tinker's Workshop/Citadel, Train Ruins, Collector's Museum. Excluded the large whimsical/magic cluster (Archmage's Tower, Wizard Tower, cottages, cafes, taverns, inns — matches the same cozy-pillar reasoning as before).
  • Moog's Mineshafts Reimagined — clean win, all 6 biome-variant mineshafts (desert/jungle/mesa/snowy/nether/regular) targeted at pistol_old — abandoned mining ops are a textbook "workers left their gear" fit.
  • Integrated Stronghold — a vanilla stronghold expansion with a literal armory room (targeted across rifle_old/rifle_new/legendary — genuinely on-theme by name) plus secret_lab, mine, prison, storage, treasure.
  • Moog's Ocean Structures — ships, rafts, traps, treasure targeted. Excluded church/temple/portal (religious/magic) and houses (cozy). The "domes" folder turned out to be just a pufferfish tank, not a sci-fi structure — skipped.
  • YUNG's Better Dungeons — zombie/skeleton dungeon common loot targeted at pistol_old (undead den, scavenged weapon flavor). Spider dungeon (egg room) and small nether dungeon excluded as poor fits.
  • YUNG's Better Nether Fortresses — quarters/storage/hall/keep/beacon targeted across rifle and sniper tiers (military stronghold flavor). Worship/obsidian/puzzle excluded (ritualistic).
  • Supplementaries — genuinely excellent, unexpected find: a Galleon structure (loot/galleon/chest, safe, safe_armor, safe_tools) with cannon and safe loot — perfect pirate fit, now covers pistol_new through legendary. Also has a built-in 4-tier urn loot system (urn_loot/common through epic) scattered through world generation — mapped directly onto our common→legendary spread, since it's already pre-tiered by the mod itself.
  • Luki's Crazy Chambers — turned out to be a rework of vanilla Trial Chambers (the boss_reward/boss_reward_ominous tables hand out ominous_trial_key-style vault rewards). Both targeted at legendary_guns — vanilla's own rarest reward mechanic is a natural fit for the rarest tier.

Found, but no usable structure loot:

  • Quark — the only "chest"-named files are block-drop tables for its decorative chest variants (breaking an Azalea Chest drops itself), not structure loot. It's a library/utility mod other mods depend on.
  • End's Phantasm — pure block/biome content (crystal blocks, a custom wood type). No structures, no loot tables at all.
  • EndRem — doesn't build its own structures with their own loot tables. Instead it overrides vanilla structure loot tables directly (minecraft:chests/bastion_treasure, desert_pyramid, jungle_temple, nether_bridge, pillager_outpost, shipwreck_treasure, woodland_mansion, abandoned_mineshaft, simple_dungeon) to inject its own quest items (the "Eyes") into them. This means EndRem doesn't need separate targeting — but it's a good reminder that vanilla structures now see extra traffic with EndRem installed, since progression funnels through them. I did not add guns to plain vanilla structures this pass since that's a bigger scope decision (every dungeon/mineshaft/pyramid in the game, not just modded ones) — flagging it as something to consider separately if you want it.
  • Hellish Trials — has real loot tables (nether_trial/nether_trial_treasure, vault variants) but I couldn't confidently assess its theme/difficulty curve from the file names alone to place it correctly across 9 tiers — leaving this out for now pending your input, rather than guessing.

Full target counts

142 tier-assignments across 111 unique loot tables (some tables get 2 tiers, e.g. a treasure room getting both rifle_new and sniper).

Tier Tables targeted
pistol_old 58
pistol_new 10
smg 8
shotgun_old 7
shotgun_new 6
rifle_old 19
rifle_new 11
sniper 8
legendary_guns 15

File structure (unchanged pattern from v1, same install location)

saves/<world>/datapacks/rearmed_gun_datapack/
├── pack.mcmeta
└── data/
    ├── neoforge/loot_modifiers/global_loot_modifiers.json   (9 entries)
    └── rearmed/
        ├── loot_modifiers/       (9 files — one per tier, the "where")
        │   ├── pistol_old.json
        │   ├── pistol_new.json
        │   ├── smg.json
        │   ├── shotgun_old.json
        │   ├── shotgun_new.json
        │   ├── rifle_old.json
        │   ├── rifle_new.json
        │   ├── sniper.json
        │   └── legendary_guns.json
        └── loot_table/inject/    (9 files — the "what", gun+ammo group entries)
            └── (same 9 names)

Replace the entire contents of your existing rearmed_gun_datapack folder with this version — it's a full rebuild, not an incremental patch. /reload after.

Testing

One command per tier to spot-check (run each several times — most tiers are weighted 60-90% toward empty):

/loot give @s loot cataclysm:chests/burning_arena/burning_arena
/loot give @s loot idas:chests/tinkers_workshop/tinkers_workshop_basic
/loot give @s loot dungeons_arise:chests/undead_pirate_ship/undead_pirate_ship_treasure
/loot give @s loot mmr:mineshaft/mineshaft
/loot give @s loot idas:chests/train_ruins/train_ruins_create
/loot give @s loot dungeons_arise:chests/illager_fort/illager_fort_treasure
/loot give @s loot dungeons_arise:chests/mechanical_nest/mechanical_nest_treasure
/loot give @s loot dungeons_arise:chests/heavenly_conqueror/heavenly_conqueror_treasure
/loot give @s loot integrated_stronghold:chests/armory

That covers pistol_old, pistol_new, smg, shotgun_old, shotgun_new, rifle_old, rifle_new, legendary_guns, and armory (rifle_new+rifle_old+legendary combined) respectively. If you want the full 111-table test list like before, say so and I'll generate it.

Specifically verify the ammo-pairing fix: pull a gun several times and confirm the ammo type in your inventory always matches the caliber the gun actually takes — that was the whole point of this rebuild.

Open items for you

  1. Hellish Trials — didn't get tiered, no confident theme read. Want me to look closer, or take a guess?
  2. Vanilla structures via EndRem — currently untouched. Worth adding guns to plain vanilla dungeons/mineshafts/pyramids now that EndRem funnels players through them more?
  3. Two mods you listed (Farmer's Delight, already-known Quark) had no structure loot to target — expected, since they're not structure mods; just confirming nothing was missed there.