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Talk:Artifact Spot

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Mechanics

The numbers I've added for chances of items appearing were calculated the same way as the data I added to Artifacts, see Talk:Artifacts#Artifact Spot Mechanics. I've added notes/references on the article that explain a couple code complications affecting some non-artifacts: that Lost Books convert into Mixed Seeds, and that 11% of the time Clay can possibly be replaced by a Secret Note.

For spawning chances, the biggest part of the calculation is working out what fraction of each's map locations are valid spawning locations. This is essential for getting realistic spawn rates -- otherwise the numbers are clearly much larger than what is ever seen in game. I've read the data embedded in each map's .tbin file and determined what tiles match the criteria specified in GameLocation::spawnObjects. I've mapped the data and confirmed that it matches my in-game experience. I can upload those maps if there's interest, but I don't think they're of any use to gameplay (i.e., they just match the locations where tree seeds can be planted). I've added the key tile statistics to each location's article.

So the map data provides fArtifact = number_of_Artifact_Spots/total_number_of_tiles, which is equivalent to the chance that each loop through chanceForNewArtifactAttempt in GameLocation::spawnObjects succeeds. That needs to be integrated over multiple possible loops, using the same type of calculation as Talk:Fishing#Treasure Chests revamp. Nebulous Maestress (talk) 04:57, 31 August 2020 (UTC)