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Everything posted by fullwiped
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Version 4.0.4
311 downloads
BetterLoot Loot Table Config Our professionally balanced BetterLoot loot table is designed to deliver a clean, optimized loot experience that fits most server types — from lightly modded PvP to high-rate servers. Junk items have been heavily filtered out to ensure quality and consistency in all loot containers. This setup includes newly added items such as the Minigun, Minigun Backpack, and Military Flamethrower — ensuring your loot stays up-to-date with the latest Rust content. All loot tiers have been carefully balanced to provide a smooth progression and competitive gameplay feel without relying on random chance. Please note that this is a standalone loot table for the BetterLoot plugin. It does not include AlphaLoot-style drop percentages or random chance mechanics. If you're looking for a more advanced, dynamic setup, check out our AlphaLoot configs on our profile. Installation is very simple — a step-by-step guide is included inside the downloaded ZIP file.$10.99- 2 comments
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Tagged with:
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https://www.youtube.com/watch?v=XN8vM95GZW0 I took a video recording for you. Follow along, your advice and help will be appreciated.
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Hello, in the previous support request, you mentioned this to another user: "This is just a warning of conflict between both plugins, you can ignore it, everything will work normally." However, I have now tested the auto split and fuel features, and they still don't work. MY CFG: "Features Settings": { "Smelting speed multiplier": true, "Fuel speed": true, "Resource output multiplier": false, "Charcoal multiplier": false, "Auto split cookables": true, "Auto add fuel": true } WARNING IN RCON: (21:02:24) | Unloaded plugin Furnace Upgrades v2.0.35 by yUN (21:02:24) | [Furnace Upgrades] The CanMoveItem hook was unsubscribed due to conflicts with the StackExtended plugin (21:02:24) | Loaded plugin Furnace Upgrades v2.0.35 by yUN (21:02:24) | [Image Library] Starting order Furnace Upgrades (21:02:24) | Image batch (Furnace Upgrades) has been stored successfully
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I tried to set up this plugin for the third time today but was unsuccessful. I created a kit named STEAMGROUP from the kit plugin on Umod and restricted this kit with a 1 limit and assigned the kits.steamgroup permission. THEN I created a user group named STEAMGROUP in OXIDE. Then I gave the kits.steamgroup permission to this user group. So when I manually assign myself to this group, the kit can be taken. CONFIGURATION IS AS FOLLOWS: { "SteamGroupPROFILURL": "https://steamcommunity.com/groups/xrustco", "GroupName": "STEAMGROUP", "AutoCreateGroup": false, "NotifyGroupPlayers": true, "NotifyPermPlayers": true, "EnableAddGroup": true, "EnableAddPerm": true, "EnablePlayerDisconnectedCheck": true, "EnablePlayerConnectedCheck": true, "EnableConsoleNotifications": true, "ChatPrefix": "<size=12><color=#AE3624>TEST</color> <size=16>|</size> <color=#738D45>[SteamGroupCheck]</color>\n", "PermName": "kits.steamgroup" } I logged out of the admin account, logged into the backup account, left the group, and then entered the game. When I checked the /kit section, the kit named STEAMGROUP was asking for permission. Then I joined the group with this backup account. I typed your command "checksteam" into the console, and it said: (01:51:58) | [SteamGroupCheck] All players have been checked! However, I still couldn't get the kit; it didn't add me to the group. I would be very grateful if you could help me understand what I did wrong. Good luck.
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Hello, the latest version has caused a bug in the categories. The scrolling feature is not working, and half of the categories are not visible. I have reverted to version 1.3.5, which does not have this issue.
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I do not have the Bank System plugin. There is a shop plugin.
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Right now, I don't have any empty server available. When I restart the server, you first see the log indicating that it has loaded correctly: 17:58 [Info] Loaded plugin Balance Bar v0.1.3 by IIIaKa 18:06 [Warning] 'Balance Bar v0.1.3' is using a deprecated hook 'OnBalanceChanged', which will stop working on Friday, 01 July 2022. Please ask the author to update to 'OnEconomicsBalanceUpdated'. On my servers, I have; Shop and Playtime rewards: (here) https://umod.org/plugins/play-time-rewards available. These work with the Economics plugin. There is no log indicating a conflict error with your plugin related to these in the logs.
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I noticed that the main reason for this plugin to stop working is this error: "BalanceBar v0.1.3' is using a deprecated hook 'OnBalanceChanged', which will stop working on Friday, 01 July 2022. Please ask the author to update to 'OnEconomicsBalanceUpdated'." The main reason for this plugin to stop working after the servers restart is the error above. This error makes the plugin completely unusable because it automatically becomes inactive shortly after it becomes active. Of course, this is a serious issue because the plugin does not work and urgently needs an update I had applied this to my 20 different servers, and it seemed to be working. Doing this took at least 2 hours of my time, and unfortunately, since the plugin did not work, removing these plugins also took up my time. This situation has been quite frustrating. I urgently request that you find a solution or provide a refund. Best regards.
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BalanceBar v0.1.3' is using deprecated hook 'OnBalanceChanged', which will stop working on Friday, 01 July 2022. Please ask the author to update to 'OnEconomicsBalanceUpdated'
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It doesn't work after the server restart. After I enter RCON and type "o.reload BalanceBar", it becomes active. Do you have any advice on this?
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I wanted to add a note to the 'InventoryDescription' section to at least make sure players are aware of this topic, but the text is still positioned incorrectly on the screen. I tried deleting and reinstalling the plugin, config, and language files, but the misalignment continues. I would appreciate your help in resolving this issue "InventoryDescription": "This is where you store your items and rewards for completing tasks and achievements on the server",
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These screenshots are another test on my other server.
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I ran a few tests. For example, I had 5 empty slots in my inventory and there were rewards of 6 turrets and 6 pistols in the /daily inventory section. I clicked on each one individually to claim them. All clicks were successful, but only 5 turrets ended up in my inventory; the other items disappeared. That means 1 turret and all 6 pistols vanished. I checked the /daily inventory again, and they weren't there either. If this is a bug, could you please fix it? It would be great if you could test this, as it seems to be a serious issue.
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I'm a huge fan of the developer named Mevent and I've purchased almost all of his popular plugins. The guy is very professional and most of the plugins work flawlessly. I must say, these are very detailed and professional works. I appreciate it. There is no proper free or paid plugin on the market that gives a Steam group reward. I hope Mevent would consider this, and I would be the first customer. Best regards.
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(11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0 (11:00:20) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.GatherLootMultiplier+<>c__DisplayClass6_0.<OnLootSpawn>b__0 () [0x0000e] in <2d2e1be9d88b4ac596ad24d491b1110d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0
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The main reason I'm asking this question is the following scenario: consider two neighboring bases, and one person, just to annoy the other player, might shoot a single bullet from their roof at the other's door or wall. If this action activates the raid block, the victimized base owner would be unable to use certain commands that are blocked by the raid block, which is something I don't want. Therefore, it's important that elements like walls and doors only trigger the raid block after receiving a certain percentage of damage from explosives or similar significant attacks. If there are any finer adjustments or advice you have on this matter, I would appreciate hearing them. Thank you.
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"Damaged Health Percentage on an entity to trigger a raid (0 = disabled)": 96, Hello, I have a question about the Damaged Health Percentage; I set it to 96. For example, when walls that are at full health take 4% damage, the raid block becomes active. However, for doors, even a single bullet triggers the raid block regardless of this percentage. Also, if a wall that was already at half health is hit by a single bullet, the raid block is activated. Could you provide information about this? Thank you and best regards.
