from Alexs mobs
Items put into the table will add to that particular item's weight, Items taken out will subtract from that particular item's weight
Assuming the config of items being able to affect the weight at all is set to true (which it is by default), and the other settings are also as normal,
putiing in two items will increase the weight of that item by a little over 2, and three a little more than 3. The actual formula is +3*ln(count) for putting in and -4*ln(count) for gettign out
When a special item shows up, it will only be on one of the slots. The odds of a special item being chosen maxes out at 1 in 5.
the chance starts at 0, and from there to the collective wieght of all special items must reach 10.666 i think
Effectively, once you put in twelve items (and you must put them in two at a time or thrtee at a time) then one in five rolls One of the options will be that item
idk how the statistics work on the combination of multiple items being recorded into the table but if the weight is zero, that item will be completely discounted from tyhe selection pool
A warning about taxing the table by pulling a full stack out: Doing so incurrs a weight drop of 16.6 on whatever youre taking, and a weight gain of 12.4 on whatever fodder item you put in
Something somewhat useful about the formula used is that trading single items for single items does not effect the weight at all (should that be the sterategy you so cvhoose)
A streategy that stands a little more useful is:
Requirements: Greater than or equal to two of your stackable item, with a stack size of ideally more than 16, but it can work with a minimum of 2
START if (one of the options is your Special Item) { trade(a full stack of fodder item, for a full stack of your Special Item); //reap rewards ig } else if (one of the options is the fodder item) { trade(a full stack of fodder item, for a full stack of fodder item); //this reduces the weight of the fodder item by a net 4.2 } else { //there are neither fodder items nor special items laid before you if (you have not yet invested the 12 special items and you have some in hand to give) { trade(three SI (or two if you only have two at the moment), for something irrelevant); } else { //which means you have either already put in all the necessary items or you dont have any to give trade(a single fodder item, for something irrelevant); //to merely cycle the trades and not mess with the weights } } Go back to START if you want to keep going
(if your item only stacks to like two you should probably just trade one fodder for one special once the table is saturated)