Allow lootItem.amountMin to be zeroSuggestion
Hi Nivex. Awesome work so far. Much appreciated.

Any chance we could allow lootItem.amountMin to be zero? Right now I have a list of 79 items in the loot table but spawn several hundred in a raid base and allow duplicates. This fills the boxes nicely without needing a huge and duplicated loot table. The way the code is set up now is that the entire list will get loaded and then duplicated several times. The minimum of 1 means every item in the list is guaranteed to be there at least once. I would like it if there was a chance that the item was not included at all, hence my request to allow a minimum of 0. What do you think?

Thanks again for your hard work. 
- Fire
sure, added in next update
Hi, could you please help me understand this change? I have added items with amountMin of 0 per example below, and have allow duplicates set to true. I thought that this would randomize the chances of the item (furnace.large) spawning. Meaning if I had an item list with 50 items, and set 100 items to spawn, furnace.large would have 2 chances to spawn, with the possibility of not spawning at all. However, after many dozens of bases pasting in, I have yet to see it spawn even 1 time while other items with amountMin > 0 are duplicating as expected. 

{
"shortname": "furnace.large",
"amount": 1,
"skin": 0,
"amountMin": 0
}
search:

amount = UnityEngine.Random.Range(lootItem.amountMin, lootItem.amount);

change to:

amount = UnityEngine.Random.Range(lootItem.amountMin, lootItem.amount + 1);
I made the change and the items are spawning now. Thank you. Really enjoying the mod, great work.