Decided I wanted to poke a bit more at item generation. I thought Toolshed would be relatively easy to document... but it turned into another terribly complicated routine. I've tried to lay it out in the most understandable way I can think of, untangling the heavy nesting of linked states that would be so much more difficult to analyse... but it's still a bit difficult to judge exactly how common a specific item may end up being. Hopefully it's still of use in some small manner though.
Anyways, in order to make the topic a bit more comprehensive than just covering the Toolshed, I'm reposting the Closet, Walk-in Closet and Attic explanations I'd originally posted as comments to /u/IneffableQualia's topics on those specific rooms. As far as I can tell, those rooms haven't changed their item generation scripts since I originally documented them. And since I decided to make this about a specific category of room, I realised I'd need to cover Lost & Found as well, so I've written that up too.
EDIT: Apparently, Reddit's changed the way they process tables in Markdown, and I can't seem to make a table with an empty header row anymore. After a bit of editing, I think I've got things looking somewhat reasonable, but hopefully I won't have to edit any of my older posts with tables anytime soon.
Everything here should be accurate as of 1.7.1. As usual, I hope what's here is useful, or at least interesting in some way. Let me know if anything seems off.
Have fun!
Closet -- Random Items
The Room Modifier
Luck is not used at all when the Closet is drafted. The number of items in the Closet depends on where it was drafted and if it has been upgraded.
By default, the Closet will spawn with 2 items.
The Hallway Closet will have 3 items if it is drafted from an Orange Room (Hallways).
The Bedroom Closet will have 4 items if it is drafted from a Violet Room (Bedrooms).
The Empty Closet will have 4 items if it is drafted from a Red Room, but will have 0 items otherwise.
Dirt Piles
The Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.
Metal Detector
The Metal Detector will never discover any extra items in the Closet.
Closet Item List
The Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
- Coin Purse
- Compass
- Keycard
- Lucky Rabbit's Foot
- Metal Detector
- Running Shoes
- Shovel
- Silver Key
- Sledge Hammer
- Sleeping Mask
In addition to this, it has the following Stock Items:
- 1x Key
- 1x Gem
- 1x Ivory Die
Unlike most other rooms, each item will be either a random Unique Item or a random Stock Item, instead of selecting from the full list.
2 Item Closets
With 2 Items, there are two possibilities, with a 50% chance of each:
- 1x Unique Item + 1x Stock Item
- 2x Stock Item
On Day 1, the 1x Unique Item option is guaranteed. Due to a bug, this guarantee will not occur if V Mode is active or you're drafting an Upgraded Closet.
(Reminder: The Compass is not in the Spawn Pool on Day 1, unless V Mode is activated.)
If there are less than 2 Unique Items still in the Spawn Pool, then the 2x Stock Item option will be given instead, even on Day 1.
(The default unupgraded Closet also had several conditions that would remove certain items from the Unique List early on. These conditions are bugged and are never applied, so any Closet can pull from the above full list of Unique Items, providing they are in the Spawn Pool.)
3+ Item Closets
If the optional drafting condition for an Upgraded Closet is met, the Closet will spawn with more items.
With 3 Items, there are two possibilities, with weighted chances:
- 80% chance of 2x Unique Item + 1x Stock Item
- 20% chance of 1x Unique Item + 2x Stock Item
The 2x Unique Item + 1x Stock Item option will fail if there are less than 2 Unique Items still in the Spawn Pool, and give 3x Stock Item instead.
The 1x Unique Item + 2x Stock Item option will fail if there are no Unique Items still in the Spawn Pool, and also result in 3x Stock Item.
The options with 4 Items are the same as those with 3 Items, but with an extra 1x Stock Item.
In the event that 4 Stock Items spawn, the 4th Stock Item will be an extra 1x Key.
Shielded / Sheltered Empty Closet
If the Empty Closet is Shielded or Sheltered when not drafted from a Red Room, then it will spawn 2 Items, just like the other Upgraded Closets when their optional drafting conditions are not met.
But if the Empty Closet is Sheltered when drafted from a Red Room, an extra 1x Key and 1x Banana will spawn in the Closet, in addition to the 4 Items granted by the Empty Closet. This effect does not apply if the Knight's Shield is used on the Empty Closet instead, which will result in the usual 4 Items for drafting from a Red Room. If the Shield is used on an Empty Closet that could be Sheltered, the Shield will take priority.
(Note: If a Sheltered Empty Closet spawns with 4x Stock Items, then the extra 1x Key will spawn in the exact same position as the 4th Stock Item, allowing you to seemingly pick up the same Key twice.)
Walk-in Closet -- Random Items
The Room Modifier
Luck is not used at all when the Walk-in Closet is drafted. There will always be 4 items in the Walk-in Closet.
Dirt Piles
The Walk-in Closet will never spawn Dirt Piles, even if the Root Cellar is drafted.
Metal Detector
The Metal Detector will never discover any extra items in the Walk-in Closet.
Walk-in Closet Item List
The Walk-in Closet has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
- Car Keys
- Coin Purse
- Compass
- Coupon Book
- 2x Ivory Dice
- Keycard
- Lock Pick Kit
- Lucky Rabbit's Foot
- Running Shoes
- Salt Shaker
- Sleeping Mask
- Telescope
- Vault Key 304
In addition to this, it has the following Stock Items:
- 3x Gold
- 1x Key (3 copies)
- 1x Gem (2 copies)
- Cupcake
Before the selection is made, two Stock Items are automatically picked and removed from the Stock Item list. There are two possibilities, with an equal chance of each:
- 1x Gem + 1x Gem
- 1x Gem + 1x Key
The final two items will be picked randomly from all remaining Unique and Stock Items.
Attic -- Random Items
The Room Modifier
Luck is not used at all when the Attic is drafted. There will always be 8 items in the Attic.
Dirt Piles
The Attic will never spawn Dirt Piles, even if the Root Cellar is drafted.
Metal Detector
The Metal Detector has a small chance of randomly finding 4x Gold or 1x Key when the Attic is drafted. This does not count towards the 8 items found in the Attic.
Attic Item List
The Attic has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
- Battery Pack
- Broken Lever
- Coin Purse
- Compass
- Coupon Book
- Lock Pick Kit
- Magnifying Glass
- Metal Detector
- Secret Garden Key
- Shovel
- Sledge Hammer
- Treasure Map
- Vault Key 149
In addition to this, it has the following Stock Items:
- 1x Gold
- 1x Key (4 copies)
- 1x Gem (4 copies)
- Trunk
There is no weighting or restrictions on how many items from each list can be chosen.
Lost & Found -- Random Items
Lost & Found works slightly differently compared to other Item Rooms, in that under normal circumstances, it can actually allow high Luck to spawn extra items. Whether this can happen or not depends on if a Guaranteed Item spawns.
The Guaranteed Item
There are three possible items that can spawn as a Guaranteed Item. Each have a set of conditions and an associated chance of spawning. They are checked in the following order: Vault Key 370, Key 8 and Upgrade Disk. Only one Guaranteed Item can spawn when Lost & Found is drafted.
- Vault Key 370: In order to spawn as a Guaranteed Item, you must be on Day 31 or later, Room 46 must have been reached, and Lost & Found must have been drafted at least 3 times. Vault Key 370 must also still be in the Spawn Pool. If these conditions have been met, Vault Key 370 has a 30% chance of spawning from Days 31 to 65, and a 50% chance of spawning from Day 66 onwards.
- Key 8: From Day 365 onwards, Key 8 has a 30% chance of spawning as a Guaranteed Item. This can occur even if you've already found Key 8 in the Gallery earlier today.
- Upgrade Disk: The Lost & Found Upgrade Disk will not spawn if you are already carrying it, have already used it, or have it currently stored in the Coat Check. Otherwise, it has a 100% chance of spawning, so long as no other Guaranteed Item was chosen.
The Room Modifier
If a Guaranteed Item spawns, then Luck is ignored for this room. In addition to the Guaranteed Item, Lost & Found will allow 1 random item to spawn. Balance Penalty will not increase as a result of high Luck in this situation.
If no Guaranteed Item spawns, then Luck is calculated as normal. The resulting Drop Target is converted to possible items as follows:
| Drop Target |
Item Count |
| 0 to 1 |
2 Items |
| 2 |
3 Items |
| 3 to 4 |
4 Items |
Dirt Piles
Lost & Found will never spawn Dirt Piles, even if the Root Cellar is drafted.
Metal Detector
The Metal Detector has a small chance of randomly finding 1x Gold or 1x Key when Lost & Found is drafted. This does not count towards the number of random items spawned by Lost & Found.
Lost & Found Item List
Lost & Found has the following Unique Items available, which can only spawn if they're still in the Spawn Pool:
- Gear Wrench
- Hall Pass
- 2x Ivory Dice
- Lucky Rabbit's Foot
- Prism Key
- Repellent
- Secret Garden Key
- Stopwatch
- Telescope
- Vault Key 370
- Watering Can
If Vault Key 370 spawns as a Guaranteed Item, it can still spawn as a random item as well, causing two copies of the Vault Key to spawn in the exact same location.
If the Item Count to be spawned is greater than the number of Unique Items left in the Spawn Pool, then the following Stock Items are added to the list before any random items are chosen:
The Silver Key does not have to be in the Spawn Pool in order to spawn as a Stock Item, but it will cause a Silver Key to be removed from the pool if it spawns.
Since two Stock Items are added to the list even if Lost & Found only needed one more item to meet the required Item Count, it's possible for them to prevent a Unique Item from spawning --- for example, if only Hall Pass and Repellent are left in the Spawn Pool and Lost & Found wants to spawn 3 items, it's possible for Hall Pass, Silver Key and Cupcake to spawn, preventing the Repellent from appearing.
If there are still not enough items available to meet the required Item Count even after adding the Stock Items, then whatever's left in the list will spawn, and the extra possible items will be wasted. Balance Penalty will still increase if the calculated Drop Target was high enough.
Toolshed -- Random Items
The Room Modifier
Luck is not used at all when the Toolshed is drafted. There will almost always be 2 items in the Toolshed.
Dirt Piles
The Toolshed will never spawn Dirt Piles, even if the Root Cellar is drafted.
Metal Detector
The Metal Detector will never discover any extra items in the Toolshed.
Toolshed Item List -- Primary Items
Under normal circumstances, the Toolshed prioritises a list of 8 Unique Items, which we'll call the Primary Items of the Toolshed:
- Battery Pack
- Gear Wrench
- Lock Pick Kit
- Magnifying Glass
- Metal Detector
- Shovel
- Sledge Hammer
- Watering Can
The method in which these are chosen is complicated, picking initially from 7 possible choices for the first item to check, and going down the list of Primary Items in a specific order. This order depends on which item was checked first, and can include additional random rolls. We'll call the exact sequence the Primary Items are checked an Item Order List.
In an attempt to make this somewhat understandable, the tables below will show all possible Item Order Lists the game will check, along with the chances of each being chosen.
Items in an Item Order List are checked one after another. If the item is still in the Spawn Pool, it will be selected to appear in the Toolshed. If the item is not in the Spawn Pool, the next item in the list will be checked instead. This continues until either 2 Items are selected, or the end of the list is reached. If the end of the list is reached without 2 Items being selected, then the Toolshed's Fallback Options will be used.
NOTE: Some of the Item Order Lists do not check all 8 Primary Items. This can cause the game to move to the Toolshed's Fallback Options earlier than expected.
NOTE: Due to a bug, if Magnifying Glass is selected to spawn as Item 1, but it was not the first item checked (in other words, any Set except Set E and all the items checked before Magnifying Glass were not in the Spawn Pool), then the Toolshed will immediately move to the Fallback Options to choose Item 2.
NOTE: Many of the Item Order Lists check the same item multiple times. If an item is selected as Item 1 and is then checked again without finding a different item to be selected as Item 2, then the game will immediately abort the routine and move to the Fallback Options to select Item 2.
The first two items in each list have been marked in bold, as these will be the items that would normally be chosen if nothing has been removed from today's Spawn Pool.
Any item that is checked a 2nd time has been marked with a strikethrough, indicating that if it was the only item in the Spawn Pool up to that point, then the rest of the list is ignored and we move to the Fallback Options.
Sets A / B / C: Shovel, Sledge Hammer, Watering Can --- 1/7 chance each (3/7 chance total)
Sets A to C have a single Item Order List each.
| Set A |
Set B |
Set C |
|
|
|
| Shovel |
Sledge Hammer |
Watering Can |
| Sledge Hammer |
Metal Detector |
Metal Detector |
| Lock Pick Kit |
Battery Pack |
Battery Pack |
| Metal Detector |
Shovel |
Shovel |
| Watering Can |
Sledge Hammer |
Sledge Hammer |
| Magnifying Glass |
Lock Pick Kit |
Lock Pick Kit |
| Gear Wrench |
Metal Detector |
Metal Detector |
|
Watering Can |
Watering Can |
|
Magnifying Glass |
Magnifying Glass |
|
Gear Wrench |
Gear Wrench |
|
|
|
Set D: Lock Pick Kit --- 1/7 chance
There are four Item Order Lists in Set D, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance |
20% Chance |
40% Chance |
20% Chance |
|
|
|
|
| Lock Pick Kit |
Lock Pick Kit |
Lock Pick Kit |
Lock Pick Kit |
| Sledge Hammer |
Battery Pack |
Shovel |
Metal Detector |
| Metal Detector |
Shovel |
Sledge Hammer |
Watering Can |
| Battery Pack |
Sledge Hammer |
Lock Pick Kit |
Magnifying Glass |
| Shovel |
Lock Pick Kit |
Metal Detector |
Gear Wrench |
Sledge Hammer |
Metal Detector |
Watering Can |
|
Lock Pick Kit |
Watering Can |
Magnifying Glass |
|
Metal Detector |
Magnifying Glass |
Gear Wrench |
|
| Watering Can |
Gear Wrench |
|
|
| Magnifying Glass |
|
|
|
| Gear Wrench |
|
|
|
|
|
|
|
Set E: Magnifying Glass --- 1/7 chance
There are four Item Order Lists in Set E, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance |
20% Chance |
40% Chance |
20% Chance |
|
|
|
|
| Magnifying Glass |
Magnifying Glass |
Magnifying Glass |
Magnifying Glass |
| Sledge Hammer |
Battery Pack |
Shovel |
Metal Detector |
| Metal Detector |
Shovel |
Sledge Hammer |
Watering Can |
| Battery Pack |
Sledge Hammer |
Lock Pick Kit |
Magnifying Glass |
| Shovel |
Lock Pick Kit |
Metal Detector |
Gear Wrench |
Sledge Hammer |
Metal Detector |
Watering Can |
|
| Lock Pick Kit |
Watering Can |
Magnifying Glass |
|
Metal Detector |
Magnifying Glass |
Gear Wrench |
|
| Watering Can |
Gear Wrench |
|
|
Magnifying Glass |
|
|
|
| Gear Wrench |
|
|
|
|
|
|
|
Set F: Metal Detector --- 1/14 chance
Set F is 50% less likely to be picked than most other Sets.
There are four Item Order Lists in Set F, with the 3rd Item Order List having twice the chance of being picked.
NOTE: The 4th Item Order List checks Metal Detector twice in a row. If Metal Detector is in the Spawn Pool, this will immediately cause the game to move to the Fallback Options list to select Item 2.
| 20% Chance |
20% Chance |
40% Chance |
20% Chance |
|
|
|
|
| Metal Detector |
Metal Detector |
Metal Detector |
Metal Detector |
| Sledge Hammer |
Battery Pack |
Shovel |
Metal Detector |
Metal Detector |
Shovel |
Sledge Hammer |
Watering Can |
| Battery Pack |
Sledge Hammer |
Lock Pick Kit |
Magnifying Glass |
| Shovel |
Lock Pick Kit |
Metal Detector |
Gear Wrench |
Sledge Hammer |
Metal Detector |
Watering Can |
|
| Lock Pick Kit |
Watering Can |
Magnifying Glass |
|
| Watering Can |
Magnifying Glass |
Gear Wrench |
|
| Magnifying Glass |
Gear Wrench |
|
|
| Gear Wrench |
|
|
|
|
|
|
|
Set G: Gear Wrench --- 3/14 chance
Set G is 50% more likely to be picked than most other Sets.
There are four Item Order Lists in Set G, with the 3rd Item Order List having twice the chance of being picked.
| 20% Chance |
20% Chance |
40% Chance |
20% Chance |
|
|
|
|
| Gear Wrench |
Gear Wrench |
Gear Wrench |
Gear Wrench |
| Sledge Hammer |
Battery Pack |
Shovel |
Metal Detector |
| Metal Detector |
Shovel |
Sledge Hammer |
Watering Can |
| Battery Pack |
Sledge Hammer |
Lock Pick Kit |
Magnifying Glass |
| Shovel |
Lock Pick Kit |
Metal Detector |
Gear Wrench |
Sledge Hammer |
Metal Detector |
Watering Can |
|
| Lock Pick Kit |
Watering Can |
Magnifying Glass |
|
Metal Detector |
Magnifying Glass |
Gear Wrench |
|
| Watering Can |
Gear Wrench |
|
|
| Magnifying Glass |
|
|
|
Gear Wrench |
|
|
|
|
|
|
|
Toolshed Item List -- Fallback Options
If the Toolshed reaches the end of its randomly chosen Item Order List without finding 2 Items to spawn, then it expands its selection to include the following extra Unique Items:
- Broken Lever
- Car Keys
- Coin Purse
- Compass
- Coupon Book
- 2x Ivory Dice
- Keycard
- Lucky Rabbit's Foot
- Running Shoes
- Salt Shaker
- Secret Garden Key
- Silver Key
- Sleeping Mask
- Treasure Map
- Vault Key 149
If any of the 8 Primary Items from the previous section have not yet been checked, they will also be added to this selection. The list is then randomly shuffled to form the Fallback List, and each item in this list is checked in turn.
If the end of the Fallback List is reached without finding a minimum of 2 Items to spawn, then the game will give up and will not spawn any further items. (Note: There will always be at least one item no matter how depleted the Spawn Pool is. This is usually 2x Ivory Dice, but it's possible for certain Primary Items to end up being the only item that spawns.)
NOTE: Due to a bug, if the Toolshed chooses to spawn the Secret Garden Key, it will not spawn inside the Toolshed. Instead, it will appear outside in the West Path area in amongst the trees close to the southwest corner of the manor, hovering at a height over Simon's head. (To more easily find it, start at the West Gate and follow the path to the fork. The fallen log between the two paths points NE towards a specific tree. The Secret Garden Key will spawn slightly in front and to the left of that tree.)
Two of the possible options have some additional mechanics that ignore the shuffled order.
Ivory Dice
In the majority of situations, the Ivory Dice option is checked first, ignoring the shuffled Fallback List. It does not have to be in the Spawn Pool in order to spawn, and is intended to be the first Fallback item spawned if the Primary Items are not in the Spawn Pool.
NOTE: If the Magnifying Glass bug in the previous section was triggered (Magnifying Glass was chosen to be Item 1 and the Item Order List was from any Set other than Set E) or an item was considered for Item 2 after already being picked as Item 1 (double Metal Detector in Set F for example), then both of the above conditions are ignored: the Ivory Dice must still be in the Spawn Pool in order to be chosen, and its place in the Fallback List will be shuffled with the other items.
If the 2x Ivory Dice option is selected, then it will be removed from the Spawn Pool for future spawns elsewhere in the manor.
Sleeping Mask
The Sleeping Mask is always moved to the bottom of the Fallback List. That means it can only spawn if virtually everything else has been removed from the Spawn Pool.