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Message added by Raul-Sorin Sorban,

Fully compatible with procedural and custom maps.
Now with an integrated editor! See it in action here.

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Oh I didn't realize it till now that Oxide changed it so it only accepts lower-case permissions. 10/10 smort.

This happens all accross my plugins so, that's dope. Pushing an update now.

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On 8/9/2022 at 9:02 PM, Skyler Campbell said:

Also having same issue here.

Permission Manager was updated, give it a try now.

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I have unique containers set up at hangar 3 at airfield, how do I get those to be in the same place each wipe without setting them up manually? The prefabs appear in multiple places I don't want to be active containers so I was hoping there was a combination of filters I could use to ensure they're in the same place each wipe.

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12 minutes ago, Muktuk said:

I have unique containers set up at hangar 3 at airfield, how do I get those to be in the same place each wipe without setting them up manually? The prefabs appear in multiple places I don't want to be active containers so I was hoping there was a combination of filters I could use to ensure they're in the same place each wipe.

For this kind of thing, to ensure they're always in the same spot is to use Lootables.Ext, which is designed to always spawn invisible but interactive prefabs that you can create no matter the map change. They can be unique or you may set a name for each of them if you'd like to share the same lootable preset.

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25 minutes ago, Raul-Sorin Sorban said:

For this kind of thing, to ensure they're always in the same spot is to use Lootables.Ext, which is designed to always spawn invisible but interactive prefabs that you can create no matter the map change. They can be unique or you may set a name for each of them if you'd like to share the same lootable preset.

Sounds good (and well sold, you sneaky devil xD ) but I just want to check I've understood you correctly: with that extension I can set one of the crates in the hangar as a loot container and that'll be in the correct place each wipe without further input from me, right?

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3 hours ago, Muktuk said:

Sounds good (and well sold, you sneaky devil xD ) but I just want to check I've understood you correctly: with that extension I can set one of the crates in the hangar as a loot container and that'll be in the correct place each wipe without further input from me, right?

If the map moves, the Lootables.Ext prefabs will not move, it's not relative to the entire map, that's just Rust doing you dirty and highly doubt there's a way around that... If they do map changes that even slightly move things around on the same map seed, it's out of my reach unfortunately.

But defined custom prefabs (with the addon plug) will stay exactly where you put them, so they might be looking off if the map shifted, but that's the map, and not the custom prefabs.

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2 hours ago, MercedesCLA45AMG said:

Are there any plans to make this compatible with alpha loot for easy use so you dont have to configure so much.

I run both without any known issues.  Alpha Loot does not fill these "containers" so there should be no conflict.  Are you having a specific issue?

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no what i want is for alpha loot to fill the containers as its hard enough doing all of the containers in alpha loot and then having to configure all of these it would be better with an option for the alpha loot to do it if possible thanks

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3 hours ago, MercedesCLA45AMG said:

no what i want is for alpha loot to fill the containers as its hard enough doing all of the containers in alpha loot and then having to configure all of these it would be better with an option for the alpha loot to do it if possible thanks

Do you realise it is two different plugins, two different authors?  They do not overlap, so you are effectively configuring each "container" once. It would be ideal if there was one master configuration across all plugins, but since this is effectively creating new container types that is out of scope for existing plugins. You would need to get the AlphaLoot to alter its code to support this plugin, not the other way around. I would suggest it is unlikely.

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35 minutes ago, MercedesCLA45AMG said:

ok last question i think if i configure a random location cash register will the cash register all over the map every wipe have loot. ty. 

Hey, if your definitions aren't persistent, they'll generate new loot as per usual.

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1 minute ago, MercedesCLA45AMG said:

sorry i dont understand

I think I don't really understand your question.

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2 hours ago, MercedesCLA45AMG said:

ok last question i think if i configure a random location cash register will the cash register all over the map every wipe have loot. ty. 

yes it will stay all over the map and have loot every wipe  🤠

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Dunno if this should be here, or in the extension. Is there a way to set up custom Static Lootable file per map. 

Let me share the pain, and see if you can code in the cure : I run a bi-weekly wipe, and use 95% custom maps. Every wipe I need to replace the config of my Static Lootables if the map has any extra lootables, it becomes even more of a pain. 

I also use maps with a fair amount of surface railway, and set up a full automated railway for each map. the difference is if I rotate back to a map, the plugin has a config with the same name as the map in the /data/AutomatedWorkcarts folder, and my previous set up for the automated workcarts returns.

Is there a way this can be added into Static Lootables? It would also make it much easier for map creators who want to add a static lootables file into their map, to have a file the user can toss into /data/StaticLootables and know that the map creator's intended loot placement is ready.

I know I could back up the files and replace them each time, but this way does seem to be more efficient.

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5 hours ago, Covfefe said:

What does Persistent mean? If the item respawns after it's taken?

If someone loots a locker in a Supermarket, it is eventually refilled. At least that is what is happening on my server. 🙂

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6 hours ago, Covfefe said:

What does Persistent mean? If the item respawns after it's taken?

Persistent containers mean that they only generate loot once, and afterwards they become regular containers that persist all throughought the wipe - aka don't re-generate again, and allow players to add/take items in the container.

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is it possible  to make an item that is minable like a rock? so you hit it get some parts hit it again get more stuff untill "empty" or "broken"?

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24 minutes ago, regtable said:

is it possible  to make an item that is minable like a rock? so you hit it get some parts hit it again get more stuff untill "empty" or "broken"?

That request idea has nothing to do with the plugin in any shape or form...

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I updated to 2.7.1 yesterday and later that day I had a player report this to me. I've downagraded to 2.7.0.

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Comboz — Yesterday at 18:45
whenever i look at a wall in my base it says ASSETS/PREFABS/BUILDING CORE/WALL/WALL.METAL.FULL.PREFAB, and under it it says press [USE] to create loottable

 

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1 hour ago, PPlank said:

I updated to 2.7.1 yesterday and later that day I had a player report this to me. I've downagraded to 2.7.0.

 

Please ensure players don’t have the staticlootables.editor permission. Because it looks like that specific player was able to run the /sledit command. Downgrading doesn't change anything as the latest version didn't update anything regarding the editor permissions.

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Yeah, he doesn't have any static* permissions. This is what he said before signing off for the day.

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Comboz

Today at 14:02

Alright, i was really confused and when i looked up how to get rid of it, the command wasn’t working

So it looks like he worked out what plugin it was (I haven't told any players about it), checked the plugin page to see what was going on but couldn't issue the command because he didn't have the permission - he's in the default group. I'll continue to investigate, but it might just be #rustthings.

🤷‍♂️

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