1. I have installed the LootConfig plugin, but the loot table is huge and slightly overwhelming, so I have a two-part question:
    1) What constitutes a 'High Loot Server'?
    2) How can I use LootConfig to make my server meet the above?
     
  2. install this http://oxidemod.org/plugins/gather-manager.675/
    in rusty, or any rcon tool, enter this command
    Code:
    gather.rate dispenser Wood 10 - Gain 10 times as much wood from hitting trees.
    gather.rate dispenser Stones 5 - Gain 5 times as much stones when hitting those rocks.
    gather.rate dispenser Cloth 10 - Gain 10 times as much cloth when gathering from corpses.
    gather.rate pickup Stones 10 - Gain 10 times as much stones when picking up that collectible stone item.
    gather.rate quarry Stones 20 - Gain 20 times as much stones from the Mining Quarry.
    gather.rate survey "Sulfur Ore" 5 - Gain 5 times as much Sulfur Ore from using Survey Charges.
    but with your own numbers and/or materials gather
     
  3. I don't feel this really answered my question, to solve the resource gather rates I am using ZLevels, but I just mean the loot multipliers, from barrels and airdrops etc.

    Although this plugin looks like a better option than ZLevels when I think more about how I want resource gathering to work.
     
  4. Check out BetterLoot... The default config is pretty generous vs vanilla and you can boost it to crazy levels if you want.
     
  5. Better loot plugins does not effect air drops but it does on barrels you can also go in the json and re script it so it pumps out different values like I do
     
  6. BetterLoot does affect airdrops!
     
  7. Taken from the plugin page .....
    While this usually yields a better playing experience, there is nothing super special about it: BetterLoot uses the game's default item rarities and does not touch airdrops.
     
  8. Well it does, I looked at the code :)
     
  9. So BetterLoot doesn't affect airdrops?

    How about this
    Code:
                if (container is SupplyDrop) {
                    SuppressRefresh(container);
                    var inv = container.inventory.itemList.ToArray();
                    foreach (var item in inv) {
                        if (itemBlacklist.Contains(item.info.shortname)) {
                            item.RemoveFromContainer();
                            item.Remove(0f);
                            ++max;
                        }
                    }
     
  10. Sounds like something I might just do, although, could you (colddna) show me an excerpt/example of the changes you have done, I mean... I've not looked at the plugin config yet but just want an idea as to how it all works (to change it).