Awesome video! I've watched all your D2R modding videos now, trying to figure out how make some of my own mods. One of the things I want to do is make it so that normal items don't drop in NM or hell, and exceptional items don't drop in hell. Essentially making it so that normal items drop in normal, exceptional items drop in NM, and elite items drop in hell. Do you think this is possible? After watching your video I realize that messing with drop rates can be pretty complicated, so this might be too much of a challenge especially as a beginner to modding... but I would appreciate any and all advice!
Glad you enjoy the videos! So, in theory that should be possible - but it's likely a lot of work. What you'd need to do is check the TreasureClass1-4, TreasureClass1-4(N) and TreasureClass1-4(H) fields for all the monsters in the monstats.txt. These are generally already split into Act X, Act X (N) and Act X (H) treasure classes, but you'll likely need to double check. Once that's done, you'd edit each of these classes in the treasureclassex.txt, and make sure that they couldn't drop down to lower treasure classes (so Nightmare ones couldn't drop down to normal, etc.). The problem is that this will likely throw off the calculations a lot, so you'd probably need to adjust all the drop rates. So, while it probably isn't too difficult to do, it would likely be a bit tedious. If you knew a bit of scripting, you might be able to make it easier. Hope this helps you a bit though!
@@HighTechLowIQ Thanks for the info! I'll give it a try and see what I can figure out. I have another question. If I set both the unique and set fields for a specific enemy/boss to 1024 does one take precedence over the other?
@@Sachmoe70 The game will roll for unique items first - the order (as far as I remember) is unique > rare > set > magic. I can't recall if setting 1024 in unique and set would result in both dropping, or just uniques and rares (for when a unique fails to drop). You can easily try it out to see though.
hey man, really grateful for this video, I could use it at some point (surely will lol), however I had this idea the other day of an equivalent of better chance but for runes, like better chance of getting runes, so I was wondering, do you know if the better chance calculations are hardcoded, or can we add our own kind of better chance?
You'll want to look at the data/global/excel/treasureclassex.txt, and look for the treasure classes which drop rXX (e.g. r20). Those correspond with the runes. You can adjust the chances in existing TCs there for odds of better runes, or add runes to other treasure classes to make them more frequent.
@@HighTechLowIQ I know that, however my point is can we implement "better chance of getting runes" which would then increase our rune drop chance, or is it hardcoded, because I am pretty sure it would be hardcoded
@@HighTechLowIQ basically my idea is to make some kind of charm that requires lvl 99 and increases your rune drop chance by some percentage so this way we would create an incentive for the players to reach lvl 99
@@bojidaryovchev9995 Ah, unfortunately something like that isn't possible (to my knowledge). The only skill that affects drop rates would be magic find, and that doesn't influence runes. I don't think there'd be any way to create a skill that affects rune drops, unless it was possible to make something akin to the Find Item skills of the barbarian. I don't have too much experience with modding skills though, so I'm not sure if that's a possible avenue. It'd be a good question for The Phrozen Keep discord channel though.
I am sure that weapon racks on single play are changing day by day. related with date/time of computer. all my singe play chars are taking same item at meph. weapon rack on right side at same day. what is the correlation drops with time/date?
I don't think there's any correlation, at least not in the data files. It's possible that the random number generator is based off of time, but that still wouldn't produce those kind of results (for a really stupid implementation, you'd still need to start from the exact same millisecond, and perform the exact same RNG affected actions). I would say that it's just RNG being RNG, likely with a low drop pool for weapon racks for that area.
regarding what you said on 9:36 about diminishing returns on magic find, does it only apply within the context of magic find x or does it also apply to magic find overall? some players have noticed that uniques tend to drop more for them at 250-325 mf than 500+ mf.
That effective magic find is used in the calculation for Unique, Set and Rare drops (but not magic items). Realistically, you should still get more unique items at 500 MF than 250 - but that would be 187.5 _effecitve_ magic find vs. 136.36 for uniques - so only a difference of about 50 points. Of course, we're talking about random events here - so there's always a chance that people got lucky or unlucky. The more runs that were done, the more the numbers should trend towards the expected outcome. Would you happen to have a link to any of the players analysis? Could be useful to look at their methods. You might, however, expect to see less _set_ items at higher MF. This is because an item rolls to be unique first, then set, then rare, etc. There's also the check to see if a unique item actually exists for a given item type. If there is no unique for a drop, and that still successfully rolls as "unique", then you'll get a rare item with 3x durability instead. You can check the data/global/excel/_diabloiidatafileguide.mht for a brief description of the effective magic find calculation (under the itemratio.txt section). This is also all how things _should_ work - so it's possible that something was changed, or that there's a bug - but I would think both cases to be unlikely given how the remaster was handling (existing codebase, not wanting to change too much from the original, etc.).
@@HighTechLowIQ I found a great video recentyl illustrating the formula : ruclips.net/video/HykhBV02tKY/видео.html though people in comments still don't look good into math and asking to do 100MF, 150MF etc runs, instead of just doing simple division themselves (sigh)
@@HighTechLowIQ pooping kitten can get 100 million of views; that does not show anything about effort or content quality! further, i think vast majority of video of topmost quality vids got only thousands of views. And you should not blame youtube only - people don't want to think hard in general... In short, I know it's sad but don't blame yourself, my friend (unless you want to be fulltime YTber and that's your job and your money - then yeah, nothing to say)
when i was a kid i used to go to internet cafe I remember that there was a way that you killed any mob and always dropped unique set items that were used at level 60-70...rare yellow ones...runes...etc Is there any file or pack for that in diablo 2 resurrected I only remember that there were 2 or 3 files that were replaced and the drop was always that
I'm not familiar with any mods that do that outright, but it's not too hard to do yourself. First, you'd find what treasure class the monsters you're interested have (final columns of monstats.txt). You'd then look these up in the treasureclassex.txt, and modify them to drop the items you want - or create all new treasure classes with all the items you want to drop (allowing you to easily revert the changes). You'd also likely need to adjust the level of items if you wanted them to drop before they should.
I don't think there's any way to force an item quality for a specific item unfortunately. You could, however, edit the values in the data/global/excel/itemratio.txt for the HiQuality columns (which would apply globally). Check out the calculations in the _diabloiidatafileguide.mht for more details on that.
A rarity of 0 would likely mean that it never drops. I'd suggest reading the data/global/excel/_diabloiidatafileguide.mht file - that'll explain each column, and usually gives out details about what values/ranges each column should have.
This is an older video so getting a reply is a crapshoot, but I'm gonna try anyways! With the announcement that Sunder Charms are making their way to Singleplayer/Offline, I'm wanting to make them way more rare due to their power, around the rarity of Gheeds (Ideally, on the same drop table!), and in a way, "delete" the special drop table that makes Sunder Charms so common. I'm not entirely sure where to start, or if this is even possible, and my information on the subject is very limited, but I'm definitely going to try with the help of your videos!
I do still look at all replies! 😉 The basics from this video should still apply for all future updates though - as far as I know, no new methods from drops are being added - it's basically all your treasureclasses. A good tip would be to get (if you can) the treasureclassex.txt from before and after the update, then use an online CSV comparison tool to compare the two. This will show you exactly what has changed, and you can undo the changes that you don't want. If you can't do the comparison, then it's simply a method of checking the different treasure classes, and reducing the odds for those treasure classes that you don't want. If you have a bit of programming knowledge, then using Silospen's drop calculator tool on your local files is a great option. This would allow you to make changes to your local files, and then calculate the droprates for whatever item you're specifically targeting. This would require a small bit of Kotlin/Java knowledge though.
@@HighTechLowIQ Damn, thanks for the reply! I'll definitely have a look at the treasure classes after the update, see if I cant figure out what I need to edit, shouldnt be that difficult if I can just pinpoint what I want to change.
question I'm making all kinds of items how do i know what armor or weapon Treasure class they go into for example say i make a short sword that req lvl 10 to use and monsters lvl to drop it is say 14 what weap(Number) would that be in treasure class i i also noticed there are all kinds of missing armo(Number) and weap(Number)
As I mention in the video, those armoX/weapX/miscX classes are auto treasure classes. They'll include items from X-2 to X, so armo3 includes armours from level 1 to 3. So, if your sword is level 10 (that's the level column, not levelreq), then it'd be dropped by weap12. You'd want to make sure that your monster can drop that weap12 auto treasure class by checking its treasure class, and all the treasure classes that links to. This would be similar to the video where Baal drops the Baal (H) treasure class, which then links to Act 5 (H) Equip B, but then that can drop Act 5 (H) Equip A, which in turn could drop Act 4 (H) Equip B, etc. - so you'd want to make sure that one of those cascading treasure classes can drop your weap12.
I've been messing around with mods for a little while now and am trying to make it so other summons remain between games like the Iron Golem. Any idea if this is possible?
I'm not quite sure what you're referencing. Did you mean to comment on ruclips.net/video/zryNy2wfoO4/видео.html ? For changing an item's name's colour, you'd add one of the 11 colour codes to the string in the local/lng/strings/*.json file. There is no brown here though. To change the overall colours of a class of item, you'd add your colour to the global/ui/layouts/_profilehd.json.
It definitely is a bit complex, but does also allow for a lot of flexibility - which I assume is why it was chosen. When changing drop rates, I tended to use Silospen's drop rate calculator targeting my data files to quickly check that my changes had the desired affect (though this takes a small bit of Kotlin knowledge).
You'd just want to lower the numbers in the columns of the items that you want for a given TC, which reduces the ratio between the items and dropping through to the next treasure class. E.g. - if you have 1 for a TC87 item, and 3 for dropping through to the TC84 items, then you'd only have a 25% chance for a TC87. Reversing those numbers would mean that you now have a 75% chance for a TC87 item.
@@HighTechLowIQ thanks! Another method would be changing the numbers in the itemratio.txt right? Only thing is that this sometimes causes an internal error. Probably because of the numbers cannot be random?
@@wodsvince67 The itemratio.txt would just control the chances of items being unique/raree/set/etc. - it doesn't control the chances of actual items dropping, or what TC those items are.
15:16 - that's actually incorrect (or rather, non precise) calculation. You can't just multiply by 6 there (though for low values it pretty the same). Imagine something drop at 10% chance, if you have 10 picks, that does not mean you have 100% chance.
Yeah - the actual number is 0.245716% instead of 0.2459676%. I figured that the simplification of the formula here would be a lot easier for people to follow - though I should've mentioned that in the video 👍
In general, the more magic find the better. 300% is just a nice round number to choose - but higher will be better. The diminishing returns means that extra points won't be as effective though.
You can make a _type_ of item a 100% drop by adjusting the treasureclassex.txt and changing the item to a certain type, and unique/set to 1024. If there are multiple types of a given item type though, then it'll drop a random one of those (although you can adjust this depending on item/monster level).
@@HighTechLowIQ thank you. I was wondering why I keep getting rare instead of unique. Its because I need to change the item level so that low level monsters are able to drop
I'm holding off on the mapping tutorial for a little while until the tooling is a bit better (which should hopefully be soon). It'll be a big one, so I want to make it as easy as possible for people.
You're a brave soul for explaining drops in its entirety!
Thanks! Hopefully it helps others understand the drop system a bit more.
Mind = blown man, your videos are awesome. Keep it up!👏
😂
Thanks! Really appreciate it 👍😄
thank you so much for your help with this, your channel deserves more views, thumbs up from me
I'm glad this helped! 😄👍
Came here to learn something. A Ber dropped to me today in Tristram and after I checked Silos Pen: mind blown by the probability
Congrats! 😄👍
Awesome video! I've watched all your D2R modding videos now, trying to figure out how make some of my own mods. One of the things I want to do is make it so that normal items don't drop in NM or hell, and exceptional items don't drop in hell. Essentially making it so that normal items drop in normal, exceptional items drop in NM, and elite items drop in hell. Do you think this is possible?
After watching your video I realize that messing with drop rates can be pretty complicated, so this might be too much of a challenge especially as a beginner to modding... but I would appreciate any and all advice!
Glad you enjoy the videos!
So, in theory that should be possible - but it's likely a lot of work. What you'd need to do is check the TreasureClass1-4, TreasureClass1-4(N) and TreasureClass1-4(H) fields for all the monsters in the monstats.txt. These are generally already split into Act X, Act X (N) and Act X (H) treasure classes, but you'll likely need to double check.
Once that's done, you'd edit each of these classes in the treasureclassex.txt, and make sure that they couldn't drop down to lower treasure classes (so Nightmare ones couldn't drop down to normal, etc.). The problem is that this will likely throw off the calculations a lot, so you'd probably need to adjust all the drop rates.
So, while it probably isn't too difficult to do, it would likely be a bit tedious. If you knew a bit of scripting, you might be able to make it easier.
Hope this helps you a bit though!
@@HighTechLowIQ Thanks for the info! I'll give it a try and see what I can figure out. I have another question. If I set both the unique and set fields for a specific enemy/boss to 1024 does one take precedence over the other?
@@Sachmoe70 The game will roll for unique items first - the order (as far as I remember) is unique > rare > set > magic. I can't recall if setting 1024 in unique and set would result in both dropping, or just uniques and rares (for when a unique fails to drop). You can easily try it out to see though.
How can I make gold drop 99 times less often, but be 100 times the amount?
Yes ur back to posting
Yep! Was a bit busy the last few weeks, and had to record/edit this video twice thanks to a stupid mistake 😅
Great post, thank you for your work!
Glad you enjoyed it! 😄👍
Even though I'm not going to mod it . This video was fascinating!
I'm glad that you enjoyed it! 👍
Love the videos has helped a lot with my modding project
Glad that they've helped! 👍
I'm going to have to show this to Daryn on my team. Right up his alley!
Hope he likes it! 😉
Awesome content man!
Thanks! Really appreciate it 😄👍
hey man, really grateful for this video, I could use it at some point (surely will lol), however I had this idea the other day of an equivalent of better chance but for runes, like better chance of getting runes, so I was wondering, do you know if the better chance calculations are hardcoded, or can we add our own kind of better chance?
You'll want to look at the data/global/excel/treasureclassex.txt, and look for the treasure classes which drop rXX (e.g. r20). Those correspond with the runes. You can adjust the chances in existing TCs there for odds of better runes, or add runes to other treasure classes to make them more frequent.
@@HighTechLowIQ I know that, however my point is can we implement "better chance of getting runes" which would then increase our rune drop chance, or is it hardcoded, because I am pretty sure it would be hardcoded
@@HighTechLowIQ basically my idea is to make some kind of charm that requires lvl 99 and increases your rune drop chance by some percentage so this way we would create an incentive for the players to reach lvl 99
@@bojidaryovchev9995 Ah, unfortunately something like that isn't possible (to my knowledge). The only skill that affects drop rates would be magic find, and that doesn't influence runes. I don't think there'd be any way to create a skill that affects rune drops, unless it was possible to make something akin to the Find Item skills of the barbarian. I don't have too much experience with modding skills though, so I'm not sure if that's a possible avenue. It'd be a good question for The Phrozen Keep discord channel though.
I am sure that weapon racks on single play are changing day by day. related with date/time of computer. all my singe play chars are taking same item at meph. weapon rack on right side at same day. what is the correlation drops with time/date?
I don't think there's any correlation, at least not in the data files. It's possible that the random number generator is based off of time, but that still wouldn't produce those kind of results (for a really stupid implementation, you'd still need to start from the exact same millisecond, and perform the exact same RNG affected actions). I would say that it's just RNG being RNG, likely with a low drop pool for weapon racks for that area.
regarding what you said on 9:36 about diminishing returns on magic find, does it only apply within the context of magic find x or does it also apply to magic find overall? some players have noticed that uniques tend to drop more for them at 250-325 mf than 500+ mf.
That effective magic find is used in the calculation for Unique, Set and Rare drops (but not magic items). Realistically, you should still get more unique items at 500 MF than 250 - but that would be 187.5 _effecitve_ magic find vs. 136.36 for uniques - so only a difference of about 50 points.
Of course, we're talking about random events here - so there's always a chance that people got lucky or unlucky. The more runs that were done, the more the numbers should trend towards the expected outcome. Would you happen to have a link to any of the players analysis? Could be useful to look at their methods.
You might, however, expect to see less _set_ items at higher MF. This is because an item rolls to be unique first, then set, then rare, etc.
There's also the check to see if a unique item actually exists for a given item type. If there is no unique for a drop, and that still successfully rolls as "unique", then you'll get a rare item with 3x durability instead.
You can check the data/global/excel/_diabloiidatafileguide.mht for a brief description of the effective magic find calculation (under the itemratio.txt section).
This is also all how things _should_ work - so it's possible that something was changed, or that there's a bug - but I would think both cases to be unlikely given how the remaster was handling (existing codebase, not wanting to change too much from the original, etc.).
@@HighTechLowIQ I found a great video recentyl illustrating the formula : ruclips.net/video/HykhBV02tKY/видео.html
though people in comments still don't look good into math and asking to do 100MF, 150MF etc runs, instead of just doing simple division themselves (sigh)
@Vladimir Smirnov That's a great visual representation of the formula!
I'm also a little jealous of how many views the video got
😂
@@HighTechLowIQ pooping kitten can get 100 million of views; that does not show anything about effort or content quality! further, i think vast majority of video of topmost quality vids got only thousands of views. And you should not blame youtube only - people don't want to think hard in general...
In short, I know it's sad but don't blame yourself, my friend (unless you want to be fulltime YTber and that's your job and your money - then yeah, nothing to say)
@@HighTechLowIQ So just video that do not require much of thinking - it's not a fair comparison to yours.
Great vid as always mate 😁👍😎
Thanks! 😀👍
when i was a kid i used to go to internet cafe
I remember that there was a way that you killed any mob and always dropped unique set items that were used at level 60-70...rare yellow ones...runes...etc
Is there any file or pack for that in diablo 2 resurrected
I only remember that there were 2 or 3 files that were replaced and the drop was always that
I'm not familiar with any mods that do that outright, but it's not too hard to do yourself. First, you'd find what treasure class the monsters you're interested have (final columns of monstats.txt). You'd then look these up in the treasureclassex.txt, and modify them to drop the items you want - or create all new treasure classes with all the items you want to drop (allowing you to easily revert the changes). You'd also likely need to adjust the level of items if you wanted them to drop before they should.
How do you make an item high quality? I'm trying to make a chest drop a superior monarch but it's always low quality.. how do I fix this?
I don't think there's any way to force an item quality for a specific item unfortunately. You could, however, edit the values in the data/global/excel/itemratio.txt for the HiQuality columns (which would apply globally). Check out the calculations in the _diabloiidatafileguide.mht for more details on that.
What if you put 0 in for rarity instead of 1? The spreadsheet shows it will work, but will it work in the game?
A rarity of 0 would likely mean that it never drops. I'd suggest reading the data/global/excel/_diabloiidatafileguide.mht file - that'll explain each column, and usually gives out details about what values/ranges each column should have.
This is an older video so getting a reply is a crapshoot, but I'm gonna try anyways!
With the announcement that Sunder Charms are making their way to Singleplayer/Offline, I'm wanting to make them way more rare due to their power, around the rarity of Gheeds (Ideally, on the same drop table!), and in a way, "delete" the special drop table that makes Sunder Charms so common. I'm not entirely sure where to start, or if this is even possible, and my information on the subject is very limited, but I'm definitely going to try with the help of your videos!
I do still look at all replies! 😉
The basics from this video should still apply for all future updates though - as far as I know, no new methods from drops are being added - it's basically all your treasureclasses. A good tip would be to get (if you can) the treasureclassex.txt from before and after the update, then use an online CSV comparison tool to compare the two. This will show you exactly what has changed, and you can undo the changes that you don't want. If you can't do the comparison, then it's simply a method of checking the different treasure classes, and reducing the odds for those treasure classes that you don't want.
If you have a bit of programming knowledge, then using Silospen's drop calculator tool on your local files is a great option. This would allow you to make changes to your local files, and then calculate the droprates for whatever item you're specifically targeting. This would require a small bit of Kotlin/Java knowledge though.
@@HighTechLowIQ Damn, thanks for the reply! I'll definitely have a look at the treasure classes after the update, see if I cant figure out what I need to edit, shouldnt be that difficult if I can just pinpoint what I want to change.
@@corexmaily Best of luck with it! You can also get help in the Phrozen Keep discord channel if you need it.
Thank you very much!
No problems! 😄👍
Great video!
Thanks! 😄👍
question I'm making all kinds of items how do i know what armor or weapon Treasure class they go into for example say i make a short sword
that req lvl 10 to use and monsters lvl to drop it is say 14 what weap(Number) would that be in treasure class i i also noticed there are all kinds of missing armo(Number) and weap(Number)
As I mention in the video, those armoX/weapX/miscX classes are auto treasure classes. They'll include items from X-2 to X, so armo3 includes armours from level 1 to 3. So, if your sword is level 10 (that's the level column, not levelreq), then it'd be dropped by weap12. You'd want to make sure that your monster can drop that weap12 auto treasure class by checking its treasure class, and all the treasure classes that links to. This would be similar to the video where Baal drops the Baal (H) treasure class, which then links to Act 5 (H) Equip B, but then that can drop Act 5 (H) Equip A, which in turn could drop Act 4 (H) Equip B, etc. - so you'd want to make sure that one of those cascading treasure classes can drop your weap12.
I've been messing around with mods for a little while now and am trying to make it so other summons remain between games like the Iron Golem. Any idea if this is possible?
I'm honestly not sure of that. I'd recommend checking out the Phrozen Keep discord - you'll likely be able to get an answer there: discord.gg/NvfftHY
I have a question about item colors, to make the brown one, do I have to add hexadecimal values, or do I have to make another one from scratch?
I'm not quite sure what you're referencing. Did you mean to comment on ruclips.net/video/zryNy2wfoO4/видео.html ?
For changing an item's name's colour, you'd add one of the 11 colour codes to the string in the local/lng/strings/*.json file. There is no brown here though. To change the overall colours of a class of item, you'd add your colour to the global/ui/layouts/_profilehd.json.
I feel like the d2 devs made those calculations unnecessarily complicated. There's gotta be a simpler way.
It definitely is a bit complex, but does also allow for a lot of flexibility - which I assume is why it was chosen. When changing drop rates, I tended to use Silospen's drop rate calculator targeting my data files to quickly check that my changes had the desired affect (though this takes a small bit of Kotlin knowledge).
How to buff the droprate of all the TC87 items?
You'd just want to lower the numbers in the columns of the items that you want for a given TC, which reduces the ratio between the items and dropping through to the next treasure class. E.g. - if you have 1 for a TC87 item, and 3 for dropping through to the TC84 items, then you'd only have a 25% chance for a TC87. Reversing those numbers would mean that you now have a 75% chance for a TC87 item.
@@HighTechLowIQ thanks! Another method would be changing the numbers in the itemratio.txt right? Only thing is that this sometimes causes an internal error. Probably because of the numbers cannot be random?
@@wodsvince67 The itemratio.txt would just control the chances of items being unique/raree/set/etc. - it doesn't control the chances of actual items dropping, or what TC those items are.
15:16 - that's actually incorrect (or rather, non precise) calculation. You can't just multiply by 6 there (though for low values it pretty the same).
Imagine something drop at 10% chance, if you have 10 picks, that does not mean you have 100% chance.
Yeah - the actual number is 0.245716% instead of 0.2459676%. I figured that the simplification of the formula here would be a lot easier for people to follow - though I should've mentioned that in the video 👍
@@HighTechLowIQ Thank you! I hope that moment won't mislead poeople (line sin x ~= x and other approximations)
@@HighTechLowIQ Thank you for the great beginner content, anyway!
@@mapron1 Hopefully not!
If i target the unique items, 300mf its the best mf to get on ?
In general, the more magic find the better. 300% is just a nice round number to choose - but higher will be better. The diminishing returns means that extra points won't be as effective though.
Interesting...
😂
is it possible to make an unique item 100% drop rate
You can make a _type_ of item a 100% drop by adjusting the treasureclassex.txt and changing the item to a certain type, and unique/set to 1024. If there are multiple types of a given item type though, then it'll drop a random one of those (although you can adjust this depending on item/monster level).
@@HighTechLowIQ thank you. I was wondering why I keep getting rare instead of unique. Its because I need to change the item level so that low level monsters are able to drop
@@SwordSaint83 No problem!
would like to see a map editing tutorial ; )
I'm holding off on the mapping tutorial for a little while until the tooling is a bit better (which should hopefully be soon). It'll be a big one, so I want to make it as easy as possible for people.
@@HighTechLowIQ I’ll be waiting
bases on the lvl or lvl req ?
Do you mean the baseItemLevel? That's the lvl column. The lvlreq column is what level your character needs to be.
@@HighTechLowIQ I realized the base item also has a level not just the ilvl of monster and req lvl off the item
Zonfire's hero editor.
That's the quick way of doing things 😂
The effect of UniqueMin on more common unique items is not revealed unfortunately, but it's still very useful
0.00001% drop rates and they wonder why ppl are quitting this stupid game
It's likely why trading is so popular. Solo self-found can be rough, but at least modding allows you to adjust the drop rates to your liking.