On a Rust server, you normally modify loot through a server plugin rather than by editing a vanilla game file. On Oxide/uMod, the most common setup is Better Loot: its global options are stored in oxide/config/BetterLoot.json, while per-container tables are stored in oxide/data/BetterLoot/LootTables.json. MagicLoot, Loot Table & Stacksize GUI, and Raidable Bases use different files and workflows.
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The safe process is consistent: identify whether the server runs Oxide or Carbon, back up the relevant configuration and data, verify the installed plugin version, stop or unload the plugin before hand-editing files, validate the JSON, reload only that plugin, and test the affected container in-game. File names and fields can change between plugin versions, so use the files generated by your installation as the schema to preserve.
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What controls loot on a Rust server?
Vanilla Rust does not provide a normal server-side loot-table file for administrators to edit. Custom loot is supplied by plugins running on a server framework. The two frameworks encountered in this workflow are Oxide/uMod and Carbon. Carbon is designed to implement the Oxide hook API, so many Oxide plugins can run on it without modification; however, Carbon-specific file locations for Better Loot and MagicLoot are not established here. Do not assume that an oxide/ path is correct on Carbon.
Do not run Oxide and Carbon together on the same server. Compatibility behavior can vary by build, and installing both creates an avoidable source of duplicate hooks and conflicting plugin state. Confirm the active framework in your server panel or console before changing files.
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Choose the loot method that matches your goal
| Method | Best for | Where settings live | Important prerequisite or caveat |
|---|---|---|---|
| Better Loot | Global loot behavior plus separate tables for individual container prefabs | oxide/config/BetterLoot.json and oxide/data/BetterLoot/LootTables.json |
Better Loot V4 cannot use old loot-table files; verify the plural file name on your installed version. |
| MagicLoot | Container multipliers, blacklists, per-container rules, and stack-size changes | oxide/config/MagicLoot.json and oxide/data/MagicLoot.json |
Keep configuration rules and stack-size data in their separate files. |
| Loot Table & Stacksize GUI | Editing tables in-game instead of manually editing JSON | Managed through the plugin interface | Carbon requires c.harmonyreference 1; Oxide requires Image Library. |
| Raidable Bases | Loot generated for Raidable Bases events | Oxide: oxide/data/RaidableBases/; Carbon: carbon/data/RaidableBases/ |
Default_Loot.json is the fallback. rb.populate all creates an editable list of every item. |
These plugins can coexist only when their scopes are understood. A Raidable Bases table controls event bases, not necessarily ordinary roadside crates. Likewise, a stack-size setting in MagicLoot is separate from a Better Loot per-prefab table. Changing one plugin will not automatically change loot controlled by another.
Prepare the server before touching a file
Confirm the framework and plugin version
Record whether the server is using Oxide/uMod or Carbon, then check the installed plugin version and its current documentation. The generated files are more reliable than an old forum example. This matters especially for Better Loot: a historical reference uses LootTable.json (singular), while the current uMod page identifies LootTables.json (plural). Treat the plural name as the current default, but open your own oxide/data/BetterLoot/ directory and use the name actually created by that build.
Make a restorable backup
Copy the complete oxide/ directory on Oxide, or the corresponding carbon/ directory on Carbon, before editing. At minimum, preserve the plugin’s configuration and data directories. Give the backup a date and keep the original file names. A backup lets you restore a known-good table if a malformed value prevents the plugin from loading or if a later update rewrites your changes.
Stop or unload before manual edits
For hand-edited data files, stop the server or unload the specific plugin first. Community reports warn that a loaded plugin may save its in-memory state over a file while you are editing it; this behavior is not guaranteed for every version, so unloading is the safer procedure. Do not edit a file while a server restart, plugin reload, or automatic save is in progress.
Validate JSON before reloading
Loot files are JSON. One missing comma, quote, or closing brace can prevent a plugin from parsing its configuration. Run the edited file through a JSON linter or parser before putting it back. Preserve the existing data types: a number should remain a number, a Boolean should remain true or false, and an array or object should retain its brackets. Do not add comments to JSON unless the plugin explicitly supports them.
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Modify ordinary containers with Better Loot
Understand the two Better Loot files
Better Loot separates global behavior from per-container content:
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The data file is where you normally change which items can appear in a particular container. The configuration file is where you adjust plugin-wide behavior exposed by your installed release. Do not move table entries into the config file simply because both files use JSON; they serve different schemas.
Step-by-step Better Loot workflow
- Stop the server or unload Better Loot using your administration method.
- Back up
oxide/config/BetterLoot.jsonand the entireoxide/data/BetterLoot/directory. - Open the files generated by your installed Better Loot version. If
LootTables.jsonis absent, check the plugin’s current documentation and the directory for the actual generated name; do not blindly create a singular or plural file. - Identify the existing entry for the container prefab you intend to change. Copy the surrounding structure exactly and edit only the item or value required. Avoid inventing field names from a guide written for another release.
- Save the file and run a JSON validation check.
- Start the server or reload Better Loot with
oxide.reload BetterLoot. - Visit a newly generated or respawned instance of the affected container and record the result. Test more than one container so you can distinguish a table change from a single container retaining its previous contents.
The reload command applies to Oxide. Carbon has its own reload mechanism; use the command exposed by your Carbon build rather than assuming the Oxide command will behave identically.
Better Loot V4 migration warning
Better Loot V4 is not compatible with older loot-table files. If you upgrade and reuse an old table unchanged, the plugin may reject it or interpret it incorrectly. The Better Loot listing describes a converter at looty.cc/converter. Back up the old files first, convert them according to the tool’s instructions, then compare the converted structure with the files generated by your V4 installation before reloading.
Change multipliers and stacks with MagicLoot
Keep MagicLoot’s files separate
MagicLoot uses one configuration file for rules and a separate data file for stack sizes:
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oxide/config/MagicLoot.jsoncontains container multipliers, blacklists, and per-container rules.oxide/data/MagicLoot.jsoncontains stack-size data.
If your goal is to make containers produce more or less loot, look for the multiplier and container-rule settings in the config file. If your goal is to change how many units of an item occupy one loot stack, edit the data file instead. A multiplier changes the amount or selection behavior controlled by MagicLoot; a stack-size entry changes the quantity grouped together. They are not interchangeable.
Step-by-step MagicLoot workflow
- Confirm the MagicLoot version and whether the server is Oxide or Carbon. Carbon paths for this plugin were not confirmed in the available documentation, so locate the files Carbon created rather than copying an Oxide path.
- Unload MagicLoot or stop the server.
- Back up both
MagicLoot.jsonfiles and note which one is configuration versus data. - Edit the relevant multiplier, blacklist, or per-container rule in the config file, or the stack-size entry in the data file. Preserve the existing key names and value types.
- Validate both files as JSON, even if you changed only one.
- Reload MagicLoot through the framework’s plugin command, or restart the server if that is the documented method for your build.
- Test a container covered by the rule and a container that is not covered by it. This confirms that a blacklist or per-container condition did not broaden or narrow the change unexpectedly.
Edit tables in-game with Loot Table & Stacksize GUI
A GUI plugin can be preferable when administrators want to avoid direct JSON editing. It still changes server data, so take a backup before making edits and verify the plugin’s save behavior for your version. The available setup requirements differ by framework.
Carbon requirement
On Carbon, enable Harmony references before using the plugin by running c.harmonyreference 1. If the plugin is installed before this setting is enabled, its interface may fail to initialize or may lack the functions it needs. Follow the Carbon plugin instructions for any subsequent reload.
Oxide requirement
On Oxide, the plugin requires Image Library. Install and load that dependency before opening the loot interface. A missing dependency can look like a loot-table problem when the actual issue is that the GUI plugin never loaded.
Safe GUI procedure
- Back up the framework’s config and data directories.
- Install the GUI plugin and its required dependency for the active framework.
- Confirm in the server console that the plugin loaded without dependency or schema errors.
- Open the plugin’s in-game interface using the command documented for your installed release.
- Select the container or table, make one controlled change, and save it.
- Reload the plugin if its documentation requires a reload, then test a newly generated container.
Because command names and screen labels can change between releases, use the installed plugin’s help output and documentation instead of copying a command from an older tutorial.
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Control Raidable Bases event loot
Raidable Bases has its own loot data and should be edited separately from ordinary Better Loot or MagicLoot tables. On Oxide, the files are under oxide/data/RaidableBases/. On Carbon, the documented location is carbon/data/RaidableBases/. Default_Loot.json acts as the fallback when a more specific event-loot definition is not present.
Generate a complete editable item list
The command rb.populate all generates an editable list containing every item. Use it after backing up the directory, then inspect the generated files to determine which entries apply to your event configuration. This is safer than guessing item keys or creating a new schema by hand.
Ra idable Bases editing sequence
- Stop or unload the Raidable Bases plugin.
- Back up the entire Raidable Bases data directory.
- Run
rb.populate allwhen you need a complete starting list, following the command’s documented framework syntax. - Edit the applicable loot file, keeping
Default_Loot.jsonas a fallback unless you intentionally want to replace the fallback. - Validate the JSON and reload the plugin or restart the server.
- Trigger or wait for a new Raidable Bases event and verify the resulting containers.
Existing bases may already contain generated loot. Test a newly created event when checking a table change so that old data does not obscure the result.
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Start with a narrow scope
Change one container rule, multiplier, blacklist entry, or stack-size value at a time. A single-variable change makes it possible to identify the cause if the plugin refuses to load or the result is not what you expect. Keep a written copy of the original value in your backup rather than adding comments to the JSON.
Use the plugin’s existing item keys
Copy item identifiers and surrounding fields from a table generated by the same plugin version. Rust item names, prefab names, and plugin keys are not automatically interchangeable. If an item is absent from the generated list, consult the plugin’s current documentation or its in-game population command rather than guessing a key.
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Separate quantity from selection
Better Loot per-prefab entries determine table content. MagicLoot multipliers and blacklists alter rule behavior, while MagicLoot’s data file controls stack sizes. Raidable Bases files apply to that plugin’s event containers. Decide which layer you are changing before editing; otherwise, you may increase stack size when you intended to add an item, or change a global rule when you intended to affect one prefab.
Reload, test, and diagnose failures
The plugin will not load
- Restore the last backup and reload to confirm that the failure is caused by the edit.
- Run the file through a strict JSON parser and check commas, quotes, braces, brackets, and data types.
- Compare every edited key with a file generated by the same plugin version.
- Check the server console for a dependency, framework, or version error rather than treating every error as a malformed table.
The change has no visible effect
- Confirm that you edited the active framework’s directory, not an unused Oxide directory on a Carbon server.
- Confirm that the container is controlled by the plugin you edited. Raidable Bases event loot is separate from ordinary container tables.
- Check that the per-container prefab key exactly matches an existing key.
- Reload the correct plugin after saving and test a newly generated or respawned container.
- Look for a more specific table or rule overriding a fallback. In Raidable Bases, inspect the specific event file as well as
Default_Loot.json.
The file keeps reverting
Stop or unload the plugin before editing, then reload it only after validation. A running plugin can write its in-memory representation back to disk. Also check whether an automatic update or configuration regeneration occurred between your edit and the reload.
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Check for a schema change in the installed release. Better Loot V4 explicitly requires migration from older loot-table files; use the documented converter, compare the output with a newly generated V4 file, and keep the pre-conversion backup.
Oxide and Carbon path decisions
Oxide examples conventionally use oxide/config/ and oxide/data/. Raidable Bases documents a Carbon-specific data path under carbon/data/RaidableBases/. For Better Loot and MagicLoot, a Carbon-specific path was not confirmed, so locate the files produced by your Carbon installation and follow that plugin’s current instructions. Never copy an Oxide path into a Carbon server without checking that the directory exists and is being read.
Carbon’s Oxide-hook compatibility explains why many plugins can run without source changes, but compatibility does not guarantee identical commands, reload behavior, dependencies, or storage paths. Record the framework and plugin versions whenever you make a change; that information is essential when restoring a backup or diagnosing an update.
Quick Recap
A repeatable maintenance checklist
- Framework identified: Oxide/uMod or Carbon, never both.
- Plugin identified: Better Loot, MagicLoot, Loot Table & Stacksize GUI, or Raidable Bases.
- Current plugin version and generated file names confirmed.
- Relevant config and data directories backed up.
- Plugin stopped or unloaded before manual editing.
- Only the intended scope changed: global rule, per-container table, stack size, or event loot.
- JSON validated with a parser.
- Plugin reloaded with the command appropriate to the active framework.
- Newly generated or respawned containers tested in-game.
- Original backup retained until the change has survived a restart and normal gameplay.
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