+=================================================================+
| M A P V A L I D A T O R |
| Loot Distribution & Map Quality Analysis |
+=================================================================+
Using 16 threads for parallel generation
Generating maps 1/50...
Generating maps 2/50...
Generating maps 3/50...
Generating maps 4/50...
Generating maps 5/50...
Generating maps 6/50...
Generating maps 7/50...
Generating maps 8/50...
Generating maps 9/50...
Generating maps 10/50...
Generating maps 11/50...
Generating maps 12/50...
Generating maps 13/50...
Generating maps 14/50...
Generating maps 15/50...
Generating maps 16/50...
Generating maps 17/50...
Generating maps 18/50...
Generating maps 19/50...
Generating maps 20/50...
Generating maps 21/50...
Generating maps 22/50...
Generating maps 23/50...
Generating maps 24/50...
Generating maps 25/50...
Generating maps 26/50...
Generating maps 27/50...
Generating maps 28/50...
Generating maps 29/50...
Generating maps 30/50...
Generating maps 31/50...
Generating maps 32/50...
Generating maps 33/50...
Generating maps 34/50...
Generating maps 35/50...
Generating maps 36/50...
Generating maps 37/50...
Generating maps 38/50...
Generating maps 39/50...
Generating maps 40/50...
Generating maps 41/50...
Generating maps 42/50...
Generating maps 43/50...
Generating maps 44/50...
Generating maps 45/50...
Generating maps 46/50...
Generating maps 47/50...
Generating maps 48/50...
Generating maps 49/50...
Generating maps 50/50...
Generated 50 maps in 0.5s
Generated 50 maps in 0.5s (0.01s avg per map)
Map type: IntroCrossroads | Base seed: 42 | Seeds: 42..91
===================================================================
MAP STRUCTURE
===================================================================
+---------------------------+--------+--------+--------+--------+
| BUILDING & MAP QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings | 8.0 | 8.0 | 8.0 | 0.0 |
| Rooms | 17.1 | 16.0 | 20.0 | 1.0 |
| Walkable tiles | 25946.5 | 25926.0 | 25968.0 | 10.2 |
| Walkable % | 67.5 | 67.5 | 67.6 | 0.0 |
| Building footprint % | 4.2 | 4.2 | 4.2 | 0.0 |
| Extraction points | 2.0 | 2.0 | 2.0 | 0.0 |
| Player spawns | 1.0 | 1.0 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| ROOM TYPE | Avg |
+---------------------------+--------+
| Room | 10.9 |
| Corridor | 2.0 |
| OpenFloor | 1.8 |
| Hall | 1.6 |
| Entrance | 0.9 |
+---------------------------+--------+
+---------------------------+----------+--------+--------+--------+
| FLOOR TYPE | Avg | Pct | Min% | Max% |
+---------------------------+----------+--------+--------+--------+
| Grass | 22509 | 58.6% | 58.5% | 58.7% |
| Dirt | 13921 | 36.2% | 36.2% | 36.3% |
| Rubble | 551 | 1.4% | 1.3% | 1.5% |
| Steel | 475 | 1.2% | 1.2% | 1.2% |
| Concrete | 363 | 0.9% | 0.9% | 0.9% |
| Stone | 313 | 0.8% | 0.8% | 0.8% |
| Wood | 261 | 0.7% | 0.6% | 0.7% |
| (+1 types < 0.1%) | | | | |
+---------------------------+----------+--------+--------+--------+
+---------------------------+----------+--------+
| VOLUME TYPE (non-Empty) | Avg | Pct |
+---------------------------+----------+--------+
| Void | 11851 | 30.8% |
| TallGrass | 967 | 2.5% |
| SteelWall | 136 | 0.4% |
| BuildingWall | 105 | 0.3% |
| StoneWall | 104 | 0.3% |
| WoodWall | 103 | 0.3% |
| Mountain | 60 | 0.2% |
| RuinWall | 52 | 0.1% |
| Door | 24 | 0.1% |
| Rock | 17 | 0.0% |
| Blockade | 7 | 0.0% |
| Window | 6 | 0.0% |
| StorageBarrel | 4 | 0.0% |
| Empty (open floor) | 24979 | 65.0% |
+---------------------------+----------+--------+
+---------------------------+----------+--------+
| ELEVATION | Avg | Pct |
+---------------------------+----------+--------+
| Ground | 37977 | 98.9% |
| High | 378 | 1.0% |
| Sky | 61 | 0.2% |
+---------------------------+----------+--------+
===================================================================
LOOT: CONTAINERS
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER SUMMARY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers | 47.8 | 43.0 | 48.0 | 0.8 |
| Indoor | 32.8 | 28.0 | 33.0 | 0.8 |
| Building Exterior | 9.0 | 9.0 | 9.0 | 0.0 |
| Outdoor Field | 2.0 | 2.0 | 2.0 | 0.0 |
| Hidden Stash | 4.0 | 4.0 | 4.0 | 0.0 |
| Filler | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER CLUSTERING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Largest cluster | 6.2 | 5.0 | 9.0 | 1.0 |
| Mean cluster size | 1.8 | 1.6 | 2.2 | 0.1 |
| Hotspots (>=4) | 2.9 | 1.0 | 5.0 | 0.8 |
| Mean nearest-neighbor | 7.4 | 5.8 | 8.8 | 0.6 |
+---------------------------+--------+--------+--------+--------+
(Clustering radius: 5 tiles Chebyshev distance)
+---------------------------+--------+--------+--------+--------+
| CONTAINER TYPE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet | 4.6 | 2.0 | 8.0 | 1.4 |
| Supply Crate | 6.1 | 1.0 | 11.0 | 1.9 |
| Weapon Locker | 2.9 | 1.0 | 8.0 | 1.5 |
| Medical Cabinet | 3.7 | 0.0 | 10.0 | 2.1 |
| Tool Box | 2.1 | 0.0 | 6.0 | 1.2 |
| Tech Crate | 1.9 | 0.0 | 5.0 | 1.4 |
| Duffel Bag | 3.6 | 1.0 | 8.0 | 1.6 |
| Military Case | 2.5 | 1.0 | 6.0 | 1.2 |
| Chemical Drum | 1.0 | 0.0 | 4.0 | 1.0 |
| Wall Safe | 0.9 | 0.0 | 4.0 | 0.9 |
| Ammo Box | 2.6 | 1.0 | 6.0 | 1.1 |
| Electronics Panel | 1.7 | 0.0 | 5.0 | 1.1 |
| Footlocker | 7.7 | 5.0 | 11.0 | 1.5 |
| Hidden Stash | 4.0 | 4.0 | 4.0 | 0.0 |
| Damaged Weapon Crate | 1.1 | 0.0 | 4.0 | 1.1 |
| Damaged Armor Crate | 1.6 | 0.0 | 7.0 | 1.3 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ZONE DISTRIBUTION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| General | 6.0 | 6.0 | 6.0 | 0.0 |
| Residential | 21.3 | 18.0 | 25.0 | 1.6 |
| Industrial | 0.0 | 0.0 | 0.0 | 0.0 |
| Scientific | 8.7 | 3.0 | 13.0 | 2.2 |
| Military | 11.8 | 6.0 | 16.0 | 2.1 |
| Ruined | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| TIER DISTRIBUTION | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Common | 26.5 | 20 | 33 | 2.7 | 55.4% |
| Uncommon | 13.2 | 9 | 18 | 2.4 | 27.7% |
| Rare | 6.3 | 3 | 13 | 1.8 | 13.1% |
| Epic | 1.8 | 0 | 4 | 1.2 | 3.8% |
+---------------------------+--------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| PLACEMENT SOURCE | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor | 32.8 | 28 | 33 | 0.8 | 68.6% |
| Building Exterior | 9.0 | 9 | 9 | 0.0 | 18.8% |
| Outdoor Field | 2.0 | 2 | 2 | 0.0 | 4.2% |
| Hidden Stash | 4.0 | 4 | 4 | 0.0 | 8.4% |
| Filler | 0.0 | 0 | 0 | 0.0 | 0.0% |
+---------------------------+--------+--------+--------+--------+--------+
===================================================================
LOOT: CONTAINER PLACEMENT
===================================================================
+---------------------------+--------+--------+--------+--------+
| INDOOR / OUTDOOR SPLIT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor % | 68.6 | 65.1 | 68.8 | 0.6 |
| Indoor count | 32.8 | 28.0 | 33.0 | 0.8 |
| Outdoor count | 15.0 | 15.0 | 15.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| OUTDOOR → BUILDING DIST | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance | 12.7 | 9.3 | 15.5 | 1.3 |
| Closest | 1.8 | 0.0 | 4.0 | 1.4 |
| Farthest | 34.6 | 25.0 | 42.0 | 3.7 |
| P25 | 3.7 | 3.0 | 5.0 | 0.4 |
| P50 (Median) | 4.8 | 3.0 | 5.0 | 0.5 |
| P75 | 23.4 | 13.0 | 33.0 | 3.9 |
| P90 | 29.2 | 18.6 | 36.6 | 4.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| DENSITY PER BUILDING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building | 4.1 | 3.5 | 4.1 | 0.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINERS / ROOM KIND | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Corridor | 0.1 | 0.0 | 1.0 | 0.3 |
| Entrance | 0.1 | 0.0 | 1.0 | 0.3 |
| Hall | 2.6 | 0.0 | 7.0 | 1.9 |
| OpenFloor | 9.0 | 5.0 | 11.0 | 2.2 |
| Room | 20.9 | 11.0 | 28.0 | 2.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| TIER INDOOR % | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common | 74.9 | 65.5 | 85.7 | 4.7 |
| Uncommon | 62.4 | 30.0 | 83.3 | 11.5 |
| Rare | 61.2 | 20.0 | 100.0 | 16.1 |
| Epic | 41.7 | 0.0 | 100.0 | 40.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER ACCESSIBILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min) | 22.9 | 0.7 | 36.1 | 8.1 |
| Spawn → nearest (avg) | 22.9 | 0.7 | 36.1 | 8.1 |
| Extract → nearest (min) | 14.8 | 1.6 | 37.3 | 11.1 |
| Extract → nearest (avg) | 23.2 | 4.9 | 38.7 | 9.2 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| HIDDEN STASH QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count | 4.0 | 4.0 | 4.0 | 0.0 |
| Min building dist | 19.5 | 15.0 | 28.0 | 3.9 |
| Avg building dist | 26.1 | 18.8 | 33.2 | 3.7 |
| Min inter-stash spacing | 36.8 | 15.0 | 85.0 | 18.7 |
| Avg inter-stash spacing | 96.5 | 61.8 | 116.8 | 13.9 |
+---------------------------+--------+--------+--------+--------+
===================================================================
LOOT: ITEMS & FILL RATES
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items | 90.4 | 81.0 | 99.0 | 4.5 |
| Max frames/container | 0.9 | 0.0 | 1.0 | 0.3 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| AVG ITEMS / CTNR TYPE | Avg |
+---------------------------+--------+
| Filing Cabinet | 2.4 |
| Supply Crate | 2.2 |
| Weapon Locker | 2.3 |
| Medical Cabinet | 1.9 |
| Tool Box | 1.8 |
| Tech Crate | 2.3 |
| Duffel Bag | 1.4 |
| Military Case | 2.3 |
| Chemical Drum | 1.8 |
| Wall Safe | 1.4 |
| Ammo Box | 1.5 |
| Electronics Panel | 2.0 |
| Footlocker | 1.8 |
| Hidden Stash | 1.4 |
| Damaged Weapon Crate | 1.8 |
| Damaged Armor Crate | 1.4 |
+---------------------------+--------+
+-------------------------------------+----------+
| CONTAINER SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageFriedCommLink | 4.5 |
| SalvageCrackedHeatLamp | 1.8 |
| SalvageOpticalBench | 1.3 |
| SalvageElectronics | 1.2 |
| SalvageStoveTop | 0.9 |
| SalvageChassis | 0.9 |
| SalvageRocketTube | 0.9 |
| SalvageMotor | 0.9 |
| SalvageChemicalTank | 0.8 |
| SalvageCryoFridgePanel | 0.7 |
| SalvageHydraulicRam | 0.7 |
| SalvageTurbineCore | 0.5 |
| SalvageTargetComputer | 0.5 |
| SalvageCentrifuge | 0.5 |
| SalvageMedicalTray | 0.5 |
| SalvageTurretBasePlate | 0.4 |
| SalvageShieldFragment | 0.4 |
| SalvageAlternator | 0.4 |
| SalvageExoFrameRibs | 0.3 |
| SalvageChemLabProcessor | 0.2 |
|-------------------------------------|----------|
| TOTAL | 18.1 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER FRAMES | Avg/Map |
+-------------------------------------+----------+
| FrameWeaponLight | 0.7 |
| FrameWeaponMed | 0.4 |
| BrokenFrame | 0.2 |
| FrameArmorLight | 0.2 |
| FrameArmorMed | 0.1 |
| FrameWeaponHeavy | 0.1 |
| FrameArmorHeavy | 0.1 |
|-------------------------------------|----------|
| TOTAL | 1.8 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| Blueprint: Bulwark Plate Schematics | 0.2 |
| Blueprint: Nomad Mk2 Schematics | 0.1 |
| Blueprint: Vanguard Rig Schematics | 0.1 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.1 |
| Blueprint: Vapor Vest Schematics | 0.1 |
| Blueprint: Vanguard Mk2 Schematics | 0.1 |
| Blueprint: Viper Mk2 Schematics | 0.0 |
| Blueprint: Stinger Mk2 Schematics | 0.0 |
| Blueprint: Vector Mk2 Schematics | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| Blueprint: Bulwark Mk2 Schematics | 0.0 |
| Blueprint: Armor Repair Kit Schematics | 0.0 |
|-------------------------------------|----------|
| TOTAL | 0.9 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL CONTAINER ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoLightKinetic | 144.9 |
| AmmoMediumKinetic | 115.8 |
| AmmoHeavyKinetic | 35.2 |
| Scrap | 26.6 |
| CompWire | 16.9 |
| CompFastener | 12.5 |
| Bandage | 10.0 |
| Electronics | 9.8 |
| CompPolymer | 9.2 |
| AmmoLightSabot | 6.7 |
| AmmoMediumSabot | 5.5 |
| CompMetalPlate | 4.5 |
| SalvageFriedCommLink | 4.5 |
| CompPropellant | 4.4 |
| FabricPadding | 3.7 |
| MechanicalParts | 3.1 |
| AmmoMediumFrag | 2.8 |
| StimPack | 2.1 |
| PartLightWeapon | 2.0 |
| SalvageCrackedHeatLamp | 1.8 |
| AmmoLightFrag | 1.7 |
| GrenadeFrag | 1.6 |
| AmmoHeavySabot | 1.6 |
| WeaponScrap | 1.5 |
| PartHeavyWeapon | 1.5 |
| SalvageOpticalBench | 1.3 |
| PartMediumWeapon | 1.2 |
| SalvageElectronics | 1.2 |
| PowerCell | 1.2 |
| MedicalSupplies | 1.0 |
| SalvageStoveTop | 0.9 |
| AlloyPlating | 0.9 |
| AmmoHeavyFrag | 0.9 |
| SalvageChassis | 0.9 |
| SalvageRocketTube | 0.9 |
| SalvageMotor | 0.9 |
| SalvageChemicalTank | 0.8 |
| FrameWeaponLight | 0.7 |
| SalvageCryoFridgePanel | 0.7 |
| Chemicals | 0.7 |
| SalvageHydraulicRam | 0.7 |
| ChemicalInjectors | 0.7 |
| AmmoMediumIrradiated | 0.6 |
| GrenadeSmoke | 0.6 |
| SalvageTurbineCore | 0.5 |
| SalvageTargetComputer | 0.5 |
| SalvageCentrifuge | 0.5 |
| SalvageMedicalTray | 0.5 |
| ArmorRepairKit | 0.5 |
| ModNoiseDampener | 0.4 |
| SalvageTurretBasePlate | 0.4 |
| FrameWeaponMed | 0.4 |
| ModExtendedMag | 0.4 |
| SalvageShieldFragment | 0.4 |
| SalvageAlternator | 0.4 |
| AmmoHeavyIrradiated | 0.4 |
| AmmoLightIrradiated | 0.3 |
| WeaponCleaningKit | 0.3 |
| LightArmorParts | 0.3 |
| MediumArmorParts | 0.3 |
| SalvageExoFrameRibs | 0.3 |
| BrokenFrame | 0.2 |
| WeaponViper | 0.2 |
| ModReflexSight | 0.2 |
| ModStabilizer | 0.2 |
| FrameArmorLight | 0.2 |
| Blueprint: Bulwark Plate Schematics | 0.2 |
| SalvageChemLabProcessor | 0.2 |
| WeaponVector | 0.2 |
| HeavyArmorParts | 0.2 |
| Blueprint: Nomad Mk2 Schematics | 0.1 |
| ArmorScrap | 0.1 |
| WeaponNomad | 0.1 |
| Blueprint: Vanguard Rig Schematics | 0.1 |
| FrameArmorMed | 0.1 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.1 |
| FrameWeaponHeavy | 0.1 |
| Blueprint: Vapor Vest Schematics | 0.1 |
| FrameArmorHeavy | 0.1 |
| ModArmorPlate | 0.1 |
| Blueprint: Vanguard Mk2 Schematics | 0.1 |
| WeaponBreaker | 0.1 |
| WeaponStinger | 0.1 |
| Blueprint: Viper Mk2 Schematics | 0.0 |
| Blueprint: Stinger Mk2 Schematics | 0.0 |
| EncryptedLocationData(AbandonedSettlement) | 0.0 |
| Blueprint: Vector Mk2 Schematics | 0.0 |
| ArmorVaporVest | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| ModCargoFrame | 0.0 |
| Blueprint: Bulwark Mk2 Schematics | 0.0 |
| Blueprint: Armor Repair Kit Schematics | 0.0 |
+-------------------------------------+----------+
+---------------------------+--------+--------+
| FILL RATE BY SIZE | Avg % | Count |
+---------------------------+--------+--------+
| Tiny (2-4) | 97.1% | 2 |
| Small (6-10) | 66.4% | 18 |
| Medium (12-16) | 49.9% | 20 |
| Large (21-35) | 71.2% | 5 |
+---------------------------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENEMY LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items | 273.8 | 219.0 | 310.0 | 24.5 |
+---------------------------+--------+--------+--------+--------+
+-------------------------------------+----------+
| ENEMY SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageFriedCommLink | 0.7 |
| SalvageMotor | 0.4 |
| SalvageChassis | 0.2 |
| SalvageExoFrameRibs | 0.2 |
|-------------------------------------|----------|
| TOTAL | 1.5 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ENEMY FRAMES | Avg/Map |
+-------------------------------------+----------+
| (none spawning) | 0 |
|-------------------------------------|----------|
| TOTAL | 0.0 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ENEMY BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| (none spawning) | 0 |
|-------------------------------------|----------|
| TOTAL | 0.0 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL ENEMY LOOT ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoLightKinetic | 135.8 |
| AmmoMediumKinetic | 69.6 |
| Scrap | 23.1 |
| AmmoHeavyKinetic | 6.7 |
| AmmoLightSabot | 6.4 |
| Bandage | 4.0 |
| ArmorScrap | 3.4 |
| CompPolymer | 3.4 |
| AmmoLightIrradiated | 2.5 |
| AmmoMediumSabot | 2.0 |
| Electronics | 1.8 |
| AmmoMediumFrag | 1.5 |
| HeavyArmorParts | 1.4 |
| LightArmorParts | 1.2 |
| CompMetalPlate | 1.2 |
| FabricPadding | 1.0 |
| Chemicals | 1.0 |
| WeaponScrap | 0.9 |
| AmmoHeavyFrag | 0.7 |
| CompPropellant | 0.7 |
| SalvageFriedCommLink | 0.7 |
| ArmorRepairKit | 0.7 |
| MediumArmorParts | 0.6 |
| WeaponCleaningKit | 0.5 |
| CompWire | 0.5 |
| AmmoHeavySabot | 0.4 |
| MedicalSupplies | 0.4 |
| SalvageMotor | 0.4 |
| MechanicalParts | 0.3 |
| AmmoMediumIrradiated | 0.3 |
| CompFastener | 0.3 |
| SalvageChassis | 0.2 |
| SalvageExoFrameRibs | 0.2 |
| AmmoHeavyIrradiated | 0.0 |
+-------------------------------------+----------+
+---------------------------+----------+--------+
| COMBINED LOOT OVERVIEW | Avg/Map | Pct |
+---------------------------+----------+--------+
| Container loot items | 90.4 | 24.8% |
| Enemy loot items | 273.8 | 75.2% |
| TOTAL | 364.2 | 100.0% |
+---------------------------+----------+--------+
+-------------------------------------+----------+----------+----------+
| ITEM SOURCE BREAKDOWN | Cntnr | Enemy | Total |
+-------------------------------------+----------+----------+----------+
| AmmoLightKinetic | 144.9 | 135.8 | 280.7 |
| AmmoMediumKinetic | 115.8 | 69.6 | 185.4 |
| Scrap | 26.6 | 23.1 | 49.7 |
| AmmoHeavyKinetic | 35.2 | 6.7 | 41.9 |
| CompWire | 16.9 | 0.5 | 17.3 |
| Bandage | 10.0 | 4.0 | 14.0 |
| AmmoLightSabot | 6.7 | 6.4 | 13.0 |
| CompFastener | 12.5 | 0.3 | 12.8 |
| CompPolymer | 9.2 | 3.4 | 12.5 |
| Electronics | 9.8 | 1.8 | 11.6 |
| AmmoMediumSabot | 5.5 | 2.0 | 7.5 |
| CompMetalPlate | 4.5 | 1.2 | 5.7 |
| SalvageFriedCommLink | 4.5 | 0.7 | 5.1 |
| CompPropellant | 4.4 | 0.7 | 5.1 |
| FabricPadding | 3.7 | 1.0 | 4.8 |
| AmmoMediumFrag | 2.8 | 1.5 | 4.3 |
| ArmorScrap | 0.1 | 3.4 | 3.5 |
| MechanicalParts | 3.1 | 0.3 | 3.4 |
| AmmoLightIrradiated | 0.3 | 2.5 | 2.9 |
| WeaponScrap | 1.5 | 0.9 | 2.4 |
+-------------------------------------+----------+----------+----------+
===================================================================
COMBAT: ENEMIES & DENSITY
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENEMY SPAWNS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies | 15.0 | 15.0 | 15.0 | 0.0 |
| Scout | 9.0 | 9.0 | 9.0 | 0.0 |
| Soldier | 3.0 | 3.0 | 3.0 | 0.0 |
| Tank | 2.0 | 2.0 | 2.0 | 0.0 |
| Soldier Basic Drone | 1.0 | 1.0 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COMBAT DENSITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable | 0.6 | 0.6 | 0.6 | 0.0 |
| Groups/1000 walkable | 0.5 | 0.5 | 0.5 | 0.0 |
| Walkable ratio % | 67.5 | 67.5 | 67.6 | 0.0 |
| Encounter groups | 14.0 | 14.0 | 14.0 | 0.0 |
| Enemies/group | 1.1 | 1.1 | 1.1 | 0.0 |
| Indoor enemies | 5.0 | 5.0 | 5.0 | 0.0 |
| Outdoor enemies | 10.0 | 10.0 | 10.0 | 0.0 |
| Indoor % | 33.3 | 33.3 | 33.3 | 0.0 |
| Spawn min enemy dist | 36.1 | 36.1 | 36.1 | 0.0 |
| Extract min enemy dist | 6.0 | 6.0 | 6.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+
| ARCHETYPE MIX | Avg | Pct |
+---------------------------+--------+--------+
| Scout | 9.0 | 60.0% |
| Soldier | 3.0 | 20.0% |
| Tank | 2.0 | 13.3% |
| Soldier Basic Drone | 1.0 | 6.7% |
+---------------------------+--------+--------+
+------------------+------+--------+------+--------+--------+--------+
| 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 | 0.4 | 0.4 | 0.0 |
| Total weight | 10.5 | 10.5 | 10.5 | 0.0 |
| Weight % walkable | 0.0 | 0.0 | 0.0 | 0.0 |
| Archetype entropy | 0.8 | 0.8 | 0.8 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COVER & STRUCTURE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable | 42.5 | 41.7 | 43.3 | 0.4 |
| Chokepoint tiles | 14.1 | 9.0 | 20.0 | 2.2 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+
| ZONE RISK/REWARD | Threat | Loot | Ratio |
+---------------------------+--------+--------+--------+
| Outdoor | 6.2 | 23.9 | 0.29 |
| Military | 2.8 | 30.8 | 0.10 |
| Scientific | 1.0 | 21.2 | 0.06 |
| Residential | 0.5 | 48.6 | 0.01 |
+---------------------------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| LOOT SALIENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value | 91.4 | 51.5 | 139.5 | 19.6 |
| Unguarded loot value | 33.2 | 11.5 | 60.0 | 11.7 |
| Guarded % | 73.1 | 49.8 | 91.7 | 9.3 |
| Mean loot/threat | 19.9 | 12.1 | 34.6 | 4.4 |
| Min loot/threat | 0.0 | 0.0 | 0.0 | 0.0 |
| No-loot encounters | 4.0 | 1.0 | 6.0 | 1.1 |
| Containers/encounter | 4.8 | 3.9 | 5.9 | 0.4 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: PACING & PATHING
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER PACING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean | 23.3 | 23.3 | 23.5 | 0.1 |
| Spacing min | 5.7 | 5.7 | 5.7 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| INTENSITY GRADIENT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight | 0.0 | 0.0 | 0.0 | 0.0 |
| Ring 1 weight | 0.2 | 0.2 | 0.2 | 0.0 |
| Ring 2 weight | 0.7 | 0.7 | 0.7 | 0.0 |
| Ring 3 weight | 0.3 | 0.3 | 0.3 | 0.0 |
| Ring 4 weight | 0.0 | 0.0 | 0.0 | 0.0 |
| Gradient ratio | 0.0 | 0.0 | 0.0 | 0.0 |
| Edge-heavy maps | 0.0% | | | |
| Center-heavy maps | 0.0% | | | |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CLUSTER METRICS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count | 10.0 | 10.0 | 10.0 | 0.0 |
| Max cluster weight | 3.3 | 3.3 | 3.3 | 0.0 |
| Megaclusters (>5.0w) | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: ECONOMY & ATTRITION
===================================================================
+---------------------------+--------+--------+--------+--------+
| MULTI-WEAPON ECONOMY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio | 1.5 | 1.5 | 1.5 | 0.0 |
| Breaker ammo cost | 35.0 | 35.0 | 35.0 | 0.0 |
| Vector supply ratio | 1.4 | 1.4 | 1.4 | 0.0 |
| Vector ammo cost | 109.0 | 109.0 | 109.0 | 0.0 |
| Stinger supply ratio | 2.0 | 2.0 | 2.0 | 0.0 |
| Stinger ammo cost | 66.0 | 66.0 | 66.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+------------------+-------+----------+------------------+
| ARCHETYPE AMMO | Count | MeanShot | Expected Drops |
+------------------+-------+----------+------------------+
| Scout | 9 | 4.0 | Light:15.0 |
| Soldier | 3 | 5.7 | Medium:10.0 |
| Tank | 2 | 6.7 | Medium:18.0, Heavy:3.5 |
| Soldier Basic Drone | 1 | 3.7 | none |
+------------------+-------+----------+------------------+
+---------------------------+--------+--------+--------+--------+
| WEAPON SUSTAINABILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost | 35.0 | 35.0 | 35.0 | 0.0 |
| Breaker kills/mag | 2.6 | 2.6 | 2.6 | 0.0 |
| Breaker kills/reserve | 10.3 | 10.3 | 10.3 | 0.0 |
| Breaker net ammo/kill | -1.9 | -1.9 | -1.9 | 0.0 |
| Vector total cost | 109.0 | 109.0 | 109.0 | 0.0 |
| Vector kills/mag | 4.1 | 4.1 | 4.1 | 0.0 |
| Vector kills/reserve | 16.5 | 16.5 | 16.5 | 0.0 |
| Vector net ammo/kill | -2.9 | -2.9 | -2.9 | 0.0 |
| Stinger total cost | 66.0 | 66.0 | 66.0 | 0.0 |
| Stinger kills/mag | 5.7 | 5.7 | 5.7 | 0.0 |
| Stinger kills/reserve | 22.7 | 22.7 | 22.7 | 0.0 |
| Stinger net ammo/kill | 4.6 | 4.6 | 4.6 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: TACTICAL ANALYSIS
===================================================================
+---------------------------+--------+--------+--------+--------+
| TACTICAL STRESS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Lethal groups | 0.0 | 0.0 | 0.0 | 0.0 |
| Harassment groups | 10.0 | 10.0 | 10.0 | 0.0 |
| Shield gate crack % | 0.0 | 0.0 | 0.0 | 0.0 |
| Cover safety (mean) | 0.0 | 0.0 | 0.0 | 0.0 |
| Cover safety (min) | 0.0 | 0.0 | 0.0 | 0.0 |
| Exposed encounters | 0.0 | 0.0 | 0.0 | 0.0 |
| Ammo delta % (Breaker) | 19.7 | -80.0 | 185.7 | 57.2 |
| Ammo delta % (Vector) | 70.1 | -29.4 | 191.7 | 43.5 |
| Ammo delta % (Stinger) | 325.3 | 143.9 | 604.5 | 103.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Extraction Weight (@20t) | 0.5 | 0.5 | 0.5 | 0.0 |
| Extraction LOS Enemies | 0.0 | 0.0 | 0.0 | 0.0 |
| Utility-Required Enc. % | 0.0 | 0.0 | 0.0 | 0.0 |
| High Risk/No Reward | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: VISIBILITY & GEOGRAPHY
===================================================================
+---------------------------+--------+--------+--------+--------+
| VISIBILITY & GEOGRAPHY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean Sightline (Tiles) | 128.0 | 124.9 | 131.4 | 1.5 |
| Sightline P90 (Tiles) | 169.7 | 166.0 | 172.0 | 1.2 |
| Immediate Cover % (<2t) | 13.5 | 13.0 | 14.0 | 0.2 |
| Tactical Cover % (<5t) | 30.2 | 28.3 | 31.5 | 0.7 |
| Cover Desert % (>10t) | 45.9 | 42.4 | 49.9 | 1.6 |
| Extraction Eccentricity | 0.7 | 0.7 | 0.7 | 0.0 |
| Extract P90 Distance | 149.8 | 147.0 | 156.3 | 2.1 |
| Occlusion Ratio | 0.5 | 0.5 | 0.5 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
VALIDATION
===================================================================
+-----------------------------------+--------+-------------------+
| VALIDATION | Result | Actual Range |
+-----------------------------------+--------+-------------------+
| Has extraction points | [PASS] | min=2 |
| Has player spawns | [PASS] | min=1 |
| Walkable ratio 25-75% | [PASS] | 67-68% |
| Containers 20-80 | [PASS] | 43-48 |
| Hidden stashes 3-8 | [PASS] | 4-4 |
| Max 1 frame/container | [PASS] | max=1 |
| Stash bldg dist >= 15 | [PASS] | min=15 |
| Density 1.0-8.0/1000 | [FAIL] | 0.6-0.6 |
| Spawn safety >= 30 tiles | [PASS] | min=36 |
| Extract guarded <= 30 | [PASS] | max=6 |
| Enemy count CoV < 0.25 | [PASS] | CoV=0.000 |
+-----------------------------------+--------+-------------------+
+-----------------------------------+--------+-------------------+
| ENCOUNTER VALIDATION | Result | Pass Rate |
+-----------------------------------+--------+-------------------+
| completability | [FAIL] | 0/50 ([FAIL]) |
| density_balance | [FAIL] | 0/50 ([FAIL]) |
| zone_area_max_Outdoor | [FAIL] | 0/50 ([FAIL]) |
| zone_area_min_Military | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Military | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Residential | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Residential | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Scientific | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Scientific | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Outdoor | [FAIL] | 41/50 ([FAIL]) |
| zone_risk_reward_Military | [FAIL] | 0/50 ([FAIL]) |
| zone_risk_reward_Scientific | [FAIL] | 1/50 ([FAIL]) |
| zone_risk_reward_Residential | [FAIL] | 0/50 ([FAIL]) |
| lethal_ratio | [FAIL] | 0/50 ([FAIL]) |
| ammo_sustainability | [PASS] | 50/50 ([PASS]) |
| cover_safety | [FAIL] | 0/50 ([FAIL]) |
+-----------------------------------+--------+-------------------+
+-----------------------------------+-------------------+
| COMPLETABILITY DIAGNOSTICS | Details |
+-----------------------------------+-------------------+
| Seed 42 | |
| Seed 43 | |
| Seed 44 | |
| Seed 45 | |
| Seed 46 | |
| Seed 47 | |
| Seed 48 | |
| Seed 49 | |
| Seed 50 | |
| Seed 51 | |
| Seed 52 | |
| Seed 53 | |
| Seed 54 | |
| Seed 55 | |
| Seed 56 | |
| Seed 57 | |
| Seed 58 | |
| Seed 59 | |
| Seed 60 | |
| Seed 61 | |
| Seed 62 | |
| Seed 63 | |
| Seed 64 | |
| Seed 65 | |
| Seed 66 | |
| Seed 67 | |
| Seed 68 | |
| Seed 69 | |
| Seed 70 | |
| Seed 71 | |
| Seed 72 | |
| Seed 73 | |
| Seed 74 | |
| Seed 75 | |
| Seed 76 | |
| Seed 77 | |
| Seed 78 | |
| Seed 79 | |
| Seed 80 | |
| Seed 81 | |
| Seed 82 | |
| Seed 83 | |
| Seed 84 | |
| Seed 85 | |
| Seed 86 | |
| Seed 87 | |
| Seed 88 | |
| Seed 89 | |
| Seed 90 | |
| Seed 91 | |
+-----------------------------------+-------------------+
Determinism check...
[PASS] Same seed (42) produces identical output
+=================================================================+
| END OF REPORT |
+=================================================================+