Hardware Loot Tables
I finished adding the first batch of random data file items to the game this morning. There are a handful that are worth something, and a sea of files that are worthless. In many cases, though, the file describes something about the world that was, whether silly or serious.
Once those were done, it was time to start populating the loot tables. I made a few tweaks here and there, namely to start treating the iSlab as a potential tool rather than junk, and to make locked/battery-less hardware a viable junk item. I also setup "random hardware" and "random software" groupings for appropriate items (e.g. laptops can contain laptop software, but not iSlab software). And finally, I wired those into the appropriate world loot tables (e.g. making sure the random loot and tool tables pointed at the new item groupings).
There were also a few encounters that needed fixing after these changes. Since the old flashlight and night vision goggles were the same item whether on or off (depending on the slot), I needed to change the way those items were flagged in encounters (such as scavenging). I also needed to update things like the Hatter and Zom Zom's encounters to accept the new iSlab modes (previously, they only accepted the "off" iSlab, as that was the only one available).
And I realized the hardware could be exploited in buying/selling at the junk market, so I added a stop-gap there to prevent it.
Of course, encounters are going to need an overhaul at some point, both because of the new tools I've been adding in the past several months, as well as plot changes I've been thinking about. So I'm not going to spend a lot of time reworking encounters that use these tools just yet, as there are still a few items that need doing (e.g. mechanic and electrician items).
My initial test involved about 45 minutes of playing, and I have yet to encounter any hardware :) That may not be a bad thing, as that stuff should be somewhat uncommon. However, I may need to debug-force some hardware at some point, just to see how it feels in practice. But so far, the raider I knocked out didn't have any, nor did the two-dozen places I've scavenged. Even the two looters I saw mauled by dogmen in the distance came up empty. I may have to consider giving them at least a higher chance of a hardware tool, given their usual proximity to the DMC.
Anyway, most things are hooked up and (ostensibly, anyway) running. Some more testing is needed on Monday, and hopefully I can start thinking about uploading a new build for you guys to try.
Hope everyone has a good weekend!