Gold Room in Heist Blueprints is empty

Basically, sometimes when running a Heist Blueprint, the Gold Room (the one that rewards chests with only gold) is empty, there isn't any chest inside but still requires heist rogue to open it.

Possible relevant information:

Heist Blueprint area level was between 58-68
It happened both with naturally spawned gold room (already revealed by default) and with room revealed for markers with wanako.
Character level 58-62
Heist tinkert mods:
7% chance for extra armor when opening chest
4% chance for div card when opening chest
2% chance for orb of trans -> orb of chaos
6% for items to drop identified
Last bumped on Mar 23, 2026, 3:55:03 PM
I just ran a Blueprint in standard with 5 regular gold rooms and 7 "harbinger" gold rooms.

All the Harbinger gold rooms were empty.


Bug reference number: 4.187.388.376

When hovering these rooms, while revealing they are still called "Harbinger".
I've been running grand heists today and noticed many of my revealed gold rooms are not spawning with chests as well. Annoying, as it's costly to reveal them and then you miss out on a lot of gold when they don't spawn. And I think all the fossil rooms all turned up empty as well, not sure if they were supposed to convert to gold or something else when they were disabled in the 3.28 patch, but they still show on grand heist planning maps, despite being worthless. I tried selling one to a merchant to verify they don't convert to some new corrected version.
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Escev#5306 wrote:
Basically, sometimes when running a Heist Blueprint, the Gold Room (the one that rewards chests with only gold) is empty, there isn't any chest inside but still requires heist rogue to open it.

Possible relevant information:

Heist Blueprint area level was between 58-68
It happened both with naturally spawned gold room (already revealed by default) and with room revealed for markers with wanako.
Character level 58-62
Heist tinkert mods:
7% chance for extra armor when opening chest
4% chance for div card when opening chest
2% chance for orb of trans -> orb of chaos
6% for items to drop identified

Is this in Mirage or standard? There are other threads about this happening but all seem to mention standard. I only play leagues and haven't seen this behaviour yet.

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