aquietone updated lootnscoot (for emu) with a new update entry:
12/24/2025
Read the rest of this update entry...
12/24/2025
Read the rest of this update entry...
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Since switching over to item ID based tracking. its a little harder than just dropping in a list.i dont know if im doing something wrong or looking in the wrong places... where does the loot list file go? starting fresh on an emu and everything is working great..
i was hoping i could manually type in a huge list of items i have saved instead of needing to update 1 by 1 on this server.
MQ\Resources\lootnscoot\server\ folder otherwise the items table also builds as you see items or /lns importinv will add items you have already to the db if starting from scratch.MQ\Resources\Lootnscoot\server\AdvLootRules.db you can edit this directly with a sqlite db browser. Which means you can directly add items if you have the item ID's and not just the names. /lns type rule "Item Name"/lns normalrule keep "Lesser Muramite Rune" would set a rule for Lesser Muramite Rune with the rule being Keepthank you for that info. i am not familiar with the sqlite db browser and do not have one. i know notepad++ does not seem to be able to read the file at least.Since switching over to item ID based tracking. its a little harder than just dropping in a list.
There is a DB file you can grab that has all of the EMU items from a standard EMU server dump. This will get you items you can lookup and set item rules either individually or bulk from that. This would replace the one in yourMQ\Resources\lootnscoot\server\folder otherwise the items table also builds as you see items or/lns importinvwill add items you have already to the db if starting from scratch.
The Rules are stored inMQ\Resources\Lootnscoot\server\AdvLootRules.dbyou can edit this directly with a sqlite db browser. Which means you can directly add items if you have the item ID's and not just the names.
There is a PR made that will help make this easier by allowing you to set wildcard patterns and rules. example "^rusty" would set the rule you want for all items starting with rusty in the name. This will be using lua pattern matching so you can make them as simple or complicated as you like. This update should be coming soon.
There is also an option to create rules by exact item name.
These are temporary rules and will show with a negative item id until we have seen that item and then it should switch to its proper ID, if it doesn't there is a missing items tab that you can see if you have negative id items, and you can click the name there and select the correct item if there are more than one in the items DB or if failed to auto update when seeing it once.
This is done through the cli/lns type rule "Item Name"
where type = normalrule, globalrule, personalrule.
rule is either "sell, keep, quest, destroy, ignore, ask, canuse, tribute, bank"
example/lns normalrule keep "Lesser Muramite Rune"would set a rule for Lesser Muramite Rune with the rule being Keep

Commits
Wildcard patterns (#64)
* Performance Win
Performance window will now stay open when closing the main window.
* feat: wildcard based rules
Added the ability to set rules from names as wildcards.
This uses Lua pattern matching so you can get as complex as you wish.
example: ^rusty would be anything starting with rusty in the name.
[URL...
How do you use the wildcard feature? For instance, I want to loot all "^ornate"... where would I enter this string?Bravo on the wildcard update. So much better for loot management.
There is a Wildcard tab if you open the interface with the coin.How do you use the wildcard feature? For instance, I want to loot all "^ornate"... where would I enter this string?
^[^%s]+%s+Defiant%sGetting quite a few crashes one I was able to catch when it was happening.
Second screenshot was the item that was on the corpse when the crash happened.
I tried turning on debug but the windows closes on crash and I loose the data. Is there a way to dump to a file?
View attachment 74191View attachment 74192
> /lua parse mq.TLO.Me.Inventory('head')
Fluffy's Cap
> /lua parse mq.TLO.Me.Inventory('head').Worn
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell()
nil
I didn't show you the full screenshot. It does have a worn effect. I will get back in that zone this afternoon and will check the item. It and another bracer always seem to show up.that's pretty strange, typically with TLOs since they don't try and resolve in MQ until the thing you put the final () onto, we shouldn't get something like error calling nil Spell on an item reference.. and that item does have a worn spell effect so it shouldn't be nil to begin with.
Lua:> /lua parse mq.TLO.Me.Inventory('head') Fluffy's Cap > /lua parse mq.TLO.Me.Inventory('head').Worn NULL > /lua parse mq.TLO.Me.Inventory('head').Worn.Spell NULL > /lua parse mq.TLO.Me.Inventory('head').Worn.Spell() nil
try running this and see what console shows:
/lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name()

I didn't show you the full screenshot. It does have a worn effect. I will get back in that zone this afternoon and will check the item. It and another bracer always seem to show up. View attachment 74194
The command /Lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name(). Returned NILthat's pretty strange, typically with TLOs since they don't try and resolve in MQ until the thing you put the final () onto, we shouldn't get something like error calling nil Spell on an item reference.. and that item does have a worn spell effect so it shouldn't be nil to begin with.
Lua:> /lua parse mq.TLO.Me.Inventory('head') Fluffy's Cap > /lua parse mq.TLO.Me.Inventory('head').Worn NULL > /lua parse mq.TLO.Me.Inventory('head').Worn.Spell NULL > /lua parse mq.TLO.Me.Inventory('head').Worn.Spell() nil
try running this and see what console shows:
/lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name()
Note this will be nil if you don't have the item on you, sorry if that was already said and I missed it.The command /Lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name(). Returned NIL
what version of MQ are you using?
> /lua parse mq.TLO.FindItem('Hero\'s taco Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Spell.Name()
Nexus Gate
what version of MQ are you using?
I just tried the find item with both a valid item and invalid one and the worse I get is nil
Code:> /lua parse mq.TLO.FindItem('Hero\'s taco Stone').Worn.Spell.Name() nil > /lua parse mq.TLO.FindItem('Hero\'s Stone').Worn.Spell.Name() nil > /lua parse mq.TLO.FindItem('Hero\'s Stone').Spell.Name() Nexus Gate
I just made a few chars on profusion to do some testing, and after 3 hrs of grinding i have yet to have any crashes. Running lootnscoot through rgmercs.
I just made a few chars on profusion to do some testing, and after 3 hrs of grinding i have yet to have any crashes. Running lootnscoot through rgmercs.
Are you using a pre-populated database? (e.g., the generic emu data dump from this post). I'm just contemplating whether server specific items are conflicting with pre-populated itemID's if the server re-used those itemID's for their custom stuff. (To be fair, I'm clueless as to how LNS handles that situation, and this is just early morning coffee thoughts).lootnscoot ran great for me up to Tier 3 Najena or 4 The Hole.
Today I'm in Beast Domain the longer I was in the zone the fewer crashes I had. Is it possible there is something off the adding loots to the DB? Starting out almost everything looted had to be added to the db, buy the end of the day there was very little I had to add and the crashing was almost nil.
Yesterday I was in Shards Landing and ran for about 4 hrs without a crash added quite a few standard items to the db but no server quest items.
Tier 3 Najena or 4 The Hole is where you start getting into server specific quest drops could they be causing a problem?
I was using the blank db.Are you using a pre-populated database? (e.g., the generic emu data dump from this post). I'm just contemplating whether server specific items are conflicting with pre-populated itemID's if the server re-used those itemID's for their custom stuff. (To be fair, I'm clueless as to how LNS handles that situation, and this is just early morning coffee thoughts).
lootnscoot ran great for me up to Tier 3 Najena or 4 The Hole.
Today I'm in Beast Domain the longer I was in the zone the fewer crashes I had. Is it possible there is something off the adding loots to the DB? Starting out almost everything looted had to be added to the db, buy the end of the day there was very little I had to add and the crashing was almost nil.
Yesterday I was in Shards Landing and ran for about 4 hrs without a crash added quite a few standard items to the db but no server quest items.
Tier 3 Najena or 4 The Hole is where you start getting into server specific quest drops could they be causing a problem?
Cool I will make a backup of my DB and start with a blank db in the zone I'm playing it and see how it runs.new update coming in the next hour, may fix it, may not.
Commits
(c6fa7aa) ~aquietoneUpdate print when getitemfromdb finalize failure occurs
...Protect stmt:finalize call that may error if multiple toons lookup an item
todo: see if this prepared statement can be created up front and long lived
instead of recreate on every item lookup.
I did a few different test today. Zone was The Hole using Red's MQ2.new update coming in the next hour, may fix it, may not.
RGMercs errors have nothing to do with lootnscoot, unfortunately.I did a few different test today. Zone was The Hole using Red's MQ2.
1. Prepopulated db. using code release (4751a22)
Pulled the entire zone
No crashes when looting.
1. Clean db. using code release (4751a22)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window
1. Clean db. using code release (c6fa7aa)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window
I did see this error message.
View attachment 74235
This was in the MQ2Log on the two toons that stopped running
[2026/01/15 11:29:25] [RGMercs:ERROR <16827.562> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:25] [ -->(all) ] group_E9Profusion_****** has looting enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] Ending lua script 'lootnscoot' with PID 27 and status 0
[2026/01/15 11:29:26] [RGMercs:ERROR <16828.282> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] [ -->(all) ] group_E9Profusion_******* has looting enabled, but LNS does not appear to be running!
I did a few different test today. Zone was The Hole using Red's MQ2.
1. Prepopulated db. using code release (4751a22)
Pulled the entire zone
No crashes when looting.
1. Clean db. using code release (4751a22)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window
1. Clean db. using code release (c6fa7aa)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window
I did see this error message.
This was in the MQ2Log on the two toons that stopped running
[2026/01/15 11:29:25] [RGMercs:ERROR <16827.562> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:25] [ -->(all) ] group_E9Profusion_****** has looting enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] Ending lua script 'lootnscoot' with PID 27 and status 0
[2026/01/15 11:29:26] [RGMercs:ERROR <16828.282> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] [ -->(all) ] group_E9Profusion_******* has looting enabled, but LNS does not appear to be running!
Yes the script exits.yeah as algar said those error messages are simply rgmercs telling you that lootnscoot isn't running.. which is the same message you've been sharing for weeks now. so again when you say crash here you mean you still aren't getting any sort of stack trace even right the script just exits?
Yes the script exits.
