Tephra
1
1 Like
Xevyr
2
That’s not how they work.
They’re weighted tables and are pooled together.
So in your first picture both ID 18010 and ID 18011 have a 40 in 650 chance so a 6.15% chance to spawn.
The fact that those have the same value merely mean they have the same chance of spawning
So I don’t know why you’re not getting any Savory fish, my guess would be pure RNG
As you can see my fish trap has them and I also used worker bees for it:

(Edit: as a random thought, you might not have a single fish because of another thing I reported a while back where if the fishtraps are full they do not get temporarily expanded like other containers, but any new stacks end up being lost. So that would explain why you have so much of the other type but not a single one of these, that stack might have never been created and all Savory ones got lost. To prevent that you can place a single fish of each type to reserve the stack spot and see if you get some Savory that way)
Tephra
3
No, that’s not how they work. If it was, you would have a 73.8% chance to get a deep sea fish.
I don’t know what you did to get the Savory Fish, but the mistake is on your end.
1 Like
Xevyr
4
Well, that’s how all weighted tables work in general all across the devkit, the way I described them above.
However in this case you’re right as I opened the blueprint and as you can see it has an override so all of that is ignored.
What this does is gives you a 70% chance to catch a fish (7 in 10)
20% chance that it’s one of each lesser fish… (2 numbers connected to each type)
And the remaining 10% chance that it’s any one of the “greater” fish. (so 2% chance overall per “improved” fish type)
Either way, the Savory ones are spawning and it’s not just on my end, the above supports it as well.
1 Like
Tephra
5
I did not try to catch fish, then see I wasn’t getting Savory Fish and looked at the code, it happened in reverse.
I looked at the code and noticed something was off, consulted Testerle about it, then ran the tests using multiple Improved Fish/Shellfish Traps to verify.
2 Likes
Xevyr
6
I see, well maybe @Testerle can comment on it too?
(BP_PL_Crafting_FishNet2)
The reason the report stood out is because I remembered fishing with worker bees and getting savory ones (I have them in both my improved traps) and I don’t have any mods that change fishtraps as far as I know
1 Like
Your code snippet from the BP_PL_Crafting_FishNet2 blueprint is never used. The code is implemented in the parent blueprint and it’s based on maps. 1 map for each bait.

get the bait index
and pick the matching result table

and pick a rnd number between 1 and 100 to find the map entry with a for each loop and that’s the issue
the for each loop will pick the first item with a weight <= the rnd number and therefore the second entry with the wrong weight is not used

roll 1 => pick the first entry
roll 40 => pick the first entry, the second entry is never checked (40 <= 40 = true)
roll 41 => pick the third entry (41<= 90 = true)). the first and second weights are too low
the code in the shellfish trap is identically and therefore has the same issue
2 Likes
Xevyr
8
Oh, I see! Thanks for clarifying!
1 Like
system
Closed
9
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.