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Summary
SUMMARY: [Balance] "Military bunker gun mod spawns attempt 2"
Purpose of change
Increased spawns for one of the bunker variants (the autodoc one). I was having difficulty getting spawns there. The curse of item spawns in this game is there are so many steps/filters to pass. You have your own selected item spawn rate, but then under the hood there are further probabilities defined in the files to pass before you get a spawn. Double or triple layers of probabilities, often grinding the spawn chances down to small numbers.
Also removed shoulder strap from the sopmod_2 spawn list. Considered removing all the other craftable gun mods but didn't. Might feel cute and delete them later.
Describe the solution
With this update, the autodoc mil bunker variant now has, or at least should have 100% chance of spawning 2-3 mods as long as your world's item drop rate is 1.00. Doesn't mean they're the cool gun mods. See? Another hurdle to pass to juicy item spawns. This is why you never see the cool stuff in the game. Because you live sedentary lifestyle even in the game, consuming only the resources in your vicinity, only moving on when there's nothing left to do. You overthink, overanalyze and hesitate. You want to be efficient, almost perfectionist, but end up being not so efficient. Do you know what this is called? Projection.
Describe alternatives you've considered
Therapy.
Testing
Spawned a bunch of bunkers and checked.
Additional context
If you want to see these changes in your existing game, you'll possibly first have to change (increase) the item spawn rate to 1.00 for your current world, then find a bunker that's far enough away, possibly in the next overmap.
Forgot: No Hope mod possibly needs to be edited too because it changes the bunker.json. If you play with No Hope enabled, these changes don't take effect. No gun mods for you, you hopeless wretch without hope.