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chuck norris

Posted

# Mod |Author |Version| Hook Time| Memory Usage| Compile Time |Uptime
Loottable The_Kiiiing| v1.0.33| 31009ms| 695.3mb| 203ms| 7h5m46s


a little heavy..

The_Kiiiing

Posted

2 hours ago, chuck norris said:

# Mod |Author |Version| Hook Time| Memory Usage| Compile Time |Uptime
Loottable The_Kiiiing| v1.0.33| 31009ms| 695.3mb| 203ms| 7h5m46s


a little heavy..

If you are experiencing unusual hook times, please uncomment the first line in the plugin file so it looks like this.

#define HOOKTIME_DEBUG

Then after the plugin has been running for a few hours (longer is better) run l.hooktime in the console and send me the output. This allows me to identify the hooks that need more optimization

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chuck norris

Posted (edited)

21 hours ago, The_Kiiiing said:

If you are experiencing unusual hook times, please uncomment the first line in the plugin file so it looks like this.

#define HOOKTIME_DEBUG

Then after the plugin has been running for a few hours (longer is better) run l.hooktime in the console and send me the output. This allows me to identify the hooks that need more optimization

@The_KiiiingSorry but I'm not good at programming😅, where do I change it? I have to replace #if HOOKTIME_DEBUG for #define HOOKTIME_DEBUG?


image.png.c7fcd8c6a84afe57948a39c9e3e7f5f0.png

Edited by chuck norris
The_Kiiiing

Posted

9 hours ago, chuck norris said:

@The_KiiiingSorry but I'm not good at programming😅, where do I change it? I have to replace #if HOOKTIME_DEBUG for #define HOOKTIME_DEBUG?


image.png.c7fcd8c6a84afe57948a39c9e3e7f5f0.png

Just remove the two slashes // in the first line 

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chuck norris

Posted

On 1/22/2024 at 6:43 PM, The_Kiiiing said:

If you are experiencing unusual hook times, please uncomment the first line in the plugin file so it looks like this.

#define HOOKTIME_DEBUG

Then after the plugin has been running for a few hours (longer is better) run l.hooktime in the console and send me the output. This allows me to identify the hooks that need more optimization

@The_Kiiiing

 

(04:19:39) | Hook time overview (Plugin uptime 28044s)

Hook Calls Avg Min Max Total

OnItemAddedToContainer 213797 0.000000 0.000000 0.232300 168.95

OnLootSpawn 59544 0.000011 0.002400 29.860800 56,893.26

Sec 0 59014 0.000002 0.047100 8.338700 6,079.92

Sec 1 58954 0.000010 0.157800 29.698200 50,729.76

CanStackItem 7023704 0.000000 0.000000 0.360100 2,194.57

Sec 0 13 0.000249 0.000500 0.004900 0.03

Sec 1 13 0.000043 0.000300 0.001700 0.01

OnEntitySpawned [BasePlayer] 6427 0.000001 0.000200 1.037400 28.46

OnItemSplit 1520224 0.000000 0.000400 31.102800 28,496.92

Sec 0 1520224 0.000000 0.000000 0.042000 499.50

Sec 1 1520224 0.000000 0.000000 31.096400 27,064.28

Sec 2 1520224 0.000000 0.000000 0.046100 934.05

Sec 3 1520224 0.000000 0.000000 31.096600 27,355.29

CanCombineDroppedItem 166 0.000025 0.002900 0.022900 0.91

Sec 0 166 0.000016 0.001500 0.013900 0.53

Sec 1 166 0.000006 0.000300 0.004600 0.21

OnEntitySpawned [LootableCorpse] 80 0.001305 0.001000 0.613500 7.45

Sec 0 80 0.000024 0.000700 0.385300 0.53

The_Kiiiing

Posted (edited)

21 hours ago, chuck norris said:

@The_Kiiiing

 

(04:19:39) | Hook time overview (Plugin uptime 28044s)

Hook Calls Avg Min Max Total

OnItemAddedToContainer 213797 0.000000 0.000000 0.232300 168.95

OnLootSpawn 59544 0.000011 0.002400 29.860800 56,893.26

Sec 0 59014 0.000002 0.047100 8.338700 6,079.92

Sec 1 58954 0.000010 0.157800 29.698200 50,729.76

CanStackItem 7023704 0.000000 0.000000 0.360100 2,194.57

Sec 0 13 0.000249 0.000500 0.004900 0.03

Sec 1 13 0.000043 0.000300 0.001700 0.01

OnEntitySpawned [BasePlayer] 6427 0.000001 0.000200 1.037400 28.46

OnItemSplit 1520224 0.000000 0.000400 31.102800 28,496.92

Sec 0 1520224 0.000000 0.000000 0.042000 499.50

Sec 1 1520224 0.000000 0.000000 31.096400 27,064.28

Sec 2 1520224 0.000000 0.000000 0.046100 934.05

Sec 3 1520224 0.000000 0.000000 31.096600 27,355.29

CanCombineDroppedItem 166 0.000025 0.002900 0.022900 0.91

Sec 0 166 0.000016 0.001500 0.013900 0.53

Sec 1 166 0.000006 0.000300 0.004600 0.21

OnEntitySpawned [LootableCorpse] 80 0.001305 0.001000 0.613500 7.45

Sec 0 80 0.000024 0.000700 0.385300 0.53

Thank you.

There will be some optimisations in the next update

Edited by The_Kiiiing
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Elloco

Posted

@The_Kiiiing

 

add option to switch off the aircraft in case of a supply signal

RedBeard

Posted

Maybe also an option for the event lootboxes? like stockings, presents and others?

  • Like 1
mofokk

Posted

First time user. I've set global stack size multiplier to 5x.  How do I stop it, stacking guns.

the guns in question are all set to vanilla profiles and show 1 max. The mentions if there is a yellow bar next to an icon, it will ignore the global stack size.

So how do I tell it to max at 1 and not apply the global stack size to the weapons only. I can't seem to get the yellow highlight to show unless I increase the stacks of guns beyond 1. Which I don't want.

 

The_Kiiiing

Posted

On 1/28/2024 at 8:00 PM, mofokk said:

First time user. I've set global stack size multiplier to 5x.  How do I stop it, stacking guns.

the guns in question are all set to vanilla profiles and show 1 max. The mentions if there is a yellow bar next to an icon, it will ignore the global stack size.

So how do I tell it to max at 1 and not apply the global stack size to the weapons only. I can't seem to get the yellow highlight to show unless I increase the stacks of guns beyond 1. Which I don't want.

 

The multiplier override only works for stack sizes larger than 1. I would suggest you to use category multipliers instead and leave the multiplier for weapons at 1.

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The_Kiiiing

Posted

On 1/28/2024 at 6:03 PM, RedBeard said:

Maybe also an option for the event lootboxes? like stockings, presents and others?

I am currently workin on a full rewrite of this plugin to adress several issues. The new version will also include loot configs for event loot.

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mofokk

Posted

10 hours ago, The_Kiiiing said:

The multiplier override only works for stack sizes larger than 1. I would suggest you to use category multipliers instead and leave the multiplier for weapons at 1.

Great, I'll give that a try, thanks for the response.

Now working as intended.

Elloco

Posted

Update please i stuck at closebutton

Robis

Posted

48 minutes ago, Elloco said:

Update please i stuck at closebutton

stop crying, just move cursor at edge of button!!!

  • Like 1
chuck norris

Posted

hi 🙂

The crates respawn are very fast, in the dome for example after 3-4 minutes there are already crates again I don't know if this plugin would somehow cause this?

The_Kiiiing

Posted

14 hours ago, chuck norris said:

hi 🙂

The crates respawn are very fast, in the dome for example after 3-4 minutes there are already crates again I don't know if this plugin would somehow cause this?

The plugin should not change respawn times. Can you check if respawn is still that fast with the plugin unloaded?

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chuck norris

Posted

10 hours ago, The_Kiiiing said:

The plugin should not change respawn times. Can you check if respawn is still that fast with the plugin unloaded?

I will check this 🙂

chuck norris

Posted

21 hours ago, The_Kiiiing said:

The plugin should not change respawn times. Can you check if respawn is still that fast with the plugin unloaded?

There is no difference without the plugin, after 15 minutes the crates appeared. But it's strange sometimes when you pick up the crates they appear almost instantly. I would like to understand how loot respawn works in rust.. 😑

Sean

Posted

On 1/29/2024 at 8:42 PM, The_Kiiiing said:

I am currently workin on a full rewrite of this plugin to adress several issues. The new version will also include loot configs for event loot.

Just to be clear this would include Bronze-Gold Eggs, presents, and Halloween loot bags? 

Et3rn47

Posted (edited)

Kindly help me understand the logic:
The container settings on the right indicate 6-12 items in container, but I don't seem to be getting more then 6. I've tested this with 12 different locked crates:
image.png.f83033ae12fcc650be50abaf88ea8a76.png

Edited by Et3rn47
chuck norris

Posted

6 hours ago, Et3rn47 said:

Kindly help me understand the logic:
The container settings on the right indicate 6-12 items in container, but I don't seem to be getting more then 6. I've tested this with 12 different locked crates:
image.png.f83033ae12fcc650be50abaf88ea8a76.png

Try to increase the value on the right side in each category.

image.png.f83033ae12fcc650be50abaf88ea8a76.jpg

Et3rn47

Posted

1 hour ago, chuck norris said:

Try to increase the value on the right side in each category.

image.png.f83033ae12fcc650be50abaf88ea8a76.jpg

Ah, okay. I was under the impression if you left those values default, it would take into consideration all of their percentages to drop, compared to one another, and then after probability takes it's part you'd get the executed loot(s).
ie, green has 14 items with a 50% chance to drop, blue with 6 that have 33, yellow 5 @25% etc etc. The algo would calculate then what should drop. Not that it has individualized the percentages to drop from the drop rate % tier they belong to.

I understand the logic now, but at the point of the more rare tiers having both lower percentages, and lower amounts of items in it, seems a bit counter intuitive.

Let's say there's only 2 items at a 2% chance to drop, if you set the minimum items to drop at 1 - 1, in theory if you have 6+ items in your drop wouldn't that make the drop rate 100% ?
If then you placed it 0-1, the drop rate would still be 50%

Please correct my understanding on this

chuck norris

Posted

1 hour ago, Et3rn47 said:

Ah, okay. I was under the impression if you left those values default, it would take into consideration all of their percentages to drop, compared to one another, and then after probability takes it's part you'd get the executed loot(s).
ie, green has 14 items with a 50% chance to drop, blue with 6 that have 33, yellow 5 @25% etc etc. The algo would calculate then what should drop. Not that it has individualized the percentages to drop from the drop rate % tier they belong to.

I understand the logic now, but at the point of the more rare tiers having both lower percentages, and lower amounts of items in it, seems a bit counter intuitive.

Let's say there's only 2 items at a 2% chance to drop, if you set the minimum items to drop at 1 - 1, in theory if you have 6+ items in your drop wouldn't that make the drop rate 100% ?
If then you placed it 0-1, the drop rate would still be 50%

Please correct my understanding on this

Sorry, you're right. I use it like this and everything works fine

image.png.0f54caa6988ebaab65d4c07406566af8.png

The_Kiiiing

Posted (edited)

15 hours ago, Et3rn47 said:

Ah, okay. I was under the impression if you left those values default, it would take into consideration all of their percentages to drop, compared to one another, and then after probability takes it's part you'd get the executed loot(s).
ie, green has 14 items with a 50% chance to drop, blue with 6 that have 33, yellow 5 @25% etc etc. The algo would calculate then what should drop. Not that it has individualized the percentages to drop from the drop rate % tier they belong to.

I understand the logic now, but at the point of the more rare tiers having both lower percentages, and lower amounts of items in it, seems a bit counter intuitive.

Let's say there's only 2 items at a 2% chance to drop, if you set the minimum items to drop at 1 - 1, in theory if you have 6+ items in your drop wouldn't that make the drop rate 100% ?
If then you placed it 0-1, the drop rate would still be 50%

Please correct my understanding on this

Hi,

The chance of a category has nothing to do with the amount of items in it. If a category has a 10% chance, roughly ever 10th crate contains items from that category, no matter if the category contains 1 or 100 items.

The amount on the right side is the minimum / maximum of items to take from that category if it gets selected. For example if you have a category with 10% chanche and amount set to 1-2, then there is a 10% chance that 1 or 2 items from this category are added to the loot.

I hope I could help you with that

Edited by The_Kiiiing
Et3rn47

Posted (edited)

2 hours ago, The_Kiiiing said:

Hi,

The chance of a category has nothing to do with the amount of items in it. If a category has a 10% chance, roughly ever 10th crate contains items from that category, no matter if the category contains 1 or 100 items.

The amount on the right side is the minimum / maximum of items to take from that category if it gets selected. For example if you have a category with 10% chanche and amount set to 1-2, then there is a 10% chance that 1 or 2 items from this category are added to the loot.

I hope I could help you with that

Thanks for the reply -- I might be missing something then as if that's the case, what's the point of being able to establish quantities on each item, when adding the item?
image.png.8cae47316f8ea9741d19a5ea11dd9e7c.png

Forgive me if I'm not understanding how these 2 different sets of number do, or don't correlate. Does the associated quantities added upon item add, over-ride the quantities of the tiers they belong to?

Edited by Et3rn47

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