Jump to content
Message added by The_Kiiiing,

Join my discord: https://discord.gg/mqbB5cTSfc

6 Screenshots

  • 360.7k
  • 22.2k
  • 550.7 kB
  • Update details
    v2.2.20
    Released
    Download size 550.7 kB
    Total versions 81
    Typical update pace About every 13 days
    Freshness Updated yesterday

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



ZA_Machete

Posted

hey took me a bit to get to the bottom of thid bug but when you apply a custom loottable to the oil rig npc it makes them to spawn again in god mode if the player dies 

 

The_Kiiiing

Posted

On 3/7/2026 at 6:37 PM, FiDDL3 STiCKS said:

Sorry to be a pain any idea when roughly the fix for the smelting would be complete?

Sorry for the long wait. The fix is way more difficult than I initially thought. I am currently working on it and the update should be out in the next few days

  • Love 1
The_Kiiiing

Posted

3 hours ago, ZA_Machete said:

hey took me a bit to get to the bottom of thid bug but when you apply a custom loottable to the oil rig npc it makes them to spawn again in god mode if the player dies 

 

Unfortunately I can not reproduce your problem. I don't think it is caused by the plugin because it only modifies the NPC loot and nothing else. Is the npc in "good mode" actually shooting and moving or is it only a visual bug?

ZA_Machete

Posted

8 hours ago, The_Kiiiing said:

Unfortunately I can not reproduce your problem. I don't think it is caused by the plugin because it only modifies the NPC loot and nothing else. Is the npc in "good mode" actually shooting and moving or is it only a visual bug?

when you kill it and you die and come back that npc that you killed respawned but dont attck you and thay dont take damage 

 

ZA_Machete

Posted

 

8 hours ago, The_Kiiiing said:

Unfortunately I can not reproduce your problem. I don't think it is caused by the plugin because it only modifies the NPC loot and nothing else. Is the npc in "good mode" actually shooting and moving or is it only a visual bug?

 

Evox

Posted (edited)

.

Edited by Evox
The_Kiiiing

Posted

5 hours ago, ZA_Machete said:

 

 

As I said before I can not reproduce this problem on my server, so I don't think that it is caused by Loottable.

ZA_Machete

Posted

12 hours ago, The_Kiiiing said:

As I said before I can not reproduce this problem on my server, so I don't think that it is caused by Loottable.

No worries it may be just some conflict with it as soon as i enable the custom loot for that npc it starts to respawn them in god mode, so I will leave it at vanilla loot for now

 

chuck norris

Posted

20 hours ago, ZA_Machete said:

 

 

@The_KiiiingThe same thing is happening here, only with the new naval NPCs, that is, in the oil rig and the deep sea.

  • Like 1
SeesAll

Posted

@The_KiiiingI was able to replicate the issue as well, once you complete the Large Oil Red card, after killing all the scientists of course... few GHOST NPC / scientists spawn. They don't do anything, but they're unkillable. The issue I think appears to be caused by the plugin interfering with the normal death process of the newer oil rig scientist NPCs introduced in recent Rust updates. When these scientists die, the plugin’s loot-handling logic partially bypasses Rust’s built-in cleanup and death sequence, which leaves the game thinking the NPC is dead while parts of the entity are still active. When the oil rig tries to repopulate scientists afterward, this mismatch creates “ghost” scientists that look normal but do not take damage.
The fix is to stop the plugin from overriding the death handling for oil rig scientists and instead let Rust handle their death and cleanup normally while the plugin should only modify the loot afterward. This preserves the game’s internal NPC state and prevents the unkillable respawn issue.

I applied the below, seems to have resolved the issue for me. Will leave it to you though to vet how effective this is... as its your plugin. 🙂
 

################
#CODE EDIT 1
################

[Hook] object OnCorpseApplyLoot2(ScientistNPC2 npc2, LootableCorpse corpse, State_Dead stateInstance)
{
    if (!CanPopulateCorpseHook(corpse))
    {
        return null;
    }

    var config = manager.GetConfig(npc2);
    if (config == null || !config.Enabled)
    {
        return null;
    }

    if (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large")
    {
        return null;
    }

    LootManager.PopulateCorpse2(corpse, config, stateInstance);
    return true;
}

################
#CODE EDIT 2
################

public static bool Hook(State_Dead instance, BaseEntity owner, LootableCorpse corpse)
{
    // true = skip, false = continue

    if (owner is ScientistNPC2 npc && corpse != null && Instance != null)
    {
        var config = Instance.manager?.GetConfig(npc);

        if (config != null &&
            (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large"))
        {
            return false;
        }

        return Instance.OnCorpseApplyLoot2(npc, corpse, instance) != null;
    }

    return false;
}

 

  • Like 3
LoneWolf71

Posted

52 minutes ago, HighOnTek said:

@The_KiiiingI was able to replicate the issue as well, once you complete the Large Oil Red card, after killing all the scientists of course... few GHOST NPC / scientists spawn. They don't do anything, but they're unkillable. The issue I think appears to be caused by the plugin interfering with the normal death process of the newer oil rig scientist NPCs introduced in recent Rust updates. When these scientists die, the plugin’s loot-handling logic partially bypasses Rust’s built-in cleanup and death sequence, which leaves the game thinking the NPC is dead while parts of the entity are still active. When the oil rig tries to repopulate scientists afterward, this mismatch creates “ghost” scientists that look normal but do not take damage.
The fix is to stop the plugin from overriding the death handling for oil rig scientists and instead let Rust handle their death and cleanup normally while the plugin should only modify the loot afterward. This preserves the game’s internal NPC state and prevents the unkillable respawn issue.

I applied the below, seems to have resolved the issue for me. Will leave it to you though to vet how effective this is... as its your plugin. 🙂
 

################
#CODE EDIT 1
################

[Hook] object OnCorpseApplyLoot2(ScientistNPC2 npc2, LootableCorpse corpse, State_Dead stateInstance)
{
    if (!CanPopulateCorpseHook(corpse))
    {
        return null;
    }

    var config = manager.GetConfig(npc2);
    if (config == null || !config.Enabled)
    {
        return null;
    }

    if (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large")
    {
        return null;
    }

    LootManager.PopulateCorpse2(corpse, config, stateInstance);
    return true;
}

################
#CODE EDIT 2
################

public static bool Hook(State_Dead instance, BaseEntity owner, LootableCorpse corpse)
{
    // true = skip, false = continue

    if (owner is ScientistNPC2 npc && corpse != null && Instance != null)
    {
        var config = Instance.manager?.GetConfig(npc);

        if (config != null &&
            (config.Id.Key == "npc_oilrig" || config.Id.Key == "npc_oilrig_large"))
        {
            return false;
        }

        return Instance.OnCorpseApplyLoot2(npc, corpse, instance) != null;
    }

    return false;
}

 

confirmed. 

  • Like 1
The_Kiiiing

Posted

After some more testing I was actually able to reproduce the problem and there will be a fix for it in the next few days. 

In the mean time to prevent this from happening just disable your custom configurations for oil rig and deep sea npcs.

  • Like 3
  • Love 1
Paul H.

Posted

Hello,
Does the plugin now work with
Heli Signals and Bradley Drops

_NiiRaX

Posted

Hi, it's possible to add an option which allows you to destroy a container x amount of time after looting it ?

Black Drake

Posted

On 4/11/2026 at 5:01 AM, _NiiRaX said:

Hi, it's possible to add an option which allows you to destroy a container x amount of time after looting it ?

This action can be found in a mod on umod.org called Loot Bouncer.  It is very useful.  

  • Like 1
RustyLife

Posted (edited)

 


 

Edited by RustyLife
RustyLife

Posted

hello, how can i add categories more than 6?

The_Kiiiing

Posted

7 hours ago, RustyLife said:

hello, how can i add categories more than 6?

This is not possible at the moment

  • Like 1
Kom4nder

Posted

@The_Kiiiing There are no new modifications for workbenches in the default loot table - they had to be added manually. I would like them to be added to all the boxes with the appropriate default percentage.

 

  • Like 1
Brad Copp

Posted

I have the same suggestion as above post - when there are new items added to the game, there should be some intelligent way of adding the new items to correct containers

  • Like 2
The_Kiiiing

Posted

On 5/13/2026 at 8:44 AM, Kom4nder said:

@The_Kiiiing There are no new modifications for workbenches in the default loot table - they had to be added manually. I would like them to be added to all the boxes with the appropriate default percentage.

 

 

7 hours ago, Brad Copp said:

I have the same suggestion as above post - when there are new items added to the game, there should be some intelligent way of adding the new items to correct containers

 

This is already possible. Just go to Settings -> Add new items

  • Love 1
z0z1ch

Posted

Hi!
Could you add support for treasure box?
 

new("mission_lootbox_basic", Url("crate_tools0.png"), "assets/prefabs/missions/entities/missionlootbox_basic.prefab"),

 

  • Like 1
Maximo

Posted (edited)

Nvm solved

 

Edited by Maximo
FAFORust

Posted

Have you had any issues with Keycards not spawning on monument desks? We are trying to understand how we have lost these spawn points and only using this plugin for loot spawns.  Are their conflicts with this plugin that would keep keycards from spawning at monuments?  Take care.

The_Kiiiing

Posted

13 hours ago, FAFORust said:

Have you had any issues with Keycards not spawning on monument desks? We are trying to understand how we have lost these spawn points and only using this plugin for loot spawns.  Are their conflicts with this plugin that would keep keycards from spawning at monuments?  Take care.

This plugin does not touch key card spawners

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 16
  • Love 5

User Feedback

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3m
Total downloads
Customers
12k
Customers served
Files Sold
170.5k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.