Credits to Nanikos and the Speedrunning Discord for a lot of this information! Twitch: / call_me_bread My Discord: / discord Subscribe! / @call_me_bread
I always call these rooms “Loot potential” because they are usually where I run to find loot. The maze of hallways almost never has loot. Good to see my hunch was right!
Oh interesting. I was researching this myself the past few days. Couple things I would add/clarify: -Loot is picked in a step seperate from choosing its location. How many loot spawning rooms you have is irrelevant to how much loot spawns. Once the list of loot is generated, it randomly selects spawnpoints for each item out of the available spawners, never reusing a spawner until all have been used once. -During the spawner picking, certain items will not use just any spawner. Lamps, Golden Cups, Magnifying Glasses, and Toothpaste can only use tabletop spawners. If the list of tabletop spawners is exhausted, all the spawners are reset and you do start seeing more double uses. -Loot spawners have parameterized radii. Also, this radius is spherical, not circular. If it selects a point which is out of bounds, it is snapped to the nearest valid mesh point, meaning substantially more loot spawns at walls and corners. Most tabletop spawns have a radius of 4, most rooms have a radius of 15, but some larger rooms have bigger, for instance the server room has a radius of 25, which is about double the size of the room (half a room length in all directions) -Mansion modular tunnels tiles - those are the ones with no pillars / golden trim on the walls - have 2 types, one with a spawner and one without. The ones with a spawner have a higher ceiling and 3 door locations. Ones without have a lower ceiling, sometimes with beams, and no possible doors. -Tabletop spawns in mansion are tied to actual tables spawning in 3 room types. The window room is one of them, but it doesn’t always have a table. The kitchen counter is always a tabletop, and the room can generate up to 2 additional tables, making it possible for a 4-spawner kitchen when including the general one in the center. The purple room with a T-tetromino footprint and a curved shelf you can’t walk around is the last location a tabletop can generate. Tables may generate in other rooms but they do not have associated spawnpoints. -The purple Q-pentomino shaped room on mansion has 2 spawnpoints, and one of them is in the void below. This lower one has about half of its radius outside of the distance where loot can snap in bounds. This room is responsible for void spawns, and essentially has 1.5 spawners because of it. -The purple L-triomino shaped room has 2 general spawners. Do not confuse with the L-tetromino shaped room which only has one despite being larger. The ceiling beams run in one direction in the triominp room and both directions in tetromino room. -In facility, the large industrial room has 2 general spawners and 2 tabletop spawners. All other rooms have 1 general spawner unless they have none. The apparatus has an additional tabletop spawner on it. Loot rooms have too many spawners for me to describe but generally they have spawners associated with the shelves and pallets they generate, some of those shelves/pallets don’t always generate though. Pallets are tabletop spawners, shelves are general or small item.
with spawning items out of bounds, i have had items spawn out of bounds by main entrance (behind the door, i could see it with scanner) any idea why that could happen?
@@czpiaor ILspy to read source code, AssetRipper to export a unity project from the packaged game, then unity editor to see the room tiles and what objects, such as the scrap spawners, are in them. Notepad to check the parameters of the spawners because I couldn't figure out how to see them in unity editor.
@@uhsquid The area behind the door is probably a valid floor surface to snap to. Valid surfaces aren't necessarily limited to places the player can actually go, it's essentially any floor surface with airspace above it. I think you can actually stand behind the door with some clipping. Bread pointed out the top of the gray thingy in the locker room as another example of this. People seem to be aware of lamps spawning inside of the kitchen counter, which I would hypothesize is because of the lamp's vertical spawn offset being too low, but the overhead part of the counter also can have items spawn on top of it which you can't access. In the library, on the second level, the corner bookshelf is curved, and there's a smallish triangle behind it where items can spawn which are inaccessible.
An important thing to note about beehives is that they spawn completely independently from the rest of the scrap. For example, March has a max object count of 17, but you can get 20+ if you get lucky with beehives. Beehives also spawn in a little bit after the rest of the scrap spawns. So if you terminal scan right before the hives spawn, and then scan again after they spawn, you can figure out how many hives are on the moon.
Best information channel for sure, could you possibly do a video about the ambient noises potentially? I've heard shit from babies crying, to laughing, to slurpy noises in the entrance, and after all this time I still can't find any patterns or awareness about what needs to be reacted to or what is just RNG noises
There is a single noise that matters for ambient sounds: you can hear enemies when they're about to come out of a vent and when the vent opens. That is the only relevant ambient sound, everything else is random. The vent sound is kinda subtle, you'll hear quiet banging noises and then the vent will pop open.
Most of the time ambient sounds don't mean much; anything you don't recognize or isn't repeating is probably ambient. However, there are certain ambient sounds that only play at high insanity/paranoia, and obviously that makes you more likely (but not guaranteed) to be haunted by the ghost girl. I'd suggest looking for a video that compiles them.
@@darthollie Insanity increases when you are alone (moreso when in the facility or outside at night), and decreases when you are near other players (including dead ones) or listening to players via walkie-talkie. In singleplayer it decreases while outdoors (not that it makes a difference unless you're using a mod to add insanity effects), but in multiplayer it still goes up. It resets at the start of every day. The ghost girl is more likely to pick you if you have the highest insanity, turn your camera the most frequently, have not been injured before, or are holding (in your hand) a single loot item worth 150+. Insanity is the largest factor out of these. This is just info I got from the wiki so take it with a grain of salt
I hope it gets tweaked a little at some point because getting scrap that can't physically be reached (without bugs) is so annoying... Like last week's challenge moon having a Gold Bar inside a pit, or sometimes Lamps being stuck inside counters, and as you mentioned, items being on top of the giant pillar in the locker room
@@wll1500 Yeah I tend to get it more than half the time, really sucks and takes SO much time even with a Jetpack to cart items to and from ship, bringing a Ladder from landing, and getting in before the clock starts while also having the kitchen beside spawn, you can waste hours trying to get it
Lootspawning in Mansions is insane. Loot can stack in those places, by my experience. I picked up a 7 Ball in main, and there was a wedding ring right under it.
Just a guess, but, I think mansions probably prioritize loot spawns around certain props rather than rooms. Item almost always spawn touching a table, bookshelf, carpet, chair, or in the most specific case, the kitchen counter (inaccessible lamp spawns, I'm looking at you).
Here's what I can find from my research looking into the game a bit more Key Spawns: Keys get spawned in a pass separate to scrap spawns, instead having a chance to spawn at every AI pathing node within a cube 16 meters on each side. One key is spawned for every locked door in a level. No more, no less Manor: It seems that all tiles have a radius-based scrap spawner, but some specific props have their own specific scrap spawnpoints. It's the exact same types as in other rooms, just much smaller. Some tables seem to have them, but not all of them. For example, in the kitchen tile, there are 3 table arrangements. One has 2 tables with scrap spawns, one has one with and one without, and one has only one table, which doesn't have a spawn here is the full table breakdown for kitchen Table Arrangement A: The round table will be directly in line with the counter. In this arrangement, both the round table and coffee table have a separate spawn radius Table Arrangement B: The round table is tucked in a corner and there is a coffee table on the wall. Only the round table spawns loot Table Arrangement C: The round table is tucked in the corner, but where there is normally a coffee table in arrangement B, there is now instead a bookshelf. No extra spawns will be present in this layout Additionally, the counter always has its own extra spawn radius. This spawn radius is directly underneath the overhead lamp nearest to the wall, so it has a high chance of generating items in the room neighboring it (anywhere within 4 meters specifically) also, some hallway rooms seem to have duplicate scrap spawning spots, so some have double the scrap of others. I'd try to describe their differences if I could, but it's hard to explain well in text what the different rooms look like. Also, if you see a round table tucked away in the corner in a hallway, that one doesn't spawn scrap. Only one table in the hallway tiles for manor spawns scrap, and it will spawn in either a 3-way or 4-way intersection, depending on how other rooms do or don't attach to the tile in question. oh, one more thing with mansion hallways, there is actually one that doesn't spawn scrap, and that one is the one that makes up the really large open rooms. It has a little lattice of beams on the roof in a grid pattern. The fireplace room does not have increase spawn rates, and neither does the TV room, although it does have a table in it that spawns items also, item spawns are slightly different between table spawns and general spawns. They're mostly the same, but fancy lamps, toothpaste, and goblets can only spawn on tables. Goblets can also spawn as "small items", but this only applies on facility layout I believe.
this video actually explains 1 thing - titan is a B class moon oin terms of possible loot. most part of facility is a maze to fill moon size, with less loot possible rooms than other moons. and more of this, there were runs when bout 20 of spawned loot was inaccesible due to spawning in pits or inside other objects.
great video, super helpful. suprised to see that all the loot circles are the same size. I guess that means that one would find more cross over loot spawns near smalller rooms. I wonder what a mineshaft (belt room) loot circle looks like? I would imagine the circle would be too small to even fill it, does it have 2 of them? one bigger one? a normal sized one with some exact spawns? also another question, are these loot circles, loot spheres? can a loot tile underneath say a maze tile spawn loot in the maze? thanks again for the vid, best lethal content I know of ❤
The radius is a parameter that varies and yes they are spheres. Belt room has 2 big general spawners which are both near the middle, as well as 2 tabletop spawners, one on the pallets under the stairs and one on the pallets by the forklift. Tabletop spawners have a small radius about double the size of the pallet.
What about the Apparatus? There have been a few times when I full cleared/fully explored a facility map, but did not find an Apparatus. I've always heard that the Apparatus always spawns (in either it's own room or the large loot room), but I could also swear that sometimes on small maps like Experimentation, the large loot room won't even spawn in, just an empty Apparatus room. But then again, maybe I missed something, like a security door or something - who knows. I'd just like some research and confirmation on its mechanics, as I haven't been able to find much useful information on it anywhere.
The amount of people saying they've seen loot in main or the "bracken" room clearly show they haven't watched the video he literally explains why that happens shortly after explaining that in code they're not meant to spawn loot
ikr, I was about to comment that but I waited because I knew this guy did his research right and I was right I hate when people can't wait like a minute
I've seen scrap spawn in the pits in the jump grate rooms in the facility. Usually most noticeable if it's something like a fancy lamp. And yes, it spawns down there, nobody has died carrying it, because I've seen it in solo play. I've also seen scrap spawn INSIDE other objects, rending them irretrievable, such as the large cinder foundation blocks in the pipe room. So not everything is considered out of bounds.
Hey nice video, one question, is it normal for lamps to spawn inside the drawers or whatever those are if you know what I mean? I saw up to four of them spawning there and dont know if its a bug maybe caused by some mods (I don't play with a lot of mods, just the essentials, most of them client side).
What about glitched/outside of the map loot? Is there any specific ways to find them or like you gotta know previously (like in challenge moons, for example)
are keys counted as loot too? because i've found quite a lot of them in bricks and would like to know if this is a sign of a loot room being close or not great content btw! love your channel
I swear locker rooms are the best in the game. The lockers they spawn often have like 3 or 4 pieces on scrap in them, and up to 3 lockers can spawn in the one room... I think? Anyway, Ive had days where we cleared almost all the loot on titan just because we got a goated locker room
Table spawns have a small radius and are the only selectable spawnpoint for lamps, golden cups, toothpaste, and magnifying glasses. If you see one of these not near a table, there is probably a room above or below you with one.
Ive had loot spawn on top of one of the gray thing in the locker room before. It was a good bar but there was nothing i could do to get it i was so frustrated lol
I'm most interested in what "spawn weight" refers to in mods Is it the % chance to spawn or is it the the number it's going to eat out of the available number until the map stops spawning loot example: higher scrap spawn weight = one of two things, either it has a higher chance to spawn, or, it eats a bigger number from the total the moon can spawn for that run. Meaning if it's a bigger number then the amount of scrap is going to be less. That doesn't make a ton of sense to me but it's possible given it doesn't explain anything in the mod configs.
I love kitchens. Unfortunately, the last time I found like 7 items in the kitchen (including a cash register), a nutcracker and bracken decided it would be really funny to camp the kitchen when I left to find my teammates so they could help me carry everything. 💀 (I tried killing the nutcracker btw. It saw me through a closed door. I was mad.)
random, chances of beehives spawning is different per map (you can find a table displaying this) but march i believe has the highest and usually I see them a lot more often on maps with the grass and tree outside (vow, march) but they can still spawn on the desert/mesa type maps as well (assurance,offense, sometimes experimentation).
and just like that lethal company and everything that made it scary/fun to most people are diminished to a sweat fest of min/maxing, with every mechanic explained to the last fun drop lol, i don't mean to hate, but phasmophobia had this treatment and it ended up making the whole thing just seem whack I don't just mean this btw, I also mean things like "oh the door handle being on this side means you're going to the exit" and whatnot in addition to this new tech, i just wish it wasn't so cheesy lol
Just don't lead your teammates to a nutcracker while saying its a hoarding bug and also make sure the turrets don't face the direction of the loot (if so, defuse them).
I wanted to ask if keys follow the same rules as these loot spawning rules, because i do tend to find a lot of keys in hallways so i wonder if its the same or keys have different spawning rules.
I have found loot in the "backrooms" room and also in main so either it got updated or you don't know what you're talking about. couldn't be bothered watching after, so won't know if you corrected yourself
I’m a little confused because I’ve seen people get loot straight from main and also out of the bracken room. And I pick up keys all the time in the brick hallways. Did you accidentally switch your words when describing the non loot spawning vs loot spawning rooms? Edit: did not watch far enough to see him say it’s a glitch
Just wanted to say that I had spawned lot in "backroom" also in main, sometimes i can be even stucked "spawned" in a pipeline in stairs on industrial, another is in locker room that it can spawn on top of sides.anyway nice vid Bread
For those asking:
Keys are different. I believe they can kinda spawn anywhere but are very common in brick rooms (hallways).
I could be wrong but I'm pretty sure keys spawn in the general vicinity of a locked door and not on the locked side of it.
@@sanakhtthefatetwister9116 I'm pretty sure that both sides are locked.
What mod are you using to look at yourself at the end?
What I mean is if a locked door is preventing access to a room the key won't be inside the locked room.@@sethmiclea910
@@thebeaverkidd2970 likely freecam mod
I always call these rooms “Loot potential” because they are usually where I run to find loot. The maze of hallways almost never has loot. Good to see my hunch was right!
Oh interesting. I was researching this myself the past few days. Couple things I would add/clarify:
-Loot is picked in a step seperate from choosing its location. How many loot spawning rooms you have is irrelevant to how much loot spawns. Once the list of loot is generated, it randomly selects spawnpoints for each item out of the available spawners, never reusing a spawner until all have been used once.
-During the spawner picking, certain items will not use just any spawner. Lamps, Golden Cups, Magnifying Glasses, and Toothpaste can only use tabletop spawners. If the list of tabletop spawners is exhausted, all the spawners are reset and you do start seeing more double uses.
-Loot spawners have parameterized radii. Also, this radius is spherical, not circular. If it selects a point which is out of bounds, it is snapped to the nearest valid mesh point, meaning substantially more loot spawns at walls and corners. Most tabletop spawns have a radius of 4, most rooms have a radius of 15, but some larger rooms have bigger, for instance the server room has a radius of 25, which is about double the size of the room (half a room length in all directions)
-Mansion modular tunnels tiles - those are the ones with no pillars / golden trim on the walls - have 2 types, one with a spawner and one without. The ones with a spawner have a higher ceiling and 3 door locations. Ones without have a lower ceiling, sometimes with beams, and no possible doors.
-Tabletop spawns in mansion are tied to actual tables spawning in 3 room types. The window room is one of them, but it doesn’t always have a table. The kitchen counter is always a tabletop, and the room can generate up to 2 additional tables, making it possible for a 4-spawner kitchen when including the general one in the center. The purple room with a T-tetromino footprint and a curved shelf you can’t walk around is the last location a tabletop can generate. Tables may generate in other rooms but they do not have associated spawnpoints.
-The purple Q-pentomino shaped room on mansion has 2 spawnpoints, and one of them is in the void below. This lower one has about half of its radius outside of the distance where loot can snap in bounds. This room is responsible for void spawns, and essentially has 1.5 spawners because of it.
-The purple L-triomino shaped room has 2 general spawners. Do not confuse with the L-tetromino shaped room which only has one despite being larger. The ceiling beams run in one direction in the triominp room and both directions in tetromino room.
-In facility, the large industrial room has 2 general spawners and 2 tabletop spawners. All other rooms have 1 general spawner unless they have none. The apparatus has an additional tabletop spawner on it. Loot rooms have too many spawners for me to describe but generally they have spawners associated with the shelves and pallets they generate, some of those shelves/pallets don’t always generate though. Pallets are tabletop spawners, shelves are general or small item.
with spawning items out of bounds, i have had items spawn out of bounds by main entrance (behind the door, i could see it with scanner) any idea why that could happen?
Wow, this very helpful, thanks for posting! How did you find this out?
@@czpiaor ILspy to read source code, AssetRipper to export a unity project from the packaged game, then unity editor to see the room tiles and what objects, such as the scrap spawners, are in them. Notepad to check the parameters of the spawners because I couldn't figure out how to see them in unity editor.
@@uhsquid The area behind the door is probably a valid floor surface to snap to. Valid surfaces aren't necessarily limited to places the player can actually go, it's essentially any floor surface with airspace above it. I think you can actually stand behind the door with some clipping. Bread pointed out the top of the gray thingy in the locker room as another example of this. People seem to be aware of lamps spawning inside of the kitchen counter, which I would hypothesize is because of the lamp's vertical spawn offset being too low, but the overhead part of the counter also can have items spawn on top of it which you can't access. In the library, on the second level, the corner bookshelf is curved, and there's a smallish triangle behind it where items can spawn which are inaccessible.
@@czpiaor ILSpy, AssetRipper, Unity editor, and Notepad.
An important thing to note about beehives is that they spawn completely independently from the rest of the scrap. For example, March has a max object count of 17, but you can get 20+ if you get lucky with beehives. Beehives also spawn in a little bit after the rest of the scrap spawns. So if you terminal scan right before the hives spawn, and then scan again after they spawn, you can figure out how many hives are on the moon.
Probably because scrap is spawned on map generation while hives are spawned with the outdoor entity spawn cycle
Thanks for the video, bread, this will save me a ton of time searching for loot in the maze.
Best information channel for sure, could you possibly do a video about the ambient noises potentially? I've heard shit from babies crying, to laughing, to slurpy noises in the entrance, and after all this time I still can't find any patterns or awareness about what needs to be reacted to or what is just RNG noises
There is a single noise that matters for ambient sounds: you can hear enemies when they're about to come out of a vent and when the vent opens. That is the only relevant ambient sound, everything else is random.
The vent sound is kinda subtle, you'll hear quiet banging noises and then the vent will pop open.
Most of the time ambient sounds don't mean much; anything you don't recognize or isn't repeating is probably ambient.
However, there are certain ambient sounds that only play at high insanity/paranoia, and obviously that makes you more likely (but not guaranteed) to be haunted by the ghost girl. I'd suggest looking for a video that compiles them.
@@lamegamertimeso how does insanity work then? That's what I was sorta punching for really
@@darthollie random value vased on iirc how much you move your mouse,how alone you are, and maybe lighting not sure on that
@@darthollie Insanity increases when you are alone (moreso when in the facility or outside at night), and decreases when you are near other players (including dead ones) or listening to players via walkie-talkie. In singleplayer it decreases while outdoors (not that it makes a difference unless you're using a mod to add insanity effects), but in multiplayer it still goes up. It resets at the start of every day.
The ghost girl is more likely to pick you if you have the highest insanity, turn your camera the most frequently, have not been injured before, or are holding (in your hand) a single loot item worth 150+. Insanity is the largest factor out of these.
This is just info I got from the wiki so take it with a grain of salt
I hope it gets tweaked a little at some point because getting scrap that can't physically be reached (without bugs) is so annoying...
Like last week's challenge moon having a Gold Bar inside a pit, or sometimes Lamps being stuck inside counters, and as you mentioned, items being on top of the giant pillar in the locker room
The lamps in counters thing seems to happen nearly every single time to me
@@wll1500 Yeah I tend to get it more than half the time, really sucks and takes SO much time even with a Jetpack to cart items to and from ship, bringing a Ladder from landing, and getting in before the clock starts while also having the kitchen beside spawn, you can waste hours trying to get it
I once saw one of the mask scrap in the jump room pit. Was playing singleplayer so it just spawned there. Sucks but oh well
u can always get the lamp out with a ladder
@@2nys And how many hours of the day does that take for one piece of scrap?
It's a very organized explanation.
Lootspawning in Mansions is insane. Loot can stack in those places, by my experience. I picked up a 7 Ball in main, and there was a wedding ring right under it.
Love mansions
ngl i like locker loot rooms more, ive found so many scrap in one locker !!
Just a guess, but, I think mansions probably prioritize loot spawns around certain props rather than rooms. Item almost always spawn touching a table, bookshelf, carpet, chair, or in the most specific case, the kitchen counter (inaccessible lamp spawns, I'm looking at you).
Here's what I can find from my research looking into the game a bit more
Key Spawns: Keys get spawned in a pass separate to scrap spawns, instead having a chance to spawn at every AI pathing node within a cube 16 meters on each side. One key is spawned for every locked door in a level. No more, no less
Manor: It seems that all tiles have a radius-based scrap spawner, but some specific props have their own specific scrap spawnpoints. It's the exact same types as in other rooms, just much smaller. Some tables seem to have them, but not all of them. For example, in the kitchen tile, there are 3 table arrangements. One has 2 tables with scrap spawns, one has one with and one without, and one has only one table, which doesn't have a spawn
here is the full table breakdown for kitchen
Table Arrangement A: The round table will be directly in line with the counter. In this arrangement, both the round table and coffee table have a separate spawn radius
Table Arrangement B: The round table is tucked in a corner and there is a coffee table on the wall. Only the round table spawns loot
Table Arrangement C: The round table is tucked in the corner, but where there is normally a coffee table in arrangement B, there is now instead a bookshelf. No extra spawns will be present in this layout
Additionally, the counter always has its own extra spawn radius. This spawn radius is directly underneath the overhead lamp nearest to the wall, so it has a high chance of generating items in the room neighboring it (anywhere within 4 meters specifically)
also, some hallway rooms seem to have duplicate scrap spawning spots, so some have double the scrap of others. I'd try to describe their differences if I could, but it's hard to explain well in text what the different rooms look like. Also, if you see a round table tucked away in the corner in a hallway, that one doesn't spawn scrap. Only one table in the hallway tiles for manor spawns scrap, and it will spawn in either a 3-way or 4-way intersection, depending on how other rooms do or don't attach to the tile in question.
oh, one more thing with mansion hallways, there is actually one that doesn't spawn scrap, and that one is the one that makes up the really large open rooms. It has a little lattice of beams on the roof in a grid pattern. The fireplace room does not have increase spawn rates, and neither does the TV room, although it does have a table in it that spawns items
also, item spawns are slightly different between table spawns and general spawns. They're mostly the same, but fancy lamps, toothpaste, and goblets can only spawn on tables. Goblets can also spawn as "small items", but this only applies on facility layout I believe.
this video actually explains 1 thing - titan is a B class moon oin terms of possible loot. most part of facility is a maze to fill moon size, with less loot possible rooms than other moons. and more of this, there were runs when bout 20 of spawned loot was inaccesible due to spawning in pits or inside other objects.
Oh, that circle actually makes sense. Just found a V8 engine in the corner of the bracken room.
This will help my later runs for the company
This is very useful, thanks for sharing!
This is really helpful, thanks!
great video, super helpful. suprised to see that all the loot circles are the same size. I guess that means that one would find more cross over loot spawns near smalller rooms.
I wonder what a mineshaft (belt room) loot circle looks like? I would imagine the circle would be too small to even fill it, does it have 2 of them? one bigger one? a normal sized one with some exact spawns?
also another question, are these loot circles, loot spheres? can a loot tile underneath say a maze tile spawn loot in the maze?
thanks again for the vid, best lethal content I know of ❤
The radius is a parameter that varies and yes they are spheres. Belt room has 2 big general spawners which are both near the middle, as well as 2 tabletop spawners, one on the pallets under the stairs and one on the pallets by the forklift. Tabletop spawners have a small radius about double the size of the pallet.
Another reason to have a bias for mansion maps. Love it
What about the Apparatus? There have been a few times when I full cleared/fully explored a facility map, but did not find an Apparatus. I've always heard that the Apparatus always spawns (in either it's own room or the large loot room), but I could also swear that sometimes on small maps like Experimentation, the large loot room won't even spawn in, just an empty Apparatus room. But then again, maybe I missed something, like a security door or something - who knows. I'd just like some research and confirmation on its mechanics, as I haven't been able to find much useful information on it anywhere.
For mansion, small loot also tends to spawn on the smaller rooms' bookcases
The amount of people saying they've seen loot in main or the "bracken" room clearly show they haven't watched the video he literally explains why that happens shortly after explaining that in code they're not meant to spawn loot
ikr, I was about to comment that but I waited because I knew this guy did his research right and I was right
I hate when people can't wait like a minute
interesting and insiteful thanks bread!
After watching your videos for weeks now I've get that your player model head is a bread
I've seen scrap spawn in the pits in the jump grate rooms in the facility. Usually most noticeable if it's something like a fancy lamp. And yes, it spawns down there, nobody has died carrying it, because I've seen it in solo play. I've also seen scrap spawn INSIDE other objects, rending them irretrievable, such as the large cinder foundation blocks in the pipe room. So not everything is considered out of bounds.
Very good video, commenting for the algorithm :)
The image at 4:26 should have been shown a lot sooner IMO
Thank you for ur guide
2:20 for everyone talking about loot in main/backrooms
1k+ subs in a day? This guy is on fire
Thanks Bread.
babe wake up, bread posted
Hey nice video, one question, is it normal for lamps to spawn inside the drawers or whatever those are if you know what I mean? I saw up to four of them spawning there and dont know if its a bug maybe caused by some mods (I don't play with a lot of mods, just the essentials, most of them client side).
It's a bug and happens with everybody
What about glitched/outside of the map loot? Is there any specific ways to find them or like you gotta know previously (like in challenge moons, for example)
The amount of people that comment, “I’ve seen loot in blah blahblah” in the first 40 seconds is crazy.
Fun fact: Loot can actually spawn at the main entrance directly. However, it'll be something big like a large axle or engine.
Neat!! Thank you :]
My screen name is toast so I approve of bread
are keys counted as loot too? because i've found quite a lot of them in bricks and would like to know if this is a sign of a loot room being close or not
great content btw! love your channel
In case you didn't see, he added in the comments that keys are different from scrap and spawn anywhere
Have you already done a video on how the map layout generation works?
as always some great piece of content bread, thank you, love watching your streams with my gf
I swear locker rooms are the best in the game. The lockers they spawn often have like 3 or 4 pieces on scrap in them, and up to 3 lockers can spawn in the one room... I think? Anyway, Ive had days where we cleared almost all the loot on titan just because we got a goated locker room
Nice video. What is the out of body mode?
Would love one of these for enemy spawning
does this circle spawn thing also apply if theres a room above or below it or is it just only on the same level
It’s spherical. Loot can snap to rooms above and below the one it spawned in.
I'd like to know more about how the map generates. Idk if that info is available atm tho
I have a question, what is a table spawn? you mentioned it when talking about pallets. Great video btw!
It's exactly what it sounds like- when loot spawns on a table. Such as the table in kitchen tiles
Table spawns have a small radius and are the only selectable spawnpoint for lamps, golden cups, toothpaste, and magnifying glasses. If you see one of these not near a table, there is probably a room above or below you with one.
@@hydrantdude504 what did he mean when he was talking about pallets? do pallets work in a similar way to tables?
@@ham164cs yes, on facility maps, pallets are the equivalent to tables on mansion.
bread is good. bread is nice. bread is god.
i have defo seen scrap spawn in main and the backroom looking rooms
Not-Bracken room has spawned loot for me before. Doubt teammate dropped loot in there.
Man I dislike the brick rooms. Any advice on navigating those or do you just keep going and hope you reach a walkway basically?
how did you come across knowing about the circle radius of how loot spawning worked
Ive had loot spawn on top of one of the gray thing in the locker room before. It was a good bar but there was nothing i could do to get it i was so frustrated lol
I'm most interested in what "spawn weight" refers to in mods
Is it the % chance to spawn or is it the the number it's going to eat out of the available number until the map stops spawning loot
example: higher scrap spawn weight = one of two things, either it has a higher chance to spawn, or, it eats a bigger number from the total the moon can spawn for that run. Meaning if it's a bigger number then the amount of scrap is going to be less. That doesn't make a ton of sense to me but it's possible given it doesn't explain anything in the mod configs.
I love kitchens. Unfortunately, the last time I found like 7 items in the kitchen (including a cash register), a nutcracker and bracken decided it would be really funny to camp the kitchen when I left to find my teammates so they could help me carry everything. 💀
(I tried killing the nutcracker btw. It saw me through a closed door. I was mad.)
What about keys spawning in tunnel networks? Or is that the radius thing?
Do you know how beehives generate, and if they have specific spawn spots?
random, chances of beehives spawning is different per map (you can find a table displaying this) but march i believe has the highest and usually I see them a lot more often on maps with the grass and tree outside (vow, march) but they can still spawn on the desert/mesa type maps as well (assurance,offense, sometimes experimentation).
interesting sure. but you dident mention that room in mansion that spawns potatoes
What about if the item spawn outside of the map ? Does the game prevent that to make it spawn inside to the closest initial spawn ?
is the circle also the reason there can be scrap out of bounds?
Bread.
Hat mod is it you use to fly around the map that way?
Does this also apply to the keys? If I find a key, can I assume there’s a loot tile close by?
i once found 2 turret on table
I'm interested why loot can sometimes spawn in the death pit?
and just like that lethal company and everything that made it scary/fun to most people are diminished to a sweat fest of min/maxing, with every mechanic explained to the last fun drop lol, i don't mean to hate, but phasmophobia had this treatment and it ended up making the whole thing just seem whack
I don't just mean this btw, I also mean things like "oh the door handle being on this side means you're going to the exit" and whatnot in addition to this new tech, i just wish it wasn't so cheesy lol
Is there info I should be aware of as aa terminal user? Maybe some tricks or info we can derive from this?
Just don't lead your teammates to a nutcracker while saying its a hoarding bug and also make sure the turrets don't face the direction of the loot (if so, defuse them).
What mod do you use to get that overview?
I wanted to ask if keys follow the same rules as these loot spawning rules, because i do tend to find a lot of keys in hallways so i wonder if its the same or keys have different spawning rules.
Keys are different. I’m not sure the specific spawns but they mainly spawn in brick rooms (hallways)
I believe that keys spawn before other items, which happens to result in them being top priority for lightning strikes. (Correct me if I’m wrong)
ive gotten loot in main and bracken room unless mods affect room spawning conditions (both vanilla objects btw) so idrk if thats true
How do you zoom out and see the facility like that?
does this apply to keys? i feel like i find them exclusively in brick rooms
not sure if it was said, but does this mean loot can spawn outside the map?
bread 👍
The backrooms can spawn loot. I have found loot in it about 3 times in total after 100 hours of playing
Yes. I mention this in the video.
What mod are you using for free camera?
I had the worst mansion experience when I got it on vow. It was absolutely massive so few items. It was not worth it.
Question: does this affect where keys spawn too?
Ik its not too big of a deal, but what about keys? I seem to find then literally anywhere-
Do keys follow the same logic? Or do they just spawn wherever
They do spawn those places though???
Do keys count as loot?
I find those spawning in brick labyrinths often
Keys have their own separate generation code, and are generated at the same time as locked doors. they do not count as loot.
@@hydrantdude504 Ah, that explains it, thank you
I don't know the story but, my friends and I play vanilla, no mods, and I have found an item in the Bracken Room. : /
based
So that room ISNT bracken room?! What is it then?!
Mod used for the free cam?
Scrap
Keys are opposite?
4:16 don't squint...
NAAAH I think I got it..
Great informative video!
Now excuse me while I go the bathroom and throw up
what mod is the freecaM?
Freecam
I have found loot in the "backrooms" room and also in main so either it got updated or you don't know what you're talking about. couldn't be bothered watching after, so won't know if you corrected yourself
main does spawn loot
Watch the video
amogus
All this backwards research of the game and no one made a mod of loot spawning not inside shelves and lockers feelsbad
That explains why mansion maps are terrible for finding loot
I’m a little confused because I’ve seen people get loot straight from main and also out of the bracken room. And I pick up keys all the time in the brick hallways. Did you accidentally switch your words when describing the non loot spawning vs loot spawning rooms?
Edit: did not watch far enough to see him say it’s a glitch
Keys are likely different.
Wait the DIAGONAL HALLWAYS ARE NOT A MOD??! 🤨
No lmao. Came out in v47
im PRETTY SURE I have found a toy cube in a backrooms room
because it can if its within a separate loot tile radius but the backrooms room itself cannot spawn scrap (this was in the video)
Just wanted to say that I had spawned lot in "backroom" also in main, sometimes i can be even stucked "spawned" in a pipeline in stairs on industrial, another is in locker room that it can spawn on top of sides.anyway nice vid Bread
ive only seen one or two items in the supposed bracken room, but that pipe thing always hides something good like a robot!
Yeah, I've had loot spawn in Main, Backrooms and pipes
He addressed that in the video..
ye yousually anyway u use rightclick nonstop so u can see sometimes even keys bh wall too xD @@PTMGamerTVotis
How long since you last saw anything spawn in that room though. I haven't seen a single thing spawn in that room since v45 came out
bread on his way to suck the joy and creativity out of another co op based game
Jesse what the fuck are you talking about