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Release lootnscoot (for emu) (1 Viewer) 05/16/2026

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did you try with debug on so that it would log to the mq console?
I'm playing on Might tonight same thing is happening. Here are the last few lines before lootnscoot exited.

0016000000000000000000000000000000000000000000009D0BFBBFBrass Goblin Flamberge Action: new LNS_Mode: directed
[2026/01/15 20:38:14] [LootnScoot] [20:38:14] (actor.Lua::337) [DEBUG] :: ItemID: 10043 Rule: Ask Classes: All Lookup: loot.RegisterActors() Who: Leroy Event: Received message Directions: NULL Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring Action: addrule LNS_Mode: directed
[2026/01/15 20:38:14] [LootnScoot] [20:38:14] (actor.Lua::337) [DEBUG] :: ItemID: 10043 Rule: Ask Classes: All Lookup: loot.RegisterActors() Who: Leroy Event: Received message Directions: NULL Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring Action: addrule LNS_Mode: directed
[2026/01/15 20:38:14] [LootnScoot] [20:38:14] (actor.Lua::434) [DEBUG] :: ItemID: 10043 Rule: Ask Classes: All Lookup: loot.RegisterActors() Who: Leroy Event: Received message Directions: NULL Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring Action: new LNS_Mode: directed
[2026/01/15 20:38:14] [LootnScoot] [20:38:14] (db.Lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 10043 ORDER BY name ASC
[2026/01/15 20:38:14] [LootnScoot] [20:38:14] (init.Lua::1600) [DEBUG] :: Link for 10043 ALREADY MATCHES 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring
[2026/01/15 20:38:25] [LootnScoot] [20:38:25] (init.Lua::3356) [DEBUG] :: lootMobs(): Attempting to loot 3 corpses.
[2026/01/15 20:38:25] [LootnScoot] [20:38:25] (init.Lua::3375) [DEBUG] :: lootMobs(): Navigating to corpse ID 191.
[2026/01/15 20:38:25] [LootnScoot] [20:38:25] (init.Lua::3042) [DEBUG] :: Enter lootCorpse
[2026/01/15 20:38:26] [LootnScoot] [20:38:26] (init.Lua::3089) [DEBUG] :: lootCorpse(): Loot window open. Items: 1
[2026/01/15 20:38:26] [LootnScoot] [20:38:26] (init.Lua::1600) [DEBUG] :: Link for 12977 ALREADY MATCHES 0032B100000000000000000000000000000000000000000066D98023Canine
[2026/01/15 20:38:26] [LootnScoot] [20:38:26] (init.Lua::2542) [DEBUG] :: Lookup Rule Item: (Canine) ID: (12977) Rule: (Ignore) Classes: (All)
[2026/01/15 20:38:26] [LootnScoot] [20:38:26] (init.Lua::3161) [DEBUG] :: Link: 0032B100000000000000000000000000000000000000000066D98023Canine Item: Canine Lookup: loot.lootCorpse() Check: Skipping Item Evaluation: Ignore
[2026/01/15 20:38:27] [LootnScoot] [20:38:27] (init.Lua::3223) [DEBUG] :: lootCorpse(): Checked a coerced goblin`s corpse Found (1) Items: (Canine [Ignore])
[2026/01/15 20:38:27] [LootnScoot] [20:38:27] (init.Lua::3375) [DEBUG] :: lootMobs(): Navigating to corpse ID 199.
[2026/01/15 20:38:28] [LootnScoot] [20:38:28] (init.Lua::3042) [DEBUG] :: Enter lootCorpse
[2026/01/15 20:38:29] [LootnScoot] [20:38:29] (init.Lua::3089) [DEBUG] :: lootCorpse(): Loot window open. Items: 2
[2026/01/15 20:38:29] [LootnScoot] [20:38:29] (init.Lua::1600) [DEBUG] :: Link for 12977 ALREADY MATCHES 0032B100000000000000000000000000000000000000000066D98023Canine
[2026/01/15 20:38:29] [LootnScoot] [20:38:29] (init.Lua::2542) [DEBUG] :: Lookup Rule Item: (Canine) ID: (12977) Rule: (Ignore) Classes: (All)
[2026/01/15 20:38:29] [LootnScoot] [20:38:29] (init.Lua::3161) [DEBUG] :: Link: 0032B100000000000000000000000000000000000000000066D98023Canine Item: Canine Lookup: loot.lootCorpse() Check: Skipping Item Evaluation: Ignore
[2026/01/15 20:38:29] [LootnScoot] [20:38:29] (init.Lua::1600) [DEBUG] :: Link for 12977 ALREADY MATCHES 0032B100000000000000000000000000000000000000000066D98023Canine
[2026/01/15 20:38:30] [LootnScoot] [20:38:29] (init.Lua::2542) [DEBUG] :: Lookup Rule Item: (Canine) ID: (12977) Rule: (Ignore) Classes: (All)
[2026/01/15 20:38:30] [LootnScoot] [20:38:30] (init.Lua::3161) [DEBUG] :: Link: 0032B100000000000000000000000000000000000000000066D98023Canine Item: Canine Lookup: loot.lootCorpse() Check: Skipping Item Evaluation: Ignore
[2026/01/15 20:38:30] [LootnScoot] [20:38:30] (init.Lua::3223) [DEBUG] :: lootCorpse(): Checked a coerced goblin`s corpse Found (2) Items: (Canine [Ignore]) (Canine [Ignore])
[2026/01/15 20:38:30] [LootnScoot] [20:38:30] (init.Lua::3375) [DEBUG] :: lootMobs(): Navigating to corpse ID 197.
[2026/01/15 20:38:31] [LootnScoot] [20:38:31] (init.Lua::3042) [DEBUG] :: Enter lootCorpse
[2026/01/15 20:38:31] [LootnScoot] [20:38:31] (actor.Lua::337) [DEBUG] :: ItemID: 5632 Rule: Keep Classes: war pal rng shd ber Lookup: loot.RegisterActors() Who: Maddog Event: Received message Directions: NULL Link: 0016000000000000000000000000000000000000000000009D0BFBBFBrass Goblin Flamberge Action: modifyitem LNS_Mode: directed
[2026/01/15 20:38:33] [LootnScoot] [20:38:33] (init.Lua::3089) [DEBUG] :: lootCorpse(): Loot window open. Items: 1
[2026/01/15 20:38:33] [LootnScoot] [20:38:33] (init.Lua::1600) [DEBUG] :: Link for 10043 ALREADY MATCHES 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring
[2026/01/15 20:38:33] [LootnScoot] [20:38:33] (init.Lua::2542) [DEBUG] :: Lookup Rule Item: (Jade Ring) ID: (10043) Rule: (Ask) Classes: (All)
[2026/01/15 20:38:33] [LootnScoot] [20:38:33] (init.Lua::2602) [DEBUG] :: Decision: Ask Classes: All Item: Jade Ring Lookup: Check for ALWAYSASK Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring
[2026/01/15 20:38:34] [LootnScoot] [20:38:34] (init.Lua::3161) [DEBUG] :: Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring Item: Jade Ring Lookup: loot.lootCorpse() Check: Skipping Item Evaluation: Ask
[2026/01/15 20:38:34] [LootnScoot] [20:38:34] (init.Lua::3223) [DEBUG] :: lootCorpse(): Checked a coerced goblin`s corpse Found (1) Items: (Jade Ring [Ask])
[2026/01/15 20:38:34] [LootnScoot] [20:38:34] (db.Lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 5632 ORDER BY name ASC
[2026/01/15 20:38:34] [LootnScoot] [20:38:34] (actor.Lua::337) [DEBUG] :: ItemID: 10043 Rule: Sell Classes: All Lookup: loot.RegisterActors() Who: Maddog Event: Received message Directions: NULL Link: 00273B000000000000000000000000000000000000000000157D9CD7Jade Ring Action: modifyitem LNS_Mode: directed
[2026/01/15 20:38:34] [LootnScoot] [20:38:34] (init.Lua::1600) [DEBUG] :: Link for 5632 ALREADY MATCHES 0016000000000000000000000000000000000000000000009D0BFBBFBrass Goblin Flamberge
[2026/01/15 20:38:35] Ending Lua script 'lootnscoot' with PID 35 and status 0
[2026/01/15 20:38:36] [RGMercs:ERROR <49778.200> (lootnscoot.Lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 20:38:36] [ -->(all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 20:38:44] [ milbena (all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!
 
you can try replace lootnscoot/init.lua with this which just puts a try/catch around the entire main loop and see if it happens to catch anything
I didn't see this message before the last post I did. Will give it a try.
 
Here is the latest log with the try/catch code. Three toons exited at the same time.

Bigbooper log


[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Action: addrule Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.Lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Action: addrule Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::434) [DEBUG] :: Action: new Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.Lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending Lua script 'lootnscoot' with PID 48 and status 0
[2026/01/15 20:59:42] [RGMercs:ERROR <51044.806> (lootnscoot.Lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 20:59:42] [ -->(all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ fazilmere (all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:28] [ milbena (all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!

Fazilmere log

[2026/01/15 20:59:05] Target cleared.
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: addrule Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.Lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: addrule Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::434) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: new Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.Lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending Lua script 'lootnscoot' with PID 37 and status 0
[2026/01/15 20:59:42] [ bigbopper (all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [RGMercs:ERROR <51063.506> (lootnscoot.Lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ -->(all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:28] [ milbena (all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!

Milbena

[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: addrule Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.Lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.Lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::337) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: addrule Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.Lua::434) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: new Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending Lua script 'lootnscoot' with PID 21 and status 0
[2026/01/15 20:59:43] [ bigbopper (all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ fazilmere (all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:27] [RGMercs:ERROR <51089.954> (lootnscoot.Lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 21:00:27] [ -->(all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!
 
so both the actor callback and the main loop would have printed something if they had gotten some kind of error and neither did, that doesn't really leave much else for where an error may be happening. there's clearly more messages than necessary being sent though when you see a new item like that log shows 2 addrule and 1 new message for the same item back to back.
 
Here is the latest log with the try/catch code. Three toons exited at the same time.

Bigbooper log


[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Action: addrule Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Action: addrule Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::434) [DEBUG] :: Action: new Who: Maddog Lookup: loot.RegisterActors() ItemID: 37016 Rule: Ask Classes: All Event: Received message Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL LNS_Mode: directed
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending lua script 'lootnscoot' with PID 48 and status 0
[2026/01/15 20:59:42] [RGMercs:ERROR <51044.806> (lootnscoot.lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 20:59:42] [ -->(all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ fazilmere (all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:28] [ milbena (all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!

Fazilmere log

[2026/01/15 20:59:05] Target cleared.
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: addrule Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: addrule Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::434) [DEBUG] :: Rule: Ask Classes: All Who: Maddog Lookup: loot.RegisterActors() LNS_Mode: directed Action: new Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3 Directions: NULL Event: Received message ItemID: 37016
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending lua script 'lootnscoot' with PID 37 and status 0
[2026/01/15 20:59:42] [ bigbopper (all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [RGMercs:ERROR <51063.506> (lootnscoot.lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ -->(all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:28] [ milbena (all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!

Milbena

[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: addrule Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (db.lua::374) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 37016 ORDER BY name ASC
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (init.lua::1600) [DEBUG] :: Link for 37016 ALREADY MATCHES 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::337) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: addrule Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] [LootnScoot] [20:59:33] (actor.lua::434) [DEBUG] :: Lookup: loot.RegisterActors() Event: Received message Action: new Directions: NULL Who: Maddog LNS_Mode: directed ItemID: 37016 Rule: Ask Classes: All Link: 009098000000000000000000000000000000000000000000CCBDAFEASmall Gear #3
[2026/01/15 20:59:33] Ending lua script 'lootnscoot' with PID 21 and status 0
[2026/01/15 20:59:43] [ bigbopper (all) ] group_EQMight_Traken Bigbopper has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:01] [ fazilmere (all) ] group_EQMight_Traken Fazilmere has looting enabled, but LNS does not appear to be running!
[2026/01/15 21:00:27] [RGMercs:ERROR <51089.954> (lootnscoot.lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 21:00:27] [ -->(all) ] group_EQMight_Traken Milbena has looting enabled, but LNS does not appear to be running!

attempt #42 at chasing ghosts coming in next update.
 
aquietone updated lootnscoot (for emu) with a new update entry:

01/17/2026

〰️Commits​


Attempt some fixes for LNS exiting

- Create prepared statement up front for item lookup by ID
- Skip checking wildcard rule when looking up item after receiving addrule actor message
- Consolidate addrule messages for normal and global rules when AlwaysGlobal is enabled
- Skip item lookup after addrule actor message on toon who sent the message
- Pass itemLink into lookupLootRule after addrule actor message for less unnecessary link lookups
...

Read the rest of this update entry...
 
Pulled down the latest version still exiting.

Logs for two diffent toons

Toon 1

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::339) [DEBUG] :: Rule: Ask Classes: All Who: Traken Secion: NormalItems LNS_Mode: directed Link: 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35 Action: addrule Event: Received message Lookup: loot.RegisterActors() Directions: NULL ItemID: 11722

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::438) [DEBUG] :: Rule: Ask Classes: All Who: Traken Secion: NormalItems LNS_Mode: directed Link: 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35 Action: new Event: Received message Lookup: loot.RegisterActors() Directions: NULL ItemID: 11722

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (db.Lua::385) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 11722 ORDER BY name ASC

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::339) [DEBUG] :: Rule: Ask Classes: war clr pal shd shm ber Who: Leroy Secion: NormalItems LNS_Mode: directed Link: 000CB6000000000000000000000000000000000000000000CD3177CAJarsath Scale Wrist Guards Action: addrule Event: Received message Lookup: loot.RegisterActors() Directions: NULL ItemID: 3254

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::438) [DEBUG] :: Rule: Ask Classes: war clr pal shd shm ber Who: Leroy Secion: NormalItems LNS_Mode: directed Link: 000CB6000000000000000000000000000000000000000000CD3177CAJarsath Scale Wrist Guards Action: new Event: Received message Lookup: loot.RegisterActors() Directions: NULL ItemID: 3254

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (db.Lua::806) [DEBUG] :: Updated link for 11722 to 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35

[2026/01/17 07:20:12] Ending Lua script 'lootnscoot' with PID 11 and status 0

[2026/01/17 07:20:21] [RGMercs:ERROR <6894.758> (lootnscoot.Lua::unknown_func():262 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!



toon2


[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::339) [DEBUG] :: Rule: Ask Classes: All Link: 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35 Who: Traken Secion: NormalItems LNS_Mode: directed Action: addrule ItemID: 11722 Event: Received message Lookup: loot.RegisterActors() Directions: NULL

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::438) [DEBUG] :: Rule: Ask Classes: All Link: 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35 Who: Traken Secion: NormalItems LNS_Mode: directed Action: new ItemID: 11722 Event: Received message Lookup: loot.RegisterActors() Directions: NULL

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (db.Lua::385) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 11722 ORDER BY name ASC

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::339) [DEBUG] :: Rule: Ask Classes: war clr pal shd shm ber Link: 000CB6000000000000000000000000000000000000000000CD3177CAJarsath Scale Wrist Guards Who: Leroy Secion: NormalItems LNS_Mode: directed Action: addrule ItemID: 3254 Event: Received message Lookup: loot.RegisterActors() Directions: NULL

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (actor.Lua::438) [DEBUG] :: Rule: Ask Classes: war clr pal shd shm ber Link: 000CB6000000000000000000000000000000000000000000CD3177CAJarsath Scale Wrist Guards Who: Leroy Secion: NormalItems LNS_Mode: directed Action: new ItemID: 3254 Event: Received message Lookup: loot.RegisterActors() Directions: NULL

[2026/01/17 07:20:11] [LootnScoot] [07:20:11] (db.Lua::806) [DEBUG] :: Updated link for 11722 to 002DCA000000000000000000000000000000000000000000B382B01DNilitim's Grimoire Pg. 35

[2026/01/17 07:20:12] Ending Lua script 'lootnscoot' with PID 17 and status 0
 
Well I went as far as running MQ in debug, creating a group on eq might and running lootnscoot+rgmercs combo on the whole group and wandered around til like lvl 40 trying to figure out what's going wrong but i wasn't crashing at all so who knows.
 
aquietone updated lootnscoot (for emu) with a new update entry:

01/18/2026

〰️Commits​


Few actor and db related changes

- Skip addrule/deleterule message in LNS.modifyItemRule when called from LNS.AddNewItem
- Include rule sections of addrule/deleterule message into new item message
- Enter actor callback addrule/deleterule logic on new item message
- Create prepared statements up front for get item link update item link
- Add check for AddNewtributes setting around adding rule on tribute item events
...

Read the rest of this update entry...
 
Three toons stopped at just about the same time. Only had debug running on one person. Did seem to run for longer before exiting.


[2026/01/18 07:40:08] Target cleared.

[2026/01/18 07:40:16] [LootnScoot] [07:40:16] (actor.Lua::339) [DEBUG] :: Lookup: loot.RegisterActors() Classes: shd Link: 00151C000000000000000000000000000000000000000000178D00DDDark Reaver Event: Received message Directions: NULL LNS_Mode: directed Secion: NormalItems Who: Traken Action: new Rule: Ask ItemID: 5404

[2026/01/18 07:40:16] [LootnScoot] [07:40:16] (db.Lua::391) [DEBUG] :: SQL Query: SELECT * FROM Items WHERE item_id = 5404 ORDER BY name ASC

[2026/01/18 07:40:17] [LootnScoot] [07:40:17] (actor.Lua::339) [DEBUG] :: Lookup: loot.RegisterActors() Classes: All Link: 00271C000000000000000000000000000000000000000000946C3C74Black Pearl Event: Received message Directions: NULL LNS_Mode: directed Secion: NormalItems Who: Traken Action: new Rule: Ask ItemID: 10012

[2026/01/18 07:40:17] [LootnScoot] [07:40:17] (db.Lua::825) [DEBUG] :: Updated link for 5404 to 00151C000000000000000000000000000000000000000000178D00DDDark Reaver

[2026/01/18 07:40:17] [LootnScoot] [07:40:17] (init.Lua::3380) [DEBUG] :: lootMobs(): Attempting to loot 1 corpses.

[2026/01/18 07:40:17] [LootnScoot] [07:40:17] (init.Lua::3399) [DEBUG] :: lootMobs(): Navigating to corpse ID 9.

[2026/01/18 07:40:17] [LootnScoot] [07:40:17] (init.Lua::3064) [DEBUG] :: Enter lootCorpse

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::3111) [DEBUG] :: lootCorpse(): Loot window open. Items: 2

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (db.Lua::825) [DEBUG] :: Updated link for 5404 to 00151C000000000000000000000000000000000000000000178D00DDDark Reaver

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::2562) [DEBUG] :: Lookup Rule Item: (Dark Reaver) ID: (5404) Rule: (Ask) Classes: ( shd)

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::2622) [DEBUG] :: Lookup: Check for ALWAYSASK Classes: shd Item: Dark Reaver Link: 00151C000000000000000000000000000000000000000000178D00DDDark Reaver Decision: Ask

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::3183) [DEBUG] :: Lookup: loot.lootCorpse() Item: Dark Reaver Link: 00151C000000000000000000000000000000000000000000178D00DDDark Reaver Evaluation: Ask Check: Skipping Item

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (db.Lua::825) [DEBUG] :: Updated link for 10012 to 00271C000000000000000000000000000000000000000000946C3C74Black Pearl

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::2562) [DEBUG] :: Lookup Rule Item: (Black Pearl) ID: (10012) Rule: (Ask) Classes: (All)

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::2622) [DEBUG] :: Lookup: Check for ALWAYSASK Classes: All Item: Black Pearl Link: 00271C000000000000000000000000000000000000000000946C3C74Black Pearl Decision: Ask

[2026/01/18 07:40:19] [LootnScoot] [07:40:19] (init.Lua::3183) [DEBUG] :: Lookup: loot.lootCorpse() Item: Black Pearl Link: 00271C000000000000000000000000000000000000000000946C3C74Black Pearl Evaluation: Ask Check: Skipping Item

[2026/01/18 07:40:20] [LootnScoot] [07:40:20] (init.Lua::3247) [DEBUG] :: lootCorpse(): Checked a ghoul cavalier`s corpse Found (2) Items: (Dark Reaver [Ask]) (Black Pearl [Ask])

[2026/01/18 07:40:20] Ending Lua script 'lootnscoot' with PID 8 and status 0
 
Item is set to sell in the DB but in a loop looting the corpse and being prompted to add loot rule. Had to change from sell to keep to get out of the loop.


[2026/01/18 09:57:01] [LootnScoot] [09:57:01] (ui.Lua::1283) [DEBUG] :: Saving --NEW ITEM RULE-- Item: Enameled Black Mace (ID: 6401) with rule: Sell, classes: war clr pal rng shd dru mnk brd rog shm bst, link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace

[2026/01/18 09:57:01] [LootnScoot] [09:57:01] (actor.Lua::339) [DEBUG] :: Secion: GlobalItems ItemID: 6401 Rule: Sell Classes: war clr pal rng shd dru mnk brd rog shm bst Who: Traken Link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace Action: modifyitem Event: Received message Lookup: loot.RegisterActors() Directions: NULL LNS_Mode: directed

[2026/01/18 09:57:01] [LootnScoot] [09:57:01] (actor.Lua::339) [DEBUG] :: Secion: GlobalItems ItemID: 6401 Rule: Sell Classes: war clr pal rng shd dru mnk brd rog shm bst Who: Traken Link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace Action: addrule Event: Received message Lookup: loot.RegisterActors() Directions: NULL LNS_Mode: directed

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3380) [DEBUG] :: lootMobs(): Attempting to loot 1 corpses.

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3399) [DEBUG] :: lootMobs(): Navigating to corpse ID 185.

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3064) [DEBUG] :: Enter lootCorpse

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3111) [DEBUG] :: lootCorpse(): Loot window open. Items: 1

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::1600) [DEBUG] :: Link for 6401 ALREADY MATCHES 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::2562) [DEBUG] :: Lookup Rule Item: (Enameled Black Mace) ID: (6401) Rule: (Ask) Classes: ( war clr pal rng shd dru mnk brd rog shm bst)

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::2622) [DEBUG] :: Link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace Classes: war clr pal rng shd dru mnk brd rog shm bst Lookup: Check for ALWAYSASK Item: Enameled Black Mace Decision: Ask

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (actor.Lua::339) [DEBUG] :: Secion: NormalItems ItemID: 6401 Rule: Ask Classes: war clr pal rng shd dru mnk brd rog shm bst Who: Traken Link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace Action: new Event: Received message Lookup: loot.RegisterActors() Directions: NULL LNS_Mode: directed

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3183) [DEBUG] :: Check: Skipping Item Link: 0019010000000000000000000000000000000000000000004C791348Enameled Black Mace Lookup: loot.lootCorpse() Item: Enameled Black Mace Evaluation: Ask

[2026/01/18 09:57:02] [LootnScoot] [09:57:02] (init.Lua::3247) [DEBUG] :: lootCorpse(): Checked a ghoul savant`s corpse Found (1) Items: (Enameled Black Mace [Ask])
 
I have an item Eye of Kor on Ignore in the db but still being prompted to set loot rules. Screenshot 2026-01-18 101326.png

[2026/01/18 10:12:53] [LootnScoot] [10:12:53] (init.Lua::3380) [DEBUG] :: lootMobs(): Attempting to loot 1 corpses.

[2026/01/18 10:12:53] [LootnScoot] [10:12:53] (init.Lua::3399) [DEBUG] :: lootMobs(): Navigating to corpse ID 197.

[2026/01/18 10:12:53] [LootnScoot] [10:12:53] (init.Lua::3064) [DEBUG] :: Enter lootCorpse

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::3111) [DEBUG] :: lootCorpse(): Loot window open. Items: 1

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::1600) [DEBUG] :: Link for 10524 ALREADY MATCHES 00291C0000000000000000000000000000000000000000009051AFC5Eye of Kor

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::2562) [DEBUG] :: Lookup Rule Item: (Eye of Kor) ID: (10524) Rule: (Ask) Classes: (All)

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::2622) [DEBUG] :: Classes: All Item: Eye of Kor Lookup: Check for ALWAYSASK Link: 00291C0000000000000000000000000000000000000000009051AFC5Eye of Kor Decision: Ask

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (actor.Lua::339) [DEBUG] :: Secion: NormalItems Who: Traken Action: new ItemID: 10524 Rule: Ask Classes: All Link: 00291C0000000000000000000000000000000000000000009051AFC5Eye of Kor Event: Received message Lookup: loot.RegisterActors() Directions: NULL LNS_Mode: directed

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::3183) [DEBUG] :: Link: 00291C0000000000000000000000000000000000000000009051AFC5Eye of Kor Item: Eye of Kor Lookup: loot.lootCorpse() Evaluation: Ask Check: Skipping Item

[2026/01/18 10:12:54] [LootnScoot] [10:12:54] (init.Lua::3247) [DEBUG] :: lootCorpse(): Checked a dar ghoul wizard `s corpse Found (1) Items: (Eye of Kor [Ask])
 
Can you explain what autorules had to do with the above error, and how making them default fixed it please? @grimmier

Edit: Also, in your implementation of "Always Ask", if you turn that off, is not anything you have set to "Ask" always just Ignored?

I just don't understand this change.
 
Personally i never understood the purpose of AlwaysGlobal and the GlobalItems, even in ninjadvloot where i think it originally came from? NormalItems is already used by all toons and each toon can override with personal table, so what value global adds i don't know.
Maybe it was only getting set to sell in global table and still asking because of setting in normalitems or something? Pretty sure what AlwaysGlobal is on it is supposed to set the same rule into both tables though.
 
The normal/global thing has never made sense to me when you have personal, I just use everything as always global, but I could just as easily never touch global and I don't see how it would be different?
 
always global and global rules in general were a result of adding the option to re-evaluate based on current settings (old versions of LNS)

Honestly both really have no value anymore with personal rules tables and the fact we don't set sell based on thresholds we only use the thresholds to decide if we loot it in general. Same with AlwaysEval as that is no longer needed.

AlwaysAsk was there and I think I removed with while debugging, I've readded that and changed the check for it alwaysask or rule == ask

Actually it was Derple that asked for AlwaysGlobal toggle.
 
always global and global rules in general were a result of adding the option to re-evaluate based on current settings (old versions of LNS)

Honestly both really have no value anymore with personal rules tables and the fact we don't set sell based on thresholds we only use the thresholds to decide if we loot it in general. Same with AlwaysEval as that is no longer needed.

AlwaysAsk was there and I think I removed with while debugging, I've readded that and changed the check for it alwaysask or rule == ask
Again what the heck does it do other than cause you to ignore items that are set to ask?

Edit: Disregard, I get it.
 
The way LNS used to work (until recently? not sure when it changed),
if an item was tradeable, and was new, the looter would loot it regardless of the rule. This led to looting things you might not want, since every new item gets looted before it has a rule set.
The more recent behavior has been that when a new item is seen, it asks, and leaves the item behind.
I play with hidecorpse looted, so the looter would never go back and loot a new item after i set the rule. But if you don't hide corpses then I think the current behavior does go back and loot something after setting the rule.

With autorules on, it will somewhat go back towards the old behavior? Instead of asking and leaving for most items, it will decide some rule based on the item. Difference here being you won't be prompted to set the rule you want in case you want something other than the auto rule it picked (or will it still show up in new items with the autopicked rule? i've never tried).

My personal preference was always to be greedy with new items and set the rules manually and cleanup extra junk that may have been looted later, as its the least likely to miss some important loot that way.
 
It will go back and loot after you set a rule with autorules off.
This is just a viewpoint difference because I regularly had to spend a lot of time cleaning up a bunch of worthless crap I never wanted looted in the first place... like any time I go to an older level zone and happen to kill a trash mob.
That is what prompted me to PR making auto rules optional in the first place.
Auto rules force junk on you, and electing to loot an item doesn't cause you to leave it. The dude runs right back to the corpse. If its that important to you, it is pretty likely you need to be setting that rule manually anyhow, rather than relying on some arbitrary plat value or tradeskill flag. Just my two cents.

Edit: All of this aside, I don't see how that was a fix for whatever drawthow posted... if there is an issue that only occurs with those use autorules off, that should probably be fixed.
If I created that issue, sorry, and I'll help fix it, but I've been using it for months and months and this seems to be the first time the issue has come up, and it has been a long time since my hands were in that cookie jar.
 
if you have alwaysask off and autorules on, if autorules decides not to loot an item, will you ever notice the items which get left behind dropped? i've never tried autorules before, what does it do with no drop items if you don't have loot no drop on? will auto rules set them to ask?
 
So what was happening was with UseAutoRules disabled it was making everything ask that was a new item and setting the rule as ask forcing you to select.
Which is fine and dandy if you want it that way and why i don't mind it as a toggle, but it was defaulted to disabled which was confusing many as the items weren't getting assigned rules for them, and thus being left behind on corpses.

The issue with looting unintended items that were new should have been resolved a few patches ago as well. by this i mean items you couldn't use on your character that were nodrop
 
So what was happening was with UseAutoRules disabled it was making everything ask that was a new item and setting the rule as ask forcing you to select.
Which is fine and dandy if you want it that way and why i don't mind it as a toggle, but it was defaulted to disabled which was confusing many as the items weren't getting assigned rules for them, and thus being left behind on corpses.

The issue with looting unintended items that were new should have been resolved a few patches ago as well.
Yes, that is exactly what disabling that stuff does.
Forces you to provide input.
The fact that it would leave items behind being a bad thing is a matter of perspective.

AQ1 or you or whoever is going to decide whatever it is you are going to decide and at the end of the day that is what it is :shrug:
I just don't know why it was touted as a fix for an issue that doesn't really sound related.
 
if you have alwaysask off and autorules on, if autorules decides not to loot an item, will you ever notice the items which get left behind dropped? i've never tried autorules before, what does it do with no drop items if you don't have loot no drop on? will auto rules set them to ask?
I think autorules and alwaysask are about the same, just autorules applies to new items and alwaysask is all items.


[CODE lang="Lua" title="autorulescheck"] ---- NEW RULES ----

if newRule then
Logger.Info(LNS.guiLoot.console, "\ax\ag NEW RULE Detected!\ax Item: (\at%s\ax)", itemName, lootRule)
lootClasses = LNS.retrieveClassList(item)
ruletype = 'Normal'
local addToDB = true
lootRule = "Ask"

if settings.Settings.UseAutoRules then
-- NODROP
if isNoDrop then
addToDB = (settings.Settings.LootNoDropNew and settings.Settings.LootNoDrop) or false
if isEquippable and addToDB then
lootRule = "CanUse"
else
return 'Ask', 0, newRule, isEquippable
end
else
if not isEquippable then
if sellPrice > 0 then
lootRule = 'Sell'
elseif tributeValue > 0 then
lootRule = 'Tribute'
end
else
lootRule = 'Keep'
end
end
end[/CODE]

then after the new item check we get the Ask Checks
Lua:
    -- Handle AlwaysAsk setting
    if settings.Settings.AlwaysAsk or lootRule == "Ask" then
        newRule = true
        lootDecision = "Ask"
 
Yes, that is exactly what disabling that stuff does.
Forces you to provide input.
The fact that it would leave items behind being a bad thing is a matter of perspective.

AQ1 or you or whoever is going to decide whatever it is you are going to decide and at the end of the day that is what it is :shrug:
I just don't know why it was touted as a fix for an issue that doesn't really sound related.
To what algar said, for drawthow issue of the item set to sell but still asking, that was just because last night or this morning or something I put a GlobalItems instead of Global_Rules somewhere that it was passing the table name to use when upserting rule into the DB.
Didn't notice since i've never used global or personal rule tables before, and it still got the right table name when using normal rules table. Basically it ended up putting Ask rules into personal table when AlwaysGlobal was on.
 
Cool deal

So is there an actual reason global vs standard exists when we already have personal rules?
I still do not get it.

I am not alone in this :3
 
Cool deal

So is there an actual reason global vs standard exists when we already have personal rules?
I still do not get it.

I am not alone in this :3
I think like grim mentioned it dates back to some naming convention from ninjadvloot, but I've really no idea. My own usage of LNS is about as simple as possible. I just use the normal rules table. I don't use it for no drop items. I don't use it for no drop quest items.
If people weren't already using either or both of normal and global rules tables, I would just remove global because to me normal rules is already a global table. But since people may be using either one for the same purpose, probably wouldn't ever remove either.

Unrelated, I'm taking a pass at updating the resource overview based on all the things grims added the last year or two.
 
we could drop the global table and just merge them into normal to alleviate the confusion. Since they basically are the same thing these days.
 
As long as you are willing to deal with collision, sure, it makes a lot of sense.
I suppose Global if present would have to override it.
Messing with DBs seems a little scary though, right?
 
After the updates from yesterday items in the database are being treated as new items. I don't have any way of verifying this but it seems like items entered into the db before yesterday and items put in yesterday or today have the problem.

Also increasing the Lua turbo number from 500 to 1500 seems to solve the LNS ending randomly.
 

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After the updates from yesterday items in the database are being treated as new items. I don't have any way of verifying this but it seems like items entered into the db before yesterday and items put in yesterday or today have the problem.

Also increasing the lua turbo number from 500 to 1500 seems to solve the LNS ending randomly.
Deleting everything from the personal table seems to fix this problem.
 
Deleting everything from the personal table seems to fix this problem.
yeah the bug where you mentioned that it kept asking after you set the rule, was that it was accidentally throwing things into the personal table with rule set to Ask. that took precedence over the rules you were setting. It should be fixed now but you'd have to cleanup those personal Ask rules that got created.

turbo comment is interesting.
 
What would that even mean? That the script has so many instructions without a yield that it is being knocked out of the driver's seat?
 
yeah i'd imagine between processing actor messages of multiple loots, database updates in main loop, etc., maybe a message comes in about some loot, sets some state, main loop goes to handle it, another message comes in, something gets messed up.
not sure what sort of conflicts might come up but there's some tables that get set like new item info that would eventually get cleared or updated by rule changes etc.
there's also an item lookup done in the main loop for new items after receiving the new item message which just has a single state of the item to be looked up which could maybe getting messed up by multiple new items.
maybe we'll get to the bottom of it someday
 
Release lootnscoot (for emu)

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