LootConfig

Allows you to adjust the server's loot list

Total Downloads: 14,928 - First Release: Mar 27, 2015 - Last Update: May 20, 2018

5/5, 21 likes
  1. It's taken a long time to work out how this plugin works, but it's very powerful once you get your head round it. Personally, I've found using a plain text editor like notepad best to adjust these files, but using the online JSON editor is helpful to view the code in better format.

    The first time you open the JSON file with the 5k lines of code nothing will make much sense. To try to understand this I'll start with the supply drop as an example.

    Code:
     "LootSpawn.SupplyDrop": {
          "Items": [],
          "Blueprints": [],
          "SubSpawn": [
            {
              "Category": "Items.VeryRare",
              "Weight": 100
            },
            {
              "Category": "Items.Rare",
              "Weight": 200
            },
            {
              "Category": "RifleAmmoCollection",
              "Weight": 300
            },
            {
              "Category": "Collection.Weapons",
              "Weight": 100
            },
            {
              "Category": "Mining Oil",
              "Weight": 20
            },
            {
              "Category": "Mining Ore",
              "Weight": 40
            }
          ]
    With this section you can see that the code looks through the 5k lines of code to find each category title. Each category links to either an item, or another list of categories. The next thing you would look for is "Items.VeryRare"

    Code:
    "Items.VeryRare": {
          "Items": [],
          "Blueprints": [],
          "SubSpawn": [
            {
              "Category": "Items.VeryRare.Construction",
              "Weight": 100
            },
            {
              "Category": "Items.VeryRare.Weapon",
              "Weight": 100
            },
            {
              "Category": "Items.VeryRare.Ammunition",
              "Weight": 100
            },
            {
              "Category": "Items.VeryRare.Attire",
              "Weight": 100
            },
            {
              "Category": "Items.VeryRare.Tool",
              "Weight": 100
            }
          ]
    So you can see, this is another list of categories, If we then find "Items.VeryRare.Tool".

    Code:
     "Items.VeryRare.Tool": {
          "Items": [],
          "Blueprints": [],
          "SubSpawn": [
            {
              "Category": "tool.camera",
              "Weight": 100
            },
            {
              "Category": "supply.signal",
              "Weight": 100
            },
            {
              "Category": "explosive.timed",
              "Weight": 100
            }
          ]
    Now you can see the categories have broken down into individual items. However these are still "Category" lists and not the direct item itself. You can find each item individually towards the bottom of the code.

    Code:
        "explosive.timed": {      "Items": [
            {
              "Shortname": "explosive.timed",
              "Amount": 1.0
            }
          ],
          "Blueprints": [],
          "SubSpawn": []
        },
    Still, a lot of the above wont make much sense until you try to figure out this plugin for yourself. It is very confusing, but it doesn't take long to see how each category fits together.

    Hope this helps, great plugin!
     
  2. Do this:

    [DOUBLEPOST=1444659354][/DOUBLEPOST]
    Can you post a well configured (good loot) config file ?
     
  3. i would also like to see this, been working on the lootconfig for quite some time and cant seem to get a good balance and vanilla isnt cutting it. Lets see if someone with a good table would post it :)
     
  4. Whenever I load lootconfig it reports No SpawnConfig loaded; skipping Spawngroups...

    Am I doing something wrong?
     
  5. it just mentions that you don't have SpawnConfig plugin installed and you can't configure the Spawngroups
    SpawnConfig for Rust Experimental | Oxide
     
  6. Love this plugin, but has the recent Dungeons broken it?
     
  7. Yes, I also was appreciative of this plugin. However, it seems to have died with the recent update. I understand you have a life outside of the game, but could we please see an update? Thank you muchly.
     
  8. can anyone share a "very good loot" .json file? Just to compare with the default.. i need an aspirine
     
  9. "| [Oxide] 6:20 PM [Error] Failed to call hook 'cmdConsoleReload' on plugin 'LootConfig v1.0.6' (NullReferenceException: Object reference not set to an instance of an object)"
     
  10. Nogrod updated LootConfig with a new update entry:

    1.0.7

     
  11. The new in-game item "Presents" aren't revealing anything. They work likewise to the blueprint system, in upgradeable tiers.

    However they're completely unusable even if unloading the plugin.
     
  12. i keep getting:

    error CS1061: Type 'LootContainer' does not contain a definition for 'spawnloot' and no extension method 'Spawnloot' of type 'LootContainer' could be found. Are you missing an assembly reference?
     
  13. Wulf

    Wulf Community Admin

    Did you update to the latest version of the plugin?
     
  14. yea that was the new one. ill try again the old one works fine
    [DOUBLEPOST=1450407862][/DOUBLEPOST]Yep definitely only the new one that gives me this error.
     
  15. I'm getting a lot of "No container data found" etc when I load this plugin fresh
     
  16. Delete the config and do a fresh server start. And SpawnLoot was introduced with latest Rust so check if your oxide is up to date.
     
  17. Oxide 2.0.1648

    This keeps occurring after opening any present.

    "SubCategoryIntoContainer: This should never happen!"
     
  18. deleted the config and made a server restart?
     
  19. Yes, this was after the plugin/config had been removed all night and then I updated oxide this morning. Compiled the plugin again and that was the result.