10 KiB
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
- 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:groupentry containing the gun and its correct ammo as children — when the group is selected, both always drop together, guaranteeing correct pairing every time. - 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 usesSEMI. - Retiered from 3 tiers to 9, split by weapon class and real-world era, researched gun-by-gun rather than assumed.
- 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_newper 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) andtimeless50/lonetrail(TACZ's own fictional 1st-anniversary items) went tolegendary_guns/sniperrespectively 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_gunsalongside 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
armoryroom (targeted across rifle_old/rifle_new/legendary — genuinely on-theme by name) plussecret_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/commonthroughepic) 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_ominoustables hand outominous_trial_key-style vault rewards). Both targeted atlegendary_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
- Hellish Trials — didn't get tiered, no confident theme read. Want me to look closer, or take a guess?
- Vanilla structures via EndRem — currently untouched. Worth adding guns to plain vanilla dungeons/mineshafts/pyramids now that EndRem funnels players through them more?
- 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.