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Lighthousekeeper started following LosGranada
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Your config looks good, I tested on my test server with your config and it works fine. So something else is causing your issue, another plugin is probably conflicting with the loot spawn process. I have a test version for you to try to see if it resolves your issue. Please can you join my Discord and hit me up on a message and we can discuss and troubleshoot.
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This is why i said it wasnt very important, ty
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NikoStreamsVT changed their profile photo
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For one offs or weird stuff just hit me up on my Discord if you like
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shaka joined the community
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so this is what i would like to see i have quickly made just the one door and hooked it to the grass plots the button is just a prop and will have a sign above it with an image etc! but the idea is to utilise the lobby better! https://rustybangers.uk/assets/img/doors.mp4 add me on Discord fiddl31985
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Hi ALiEN JiM, Thank you for the detailed report you’re absolutely right. At the moment, the plugin applies its ammo capacity logic whenever a weapon is equipped, which can override additional ammo provided by extended magazines, SkillTree perks, or other plugins. In setups like yours where ammo is already handled elsewhere, this behavior is understandably undesirable. To address this, I’ll be adding an option to completely disable the ammo capacity system. When disabled, the plugin will no longer modify weapon ammo or magazine capacity at all, allowing external systems to function without interference while still keeping all damage-related features active. This option will be available in an upcoming update, and once enabled, the plugin will not touch ammo values in any situation. Thank you again for bringing this up feedback like this helps improve compatibility and overall server experience. Best regards, Khaled
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Unfortunately I am unable to reproduce your problem. There is probably a conflict with another plugin. When I test the plugin on my server everything works as expected. Are you using any plugins or custom plugins that might use the event owner api?
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The plugin attempts to import old data files. If you previously used version 1 with stack size configuration enabled, this might be the problem. Make sure there is no Loottable folder in your oxide/data folder.
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12:11:08 Exception while calling NextTick callback (KeyNotFoundException: The given key 'Hitbar_fill_blue' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.AdvancedHitBar+<>c__DisplayClass36_0.<OnEntityTakeDamage>b__0 () [0x003ce] in <6a8600893b31452d8f73e510ab7ef09c>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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Then it is almost certainly caused by stacking plugin that you are using. Keep in mind that this plugin is not intended to be used in combination with other stacking plugins.
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Categories can be used to create a pool of items and the plugin picks the configured amount from that pool. For example you create a category that contains only components, then you set the amount to 2. That way you can make sure every crate contains exactly 2 random component items.
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Are you getting any errors in the console?
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Changed Status from Pending to Closed
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I added it to my to-do list, but this has very low priority as it is only a very minimal feature and does not impact the funtionality of the plugin at all.
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- 27 comments
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- #entitylimit
- #entity
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rust_sp joined the community
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Hello, I have a question. You're saying I create a preset in Loot Manager, give it a name, and then use that name to correspond to line 896? For example: Chinook_crate. I add the loot I want via LootManager. And line 896 would read: "LootManager Preset": "Chinook_crate" Is that correct? Thank you for your help.
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FiDDL3 STiCKS changed their profile photo
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Can you add notification of reward information?
Krungh Crow replied to laodu's Support Request in Support
ill run it over again for the language files and for double rewards a extra field for the notifications since you are giving a certain amount of eco and SR both ? -
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I solved it for now by just making 2 kits out of 1 kit, but it just says I have a full inventory.
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Everything worked normally and then suddenly it stopped working because the player doesn't have enough space in the inventory, but when he takes the kit, he has enough space
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I already did this and as I said before, without RoamingNPCs constantly calling "IsDeployableNature" everythink is fine.
