+=================================================================+
| M A P V A L I D A T O R |
| Loot Distribution & Map Quality Analysis |
+=================================================================+
Using 16 threads for parallel generation
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Generated 50 maps in 3.3s
Generated 50 maps in 3.3s (0.07s avg per map)
Map type: AbandonedSettlement | Base seed: 42 | Seeds: 42..91
===================================================================
MAP STRUCTURE
===================================================================
+---------------------------+--------+--------+--------+--------+
| BUILDING & MAP QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings | 296.9 | 278.0 | 318.0 | 8.9 |
| Rooms | 502.9 | 462.0 | 534.0 | 16.1 |
| Walkable tiles | 235681.7 | 234763.0 | 236718.0 | 497.1 |
| Walkable % | 89.9 | 89.6 | 90.3 | 0.2 |
| Building footprint % | 16.5 | 15.3 | 17.4 | 0.5 |
| Extraction points | 5.1 | 4.0 | 6.0 | 0.7 |
| Player spawns | 6.1 | 3.0 | 8.0 | 1.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| ROOM TYPE | Avg |
+---------------------------+--------+
| Room | 303.5 |
| OpenFloor | 78.7 |
| Entrance | 43.4 |
| Corridor | 37.4 |
| Hall | 27.6 |
| Courtyard | 12.0 |
| DeadSpace | 0.2 |
+---------------------------+--------+
+---------------------------+----------+--------+--------+--------+
| FLOOR TYPE | Avg | Pct | Min% | Max% |
+---------------------------+----------+--------+--------+--------+
| Grass | 91681 | 35.0% | 33.9% | 35.9% |
| Dirt | 31709 | 12.1% | 11.1% | 12.7% |
| Pavement | 26200 | 10.0% | 9.5% | 10.5% |
| Concrete | 25395 | 9.7% | 9.3% | 10.2% |
| BrokenPavement | 22946 | 8.8% | 8.3% | 9.3% |
| MetalGrating | 15746 | 6.0% | 5.5% | 6.3% |
| Wood | 14592 | 5.6% | 5.0% | 6.4% |
| Rubble | 13573 | 5.2% | 4.5% | 5.7% |
| ToxicRunoff | 4845 | 1.8% | 1.6% | 2.0% |
| Steel | 4727 | 1.8% | 1.2% | 2.4% |
| PollutedGrass | 4485 | 1.7% | 1.3% | 2.1% |
| Stone | 4356 | 1.7% | 1.4% | 1.9% |
| ShallowWater | 974 | 0.4% | 0.0% | 0.5% |
| PollutedEarth | 477 | 0.2% | 0.1% | 0.3% |
| ConsoleMetal | 437 | 0.2% | 0.1% | 0.2% |
+---------------------------+----------+--------+--------+--------+
+---------------------------+----------+--------+
| VOLUME TYPE (non-Empty) | Avg | Pct |
+---------------------------+----------+--------+
| TallGrass | 6171 | 2.4% |
| WoodWall | 5532 | 2.1% |
| Mountain | 5390 | 2.1% |
| BuildingWall | 4080 | 1.6% |
| RuinWall | 2635 | 1.0% |
| DeepToxicRunoff | 2038 | 0.8% |
| SteelWall | 1945 | 0.7% |
| StoneWall | 1658 | 0.6% |
| Lake | 853 | 0.3% |
| Door | 686 | 0.3% |
| ReinforcedSteelWall | 494 | 0.2% |
| Blockade | 448 | 0.2% |
| Window | 315 | 0.1% |
| StorageBarrel | 203 | 0.1% |
| Rock | 119 | 0.0% |
| RuinWallCrest | 66 | 0.0% |
| Empty (open floor) | 229511 | 87.6% |
+---------------------------+----------+--------+
+---------------------------+----------+--------+
| ELEVATION | Avg | Pct |
+---------------------------+----------+--------+
| Low | 5002 | 1.9% |
| Ground | 251569 | 96.0% |
| High | 5563 | 2.1% |
+---------------------------+----------+--------+
===================================================================
LOOT: CONTAINERS
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER SUMMARY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers | 377.2 | 377.0 | 379.0 | 0.4 |
| Indoor | 285.0 | 285.0 | 285.0 | 0.0 |
| Building Exterior | 80.0 | 80.0 | 80.0 | 0.0 |
| Outdoor Field | 0.2 | 0.0 | 2.0 | 0.4 |
| Hidden Stash | 6.0 | 6.0 | 6.0 | 0.0 |
| Filler | 6.0 | 6.0 | 6.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER CLUSTERING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Largest cluster | 8.9 | 7.0 | 13.0 | 1.4 |
| Mean cluster size | 2.1 | 2.0 | 2.4 | 0.1 |
| Hotspots (>=4) | 29.4 | 22.0 | 35.0 | 3.1 |
| Mean nearest-neighbor | 6.2 | 5.5 | 6.8 | 0.3 |
+---------------------------+--------+--------+--------+--------+
(Clustering radius: 5 tiles Chebyshev distance)
+---------------------------+--------+--------+--------+--------+
| CONTAINER TYPE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet | 26.0 | 16.0 | 36.0 | 4.9 |
| Supply Crate | 27.2 | 16.0 | 42.0 | 5.4 |
| Weapon Locker | 5.4 | 5.0 | 7.0 | 0.6 |
| Medical Cabinet | 45.0 | 27.0 | 62.0 | 7.5 |
| Tool Box | 24.7 | 10.0 | 41.0 | 5.7 |
| Tech Crate | 53.8 | 38.0 | 74.0 | 8.1 |
| Duffel Bag | 15.9 | 5.0 | 35.0 | 6.8 |
| Military Case | 1.4 | 1.0 | 3.0 | 0.5 |
| Chemical Drum | 42.8 | 25.0 | 58.0 | 7.0 |
| Wall Safe | 20.7 | 12.0 | 32.0 | 5.0 |
| Ammo Box | 13.2 | 7.0 | 25.0 | 4.6 |
| Electronics Panel | 45.9 | 33.0 | 58.0 | 5.7 |
| Cargo Container | 8.8 | 2.0 | 17.0 | 3.3 |
| Footlocker | 12.7 | 5.0 | 25.0 | 5.8 |
| Hidden Stash | 10.5 | 6.0 | 18.0 | 3.7 |
| Damaged Weapon Crate | 16.6 | 6.0 | 28.0 | 6.5 |
| Damaged Armor Crate | 6.6 | 0.0 | 19.0 | 5.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ZONE DISTRIBUTION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| General | 6.2 | 4.0 | 8.0 | 0.8 |
| Residential | 32.4 | 17.0 | 46.0 | 6.1 |
| Industrial | 88.2 | 63.0 | 116.0 | 13.6 |
| Scientific | 204.1 | 155.0 | 239.0 | 18.9 |
| Military | 13.3 | 13.0 | 15.0 | 0.5 |
| Ruined | 33.0 | 0.0 | 81.0 | 25.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| TIER DISTRIBUTION | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Common | 195.1 | 182 | 217 | 9.2 | 51.7% |
| Uncommon | 105.0 | 88 | 127 | 7.9 | 27.8% |
| Rare | 62.6 | 49 | 74 | 5.7 | 16.6% |
| Epic | 14.5 | 4 | 21 | 3.8 | 3.8% |
+---------------------------+--------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| PLACEMENT SOURCE | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor | 285.0 | 285 | 285 | 0.0 | 75.6% |
| Building Exterior | 80.0 | 80 | 80 | 0.0 | 21.2% |
| Outdoor Field | 0.2 | 0 | 2 | 0.4 | 0.0% |
| Hidden Stash | 6.0 | 6 | 6 | 0.0 | 1.6% |
| Filler | 6.0 | 6 | 6 | 0.0 | 1.6% |
+---------------------------+--------+--------+--------+--------+--------+
===================================================================
LOOT: CONTAINER PLACEMENT
===================================================================
+---------------------------+--------+--------+--------+--------+
| INDOOR / OUTDOOR SPLIT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor % | 75.6 | 75.2 | 75.6 | 0.1 |
| Indoor count | 285.0 | 285.0 | 285.0 | 0.0 |
| Outdoor count | 92.2 | 92.0 | 94.0 | 0.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| OUTDOOR → BUILDING DIST | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance | 6.5 | 5.2 | 7.8 | 0.6 |
| Closest | 0.9 | 0.0 | 3.0 | 0.6 |
| Farthest | 67.0 | 31.0 | 100.0 | 14.6 |
| P25 | 3.1 | 3.0 | 3.8 | 0.2 |
| P50 (Median) | 4.0 | 4.0 | 4.0 | 0.0 |
| P75 | 5.0 | 4.2 | 5.0 | 0.1 |
| P90 | 6.0 | 5.0 | 13.2 | 1.7 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| DENSITY PER BUILDING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building | 1.0 | 0.9 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINERS / ROOM KIND | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Corridor | 4.5 | 2.0 | 7.0 | 1.3 |
| Courtyard | 5.0 | 5.0 | 5.0 | 0.0 |
| Entrance | 2.6 | 0.0 | 7.0 | 1.5 |
| Hall | 12.6 | 8.0 | 18.0 | 2.6 |
| OpenFloor | 117.9 | 85.0 | 140.0 | 13.4 |
| Room | 132.4 | 107.0 | 164.0 | 12.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| TIER INDOOR % | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common | 74.6 | 71.1 | 80.6 | 1.9 |
| Uncommon | 75.2 | 69.5 | 81.7 | 3.2 |
| Rare | 80.3 | 70.1 | 89.9 | 4.3 |
| Epic | 71.0 | 46.2 | 94.4 | 11.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER ACCESSIBILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min) | 9.3 | 1.3 | 29.2 | 5.8 |
| Spawn → nearest (avg) | 51.4 | 17.5 | 89.2 | 13.2 |
| Extract → nearest (min) | 2.4 | 1.0 | 2.5 | 0.4 |
| Extract → nearest (avg) | 26.2 | 9.1 | 47.5 | 8.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| HIDDEN STASH QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count | 6.0 | 6.0 | 6.0 | 0.0 |
| Min building dist | 20.0 | 15.0 | 43.0 | 4.9 |
| Avg building dist | 39.8 | 25.0 | 57.3 | 7.0 |
| Min inter-stash spacing | 51.2 | 16.0 | 141.0 | 30.6 |
| Avg inter-stash spacing | 316.3 | 216.9 | 371.3 | 33.1 |
+---------------------------+--------+--------+--------+--------+
===================================================================
LOOT: ITEMS & FILL RATES
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items | 731.0 | 687.0 | 773.0 | 20.1 |
| Max frames/container | 1.0 | 1.0 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| AVG ITEMS / CTNR TYPE | Avg |
+---------------------------+--------+
| Filing Cabinet | 2.5 |
| Supply Crate | 2.2 |
| Weapon Locker | 2.3 |
| Medical Cabinet | 1.7 |
| Tool Box | 1.9 |
| Tech Crate | 2.3 |
| Duffel Bag | 1.4 |
| Military Case | 2.2 |
| Chemical Drum | 1.9 |
| Wall Safe | 1.5 |
| Ammo Box | 1.4 |
| Electronics Panel | 2.0 |
| Cargo Container | 3.2 |
| Footlocker | 1.7 |
| Hidden Stash | 1.4 |
| Damaged Weapon Crate | 1.6 |
| Damaged Armor Crate | 1.3 |
+---------------------------+--------+
+-------------------------------------+----------+
| CONTAINER SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageFriedCommLink | 24.6 |
| SalvageOpticalBench | 14.8 |
| SalvageCrackedHeatLamp | 12.0 |
| SalvageElectronics | 11.8 |
| SalvageMedicalTray | 8.8 |
| SalvageChassis | 7.5 |
| SalvageMotor | 7.3 |
| SalvageCentrifuge | 7.2 |
| SalvageHydraulicRam | 6.2 |
| SalvageChemicalTank | 5.1 |
| SalvageRocketTube | 4.9 |
| SalvageChemLabProcessor | 4.3 |
| SalvageExoFrameRibs | 4.2 |
| SalvageTurbineCore | 4.2 |
| SalvageAlternator | 3.8 |
| SalvageStoveTop | 2.8 |
| SalvageCryoFridgePanel | 2.3 |
| SalvageTurretBasePlate | 2.2 |
| SalvageTargetComputer | 2.0 |
| SalvageShieldFragment | 1.8 |
|-------------------------------------|----------|
| TOTAL | 137.9 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER FRAMES | Avg/Map |
+-------------------------------------+----------+
| FrameWeaponLight | 5.4 |
| FrameWeaponMed | 2.8 |
| BrokenFrame | 1.9 |
| FrameArmorLight | 1.0 |
| FrameArmorHeavy | 0.2 |
| FrameWeaponHeavy | 0.2 |
| FrameArmorMed | 0.1 |
|-------------------------------------|----------|
| TOTAL | 11.6 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| Blueprint: Vapor Vest Schematics | 0.6 |
| Blueprint: Bulwark Plate Schematics | 0.6 |
| Blueprint: Vanguard Rig Schematics | 0.5 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.5 |
| Blueprint: Nomad Mk2 Schematics | 0.4 |
| Blueprint: Vector Mk2 Schematics | 0.3 |
| Blueprint: Breaker Mk2 Schematics | 0.3 |
| Blueprint: Viper Mk2 Schematics | 0.3 |
| Blueprint: Stinger Mk2 Schematics | 0.3 |
| Blueprint: Nomad Schematics | 0.2 |
| Blueprint: Bulwark Mk2 Schematics | 0.2 |
| Blueprint: Vanguard Mk2 Schematics | 0.2 |
| Blueprint: Irradiated Light Ammo Schematics | 0.1 |
| Blueprint: Vapor Mk2 Schematics | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| Blueprint: Irradiated Heavy Ammo Schematics | 0.0 |
|-------------------------------------|----------|
| TOTAL | 4.5 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL CONTAINER ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoLightKinetic | 568.3 |
| AmmoMediumKinetic | 411.3 |
| CompWire | 232.1 |
| Electronics | 164.0 |
| Scrap | 159.3 |
| AmmoHeavyKinetic | 131.8 |
| CompPolymer | 100.7 |
| CompFastener | 79.4 |
| CompPropellant | 64.5 |
| AmmoLightSabot | 43.4 |
| CompMetalPlate | 40.5 |
| Bandage | 39.4 |
| AmmoMediumSabot | 34.2 |
| MechanicalParts | 31.6 |
| Chemicals | 28.5 |
| SalvageFriedCommLink | 24.6 |
| PowerCell | 24.2 |
| AmmoLightFrag | 20.8 |
| AmmoHeavySabot | 16.2 |
| SalvageOpticalBench | 14.8 |
| AmmoMediumFrag | 14.5 |
| StimPack | 12.9 |
| WeaponScrap | 12.6 |
| MedicalSupplies | 12.5 |
| SalvageCrackedHeatLamp | 12.0 |
| AmmoHeavyFrag | 12.0 |
| PartLightWeapon | 11.9 |
| SalvageElectronics | 11.8 |
| FabricPadding | 11.4 |
| AlloyPlating | 9.7 |
| PartMediumWeapon | 9.6 |
| SalvageMedicalTray | 8.8 |
| SalvageChassis | 7.5 |
| PartHeavyWeapon | 7.4 |
| SalvageMotor | 7.3 |
| GrenadeFrag | 7.2 |
| SalvageCentrifuge | 7.2 |
| AmmoMediumIrradiated | 7.1 |
| ChemicalInjectors | 6.3 |
| SalvageHydraulicRam | 6.2 |
| FrameWeaponLight | 5.4 |
| SalvageChemicalTank | 5.1 |
| SalvageRocketTube | 4.9 |
| SalvageChemLabProcessor | 4.3 |
| SalvageExoFrameRibs | 4.2 |
| SalvageTurbineCore | 4.2 |
| SalvageAlternator | 3.8 |
| AmmoHeavyIrradiated | 3.8 |
| AmmoLightIrradiated | 3.3 |
| WeaponCleaningKit | 2.9 |
| FrameWeaponMed | 2.8 |
| SalvageStoveTop | 2.8 |
| ArmorRepairKit | 2.7 |
| SalvageCryoFridgePanel | 2.3 |
| GrenadeSmoke | 2.3 |
| SalvageTurretBasePlate | 2.2 |
| ModExtendedMag | 2.1 |
| ModStabilizer | 2.0 |
| SalvageTargetComputer | 2.0 |
| BrokenFrame | 1.9 |
| SalvageShieldFragment | 1.8 |
| ModReflexSight | 1.6 |
| ModNoiseDampener | 1.6 |
| EncryptedLocationData(AbandonedSettlement) | 1.6 |
| ArmorScrap | 1.4 |
| FrameArmorLight | 1.0 |
| ModArmorPlate | 0.7 |
| WeaponViper | 0.6 |
| Blueprint: Vapor Vest Schematics | 0.6 |
| Blueprint: Bulwark Plate Schematics | 0.6 |
| WeaponStinger | 0.5 |
| Blueprint: Vanguard Rig Schematics | 0.5 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.5 |
| Blueprint: Nomad Mk2 Schematics | 0.4 |
| Blueprint: Vector Mk2 Schematics | 0.3 |
| WeaponVector | 0.3 |
| WeaponBreaker | 0.3 |
| HeavyArmorParts | 0.3 |
| Blueprint: Breaker Mk2 Schematics | 0.3 |
| Blueprint: Viper Mk2 Schematics | 0.3 |
| MediumArmorParts | 0.3 |
| Blueprint: Stinger Mk2 Schematics | 0.3 |
| LightArmorParts | 0.3 |
| Blueprint: Nomad Schematics | 0.2 |
| WeaponNomad | 0.2 |
| Blueprint: Bulwark Mk2 Schematics | 0.2 |
| FrameArmorHeavy | 0.2 |
| FrameWeaponHeavy | 0.2 |
| ModCargoFrame | 0.2 |
| Blueprint: Vanguard Mk2 Schematics | 0.2 |
| FrameArmorMed | 0.1 |
| Blueprint: Irradiated Light Ammo Schematics | 0.1 |
| ArmorVaporVest | 0.1 |
| Blueprint: Vapor Mk2 Schematics | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| Blueprint: Irradiated Heavy Ammo Schematics | 0.0 |
+-------------------------------------+----------+
+---------------------------+--------+--------+
| FILL RATE BY SIZE | Avg % | Count |
+---------------------------+--------+--------+
| Tiny (2-4) | 91.5% | 13 |
| Small (6-10) | 55.1% | 148 |
| Medium (12-16) | 48.2% | 199 |
| Large (21-35) | 63.1% | 15 |
+---------------------------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENEMY LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items | 1618.3 | 1478.0 | 1823.0 | 90.4 |
+---------------------------+--------+--------+--------+--------+
+-------------------------------------+----------+
| ENEMY SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageMotor | 6.0 |
| SalvageTargetComputer | 1.2 |
| SalvageFriedCommLink | 1.2 |
| SalvageExoFrameRibs | 1.0 |
| SalvageChassis | 0.8 |
| SalvageShieldFragment | 0.7 |
| SalvageTurretBasePlate | 0.5 |
| SalvageOpticalBench | 0.4 |
| SalvageElectronics | 0.2 |
|-------------------------------------|----------|
| TOTAL | 12.0 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ENEMY FRAMES | Avg/Map |
+-------------------------------------+----------+
| FrameWeaponHeavy | 0.5 |
| FrameArmorHeavy | 0.3 |
|-------------------------------------|----------|
| TOTAL | 0.8 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ENEMY BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| (none spawning) | 0 |
|-------------------------------------|----------|
| TOTAL | 0.0 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL ENEMY LOOT ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoMediumKinetic | 807.4 |
| AmmoLightKinetic | 264.3 |
| Scrap | 154.6 |
| AmmoHeavyKinetic | 92.3 |
| AmmoMediumSabot | 29.5 |
| Electronics | 29.0 |
| CompPolymer | 25.4 |
| ArmorScrap | 20.8 |
| AmmoMediumFrag | 20.8 |
| Bandage | 16.7 |
| WeaponScrap | 16.4 |
| CompPropellant | 15.2 |
| AmmoHeavySabot | 14.0 |
| MediumArmorParts | 10.9 |
| ArmorRepairKit | 10.1 |
| AmmoLightSabot | 9.9 |
| Chemicals | 9.8 |
| WeaponCleaningKit | 8.5 |
| HeavyArmorParts | 8.1 |
| AmmoLightFrag | 6.5 |
| MedicalSupplies | 6.3 |
| SalvageMotor | 6.0 |
| StimPack | 5.1 |
| AmmoMediumIrradiated | 5.0 |
| CompMetalPlate | 4.0 |
| AmmoHeavyFrag | 4.0 |
| AmmoLightIrradiated | 2.6 |
| MechanicalParts | 2.6 |
| CompWire | 1.7 |
| FabricPadding | 1.5 |
| LightArmorParts | 1.5 |
| SalvageTargetComputer | 1.2 |
| SalvageFriedCommLink | 1.2 |
| SalvageExoFrameRibs | 1.0 |
| SalvageChassis | 0.8 |
| SalvageShieldFragment | 0.7 |
| FrameWeaponHeavy | 0.5 |
| SalvageTurretBasePlate | 0.5 |
| CompFastener | 0.4 |
| SalvageOpticalBench | 0.4 |
| AmmoHeavyIrradiated | 0.4 |
| PowerCell | 0.4 |
| FrameArmorHeavy | 0.3 |
| SalvageElectronics | 0.2 |
+-------------------------------------+----------+
+---------------------------+----------+--------+
| COMBINED LOOT OVERVIEW | Avg/Map | Pct |
+---------------------------+----------+--------+
| Container loot items | 731.0 | 31.1% |
| Enemy loot items | 1618.3 | 68.9% |
| TOTAL | 2349.3 | 100.0% |
+---------------------------+----------+--------+
+-------------------------------------+----------+----------+----------+
| ITEM SOURCE BREAKDOWN | Cntnr | Enemy | Total |
+-------------------------------------+----------+----------+----------+
| AmmoMediumKinetic | 411.3 | 807.4 | 1218.7 |
| AmmoLightKinetic | 568.3 | 264.3 | 832.6 |
| Scrap | 159.3 | 154.6 | 313.9 |
| CompWire | 232.1 | 1.7 | 233.8 |
| AmmoHeavyKinetic | 131.8 | 92.3 | 224.1 |
| Electronics | 164.0 | 29.0 | 193.1 |
| CompPolymer | 100.7 | 25.4 | 126.1 |
| CompFastener | 79.4 | 0.4 | 79.8 |
| CompPropellant | 64.5 | 15.2 | 79.8 |
| AmmoMediumSabot | 34.2 | 29.5 | 63.7 |
| Bandage | 39.4 | 16.7 | 56.1 |
| AmmoLightSabot | 43.4 | 9.9 | 53.2 |
| CompMetalPlate | 40.5 | 4.0 | 44.6 |
| Chemicals | 28.5 | 9.8 | 38.3 |
| AmmoMediumFrag | 14.5 | 20.8 | 35.2 |
| MechanicalParts | 31.6 | 2.6 | 34.2 |
| AmmoHeavySabot | 16.2 | 14.0 | 30.2 |
| WeaponScrap | 12.6 | 16.4 | 29.0 |
| AmmoLightFrag | 20.8 | 6.5 | 27.2 |
| SalvageFriedCommLink | 24.6 | 1.2 | 25.8 |
+-------------------------------------+----------+----------+----------+
===================================================================
COMBAT: ENEMIES & DENSITY
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENEMY SPAWNS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies | 89.2 | 80.0 | 95.0 | 4.5 |
| Soldier | 56.8 | 45.0 | 67.0 | 4.9 |
| Scout | 14.8 | 8.0 | 19.0 | 2.3 |
| Tank | 9.1 | 5.0 | 12.0 | 1.5 |
| Sniper | 3.5 | 1.0 | 5.0 | 0.9 |
| Soldier Basic Drone | 2.1 | 0.0 | 3.0 | 1.0 |
| Elite | 2.0 | 1.0 | 2.0 | 0.1 |
| Soldier Alpha Drone | 1.0 | 1.0 | 1.0 | 0.0 |
| Wayward Drone | 0.0 | 0.0 | 1.0 | 0.2 |
| Alpha Drone | 0.0 | 0.0 | 1.0 | 0.2 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COMBAT DENSITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable | 0.4 | 0.3 | 0.4 | 0.0 |
| Groups/1000 walkable | 0.3 | 0.3 | 0.4 | 0.0 |
| Walkable ratio % | 89.9 | 89.6 | 90.3 | 0.2 |
| Encounter groups | 79.0 | 69.0 | 88.0 | 4.6 |
| Enemies/group | 1.1 | 1.1 | 1.2 | 0.0 |
| Indoor enemies | 46.9 | 34.0 | 61.0 | 6.9 |
| Outdoor enemies | 42.2 | 31.0 | 54.0 | 5.4 |
| Indoor % | 52.5 | 38.6 | 64.2 | 6.4 |
| Spawn min enemy dist | 68.5 | 41.7 | 77.1 | 5.7 |
| Extract min enemy dist | 6.9 | 3.1 | 15.0 | 2.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+
| ARCHETYPE MIX | Avg | Pct |
+---------------------------+--------+--------+
| Soldier | 56.8 | 63.7% |
| Scout | 14.8 | 16.6% |
| Tank | 9.1 | 10.2% |
| Sniper | 3.5 | 3.9% |
| Soldier Basic Drone | 2.1 | 2.3% |
| Elite | 2.0 | 2.2% |
| Soldier Alpha Drone | 1.0 | 1.1% |
| Wayward Drone | 0.0 | 0.0% |
| Alpha Drone | 0.0 | 0.0% |
+---------------------------+--------+--------+
+------------------+------+--------+------+--------+--------+--------+
| ARCHETYPE | EHP | eDPS | Spd | Weight | TTD | TTK |
+------------------+------+--------+------+--------+--------+--------+
| Scout | 68 | 7.5 | 7.0 | 0.48 | 13.3s | 1.1s |
| Soldier | 123 | 13.5 | 4.5 | 1.00 | 7.4s | 1.4s |
| Tank | 192 | 8.6 | 3.5 | 0.78 | 12.5s | 1.7s |
| Sniper | 79 | 9.4 | 3.0 | 0.30 | 10.9s | 1.1s |
| Elite | 260 | 23.0 | 4.0 | 3.22 | 4.7s | 2.3s |
| Wayward Drone | 70 | 20.0 | 9.0 | 1.69 | 5.0s | 1.1s |
| Alpha Drone | 90 | 36.0 | 9.8 | 4.24 | 3.3s | 1.4s |
| Soldier Basic Drone | 65 | 20.0 | 9.0 | 1.57 | 5.0s | 0.9s |
| Soldier Alpha Drone | 90 | 36.0 | 9.8 | 4.24 | 3.3s | 1.4s |
+------------------+------+--------+------+--------+--------+--------+
===================================================================
COMBAT: THREAT & TERRAIN
===================================================================
+---------------------------+--------+--------+--------+--------+
| THREAT WEIGHT DENSITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Weight/1000 walkable | 0.4 | 0.3 | 0.4 | 0.0 |
| Total weight | 86.1 | 75.7 | 93.2 | 4.6 |
| Weight % walkable | 0.0 | 0.0 | 0.0 | 0.0 |
| Archetype entropy | 0.6 | 0.5 | 0.7 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COVER & STRUCTURE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable | 84.1 | 79.6 | 88.0 | 1.9 |
| Chokepoint tiles | 1049.6 | 962.0 | 1155.0 | 40.7 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+
| ZONE RISK/REWARD | Threat | Loot | Ratio |
+---------------------------+--------+--------+--------+
| Military | 35.4 | 55.9 | 0.64 |
| Ruins | 2.3 | 30.3 | 0.09 |
| Industrial | 13.0 | 234.9 | 0.06 |
| Residential | 7.8 | 85.4 | 0.11 |
| Scientific | 26.6 | 559.8 | 0.05 |
| General | 0.0 | 2.4 | 0.00 |
| Ruined | 1.1 | 85.0 | 0.05 |
+---------------------------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| LOOT SALIENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value | 477.4 | 281.5 | 768.5 | 101.5 |
| Unguarded loot value | 573.4 | 355.5 | 792.0 | 94.1 |
| Guarded % | 45.4 | 28.1 | 68.4 | 9.0 |
| Mean loot/threat | 10.1 | 5.6 | 14.2 | 2.2 |
| Min loot/threat | 0.0 | 0.0 | 0.0 | 0.0 |
| No-loot encounters | 40.7 | 33.0 | 51.0 | 4.5 |
| Containers/encounter | 3.0 | 1.7 | 4.1 | 0.6 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: PACING & PATHING
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER PACING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean | 19.1 | 15.2 | 23.0 | 1.8 |
| Spacing min | 0.9 | 0.0 | 4.0 | 1.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CRITICAL PATH | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path length | 85.7 | 41.7 | 197.6 | 36.2 |
| Encounters on path | 1.4 | 0.0 | 10.0 | 1.8 |
| Path weight | 1.2 | 0.0 | 11.5 | 1.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| INTENSITY GRADIENT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight | 1.6 | 1.4 | 2.1 | 0.1 |
| Ring 1 weight | 0.7 | 0.5 | 1.1 | 0.1 |
| Ring 2 weight | 0.4 | 0.2 | 0.5 | 0.1 |
| Ring 3 weight | 0.1 | 0.0 | 0.2 | 0.0 |
| Ring 4 weight | 0.0 | 0.0 | 0.1 | 0.0 |
| Gradient ratio | 0.0 | 0.0 | 0.0 | 0.0 |
| Edge-heavy maps | 0.0% | | | |
| Center-heavy maps | 92.0% | | | |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CLUSTER METRICS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count | 57.6 | 48.0 | 70.0 | 4.8 |
| Max cluster weight | 7.6 | 7.2 | 12.4 | 1.0 |
| Megaclusters (>5.0w) | 2.0 | 1.0 | 4.0 | 0.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| RECOVERY WINDOWS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Window count | 1.4 | 1.0 | 4.0 | 0.7 |
| Mean window length | 62.2 | 25.9 | 148.6 | 22.7 |
| Min window length | 56.1 | 15.2 | 148.6 | 27.5 |
| Max window length | 68.4 | 41.7 | 148.6 | 23.8 |
| Path safe % | 93.5 | 69.5 | 100.0 | 8.5 |
| Mean gap between enc. | 44.5 | 13.6 | 112.6 | 18.1 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: ECONOMY & ATTRITION
===================================================================
+---------------------------+--------+--------+--------+--------+
| HP ATTRITION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Est. HP loss on path | 45.1 | 0.0 | 313.6 | 56.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| MULTI-WEAPON ECONOMY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio | 0.2 | 0.2 | 0.2 | 0.0 |
| Breaker ammo cost | 246.2 | 219.0 | 265.0 | 12.9 |
| Vector supply ratio | 0.2 | 0.2 | 0.2 | 0.0 |
| Vector ammo cost | 768.6 | 687.0 | 825.0 | 39.0 |
| Stinger supply ratio | 0.3 | 0.3 | 0.3 | 0.0 |
| Stinger ammo cost | 438.5 | 394.0 | 471.0 | 22.1 |
| Breaker path delta % | 1229.3 | -31.4 | 2400.0 | 990.7 |
| Vector path delta % | 5287.2 | 14.3 | 12000.0 | 5498.2 |
| Stinger path delta % | 4685.5 | 69.5 | 10000.0 | 4373.2 |
+---------------------------+--------+--------+--------+--------+
+------------------+-------+----------+------------------+
| ARCHETYPE AMMO | Count | MeanShot | Expected Drops |
+------------------+-------+----------+------------------+
| Soldier | 57 | 5.7 | Medium:10.0 |
| Scout | 15 | 4.0 | Light:15.0 |
| Tank | 9 | 6.7 | Medium:18.0, Heavy:3.5 |
| Elite | 2 | 8.3 | Heavy:30.0, Light:18.0, Medium:36.0 |
| Soldier Alpha Drone | 1 | 5.0 | none |
| Soldier Basic Drone | 2 | 3.7 | none |
| Sniper | 3 | 4.0 | none |
+------------------+-------+----------+------------------+
+---------------------------+--------+--------+--------+--------+
| WEAPON SUSTAINABILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost | 246.2 | 219.0 | 265.0 | 12.9 |
| Breaker kills/mag | 2.2 | 2.1 | 2.2 | 0.0 |
| Breaker kills/reserve | 8.7 | 8.5 | 8.9 | 0.1 |
| Breaker net ammo/kill | -1.7 | -2.0 | -1.5 | 0.1 |
| Vector total cost | 768.6 | 687.0 | 825.0 | 39.0 |
| Vector kills/mag | 3.5 | 3.4 | 3.6 | 0.0 |
| Vector kills/reserve | 13.9 | 13.7 | 14.2 | 0.1 |
| Vector net ammo/kill | 0.4 | -0.0 | 0.8 | 0.2 |
| Stinger total cost | 438.5 | 394.0 | 471.0 | 22.1 |
| Stinger kills/mag | 5.1 | 5.0 | 5.2 | 0.0 |
| Stinger kills/reserve | 20.3 | 20.0 | 20.6 | 0.1 |
| Stinger net ammo/kill | -2.0 | -3.2 | -1.3 | 0.4 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: TACTICAL ANALYSIS
===================================================================
+---------------------------+--------+--------+--------+--------+
| TACTICAL STRESS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path friction (w/100t) | 0.4 | 0.0 | 2.5 | 0.7 |
| Lethal groups | 1.7 | 1.0 | 2.0 | 0.5 |
| Harassment groups | 24.3 | 16.0 | 31.0 | 3.1 |
| Shield gate crack % | 2.2 | 1.1 | 2.9 | 0.6 |
| Cover safety (mean) | 165.3 | 81.8 | 271.7 | 39.0 |
| Cover safety (min) | 29.5 | 6.7 | 32.6 | 6.0 |
| Exposed encounters | 0.0 | 0.0 | 0.0 | 0.0 |
| Ammo delta % (Breaker) | -8.6 | -47.3 | 46.1 | 19.9 |
| Ammo delta % (Vector) | 58.8 | 34.8 | 95.9 | 13.5 |
| Ammo delta % (Stinger) | 90.0 | 20.8 | 150.9 | 26.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENGAGEMENT RANGE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean range | 27.1 | 0.0 | 142.6 | 32.1 |
| Min range | 23.0 | 0.0 | 139.6 | 29.9 |
| Max range | 31.4 | 0.0 | 145.6 | 35.8 |
| Melee % | 0.0 | 0.0 | 0.0 | 0.0 |
| Short range % | 23.4 | 0.0 | 100.0 | 30.9 |
| Medium range % | 30.2 | 0.0 | 100.0 | 35.3 |
| Long range % | 6.4 | 0.0 | 100.0 | 20.8 |
| Total encounters | 1.4 | 0.0 | 10.0 | 1.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| PLAYER AGENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path Redundancy (Ratio) | 1.1 | 0.8 | 1.5 | 0.1 |
| Active Combat Time % | 18.8 | 0.0 | 61.5 | 17.2 |
| Commitment Depth (Median) | 4.0 | 0.0 | 19.0 | 5.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Extraction Weight (@20t) | 2.9 | 1.7 | 4.1 | 0.5 |
| Extraction LOS Enemies | 0.9 | 0.2 | 2.0 | 0.4 |
| Utility-Required Enc. % | 1.8 | 0.0 | 5.4 | 0.8 |
| High Risk/No Reward | 0.3 | 0.0 | 1.0 | 0.4 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: VISIBILITY & GEOGRAPHY
===================================================================
+---------------------------+--------+--------+--------+--------+
| VISIBILITY & GEOGRAPHY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean Sightline (Tiles) | 172.2 | 156.1 | 189.3 | 8.2 |
| Sightline P90 (Tiles) | 392.5 | 343.0 | 434.0 | 19.7 |
| Immediate Cover % (<2t) | 28.7 | 27.1 | 30.0 | 0.6 |
| Tactical Cover % (<5t) | 56.2 | 53.5 | 58.5 | 0.9 |
| Cover Desert % (>10t) | 19.0 | 15.4 | 23.0 | 1.8 |
| Cover Asymmetry | 0.2 | 0.0 | 1.0 | 0.3 |
| Extraction Eccentricity | 0.3 | 0.1 | 0.6 | 0.1 |
| Extract P90 Distance | 205.7 | 166.3 | 248.0 | 20.0 |
| On-Path Loot Density | 0.0 | 0.0 | 0.0 | 0.0 |
| Detour Incentive Ratio | 2.6 | 0.1 | 4.9 | 2.0 |
| Occlusion Ratio | 0.1 | 0.1 | 0.1 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
VALIDATION
===================================================================
+-----------------------------------+--------+-------------------+
| VALIDATION | Result | Actual Range |
+-----------------------------------+--------+-------------------+
| Has extraction points | [PASS] | min=4 |
| Has player spawns | [PASS] | min=3 |
| Walkable ratio 50-95% | [PASS] | 90-90% |
| Containers 150-300 | [FAIL] | 377-379 |
| Hidden stashes 3-8 | [PASS] | 6-6 |
| Max 1 frame/container | [PASS] | max=1 |
| Stash bldg dist >= 15 | [PASS] | min=15 |
| Density 1.0-8.0/1000 | [FAIL] | 0.3-0.4 |
| Spawn safety >= 30 tiles | [PASS] | min=42 |
| Extract guarded <= 30 | [PASS] | max=15 |
| Enemy count CoV < 0.25 | [PASS] | CoV=0.051 |
+-----------------------------------+--------+-------------------+
Outlier seeds (enemy count >2 stddev from mean):
Seed 78: 80 enemies, 377 containers
Seed 89: 80 enemies, 377 containers
+-----------------------------------+--------+-------------------+
| ENCOUNTER VALIDATION | Result | Pass Rate |
+-----------------------------------+--------+-------------------+
| completability | [PASS] | 50/50 ([PASS]) |
| density_balance | [FAIL] | 0/50 ([FAIL]) |
| zone_area_min_Ruins | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Ruins | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Residential | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Residential | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Industrial | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Industrial | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Scientific | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Scientific | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Military | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Military | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Ruined | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Ruined | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Military | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Ruins | [FAIL] | 7/50 ([FAIL]) |
| zone_risk_reward_Industrial | [FAIL] | 0/50 ([FAIL]) |
| zone_risk_reward_Residential | [FAIL] | 3/50 ([FAIL]) |
| zone_risk_reward_Scientific | [FAIL] | 0/50 ([FAIL]) |
| zone_risk_reward_General | [FAIL] | 0/26 ([FAIL]) |
| path_friction | [FAIL] | 13/50 ([FAIL]) |
| lethal_ratio | [FAIL] | 0/50 ([FAIL]) |
| ammo_sustainability | [PASS] | 50/50 ([PASS]) |
| cover_safety | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Ruined | [FAIL] | 4/49 ([FAIL]) |
+-----------------------------------+--------+-------------------+
Determinism check...
[PASS] Same seed (42) produces identical output
+=================================================================+
| END OF REPORT |
+=================================================================+