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This change will make anomalies to always give as a reward a loot table and an effect.

@family2015 family2015 linked an issue Jan 31, 2026 that may be closed by this pull request
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The anomaly reward data fix is good, although there's still only a chance of getting an item. I was wondering if there is a reason that strength has been replaced with absorption?


public record AnomalyReward(Optional<MobEffectInstance> effect/* potential alternative: it could cast an ability */,
Optional<ResourceKey<LootTable>> lootKey) {
public record AnomalyReward(MobEffectInstance effect/* potential alternative: it could cast an ability */,
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I don't think these code changes are necessary - and it would be good to keep the two possible reward types as optional is it isn't necessary for an Anomaly to reward both. Changing the configuration to have a guaranteed reward is probably enough (although I would note that the loot table is still only a chance of giving an item).

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Set Anomalies To Give Loot And Effect Every Completion

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