I have been using this mod for a while already.
Only today i've noticed a small bug that sometimes, inside some loot containers, we have multiplied items
and non multiplied items(Vanilla).
After some investigation, i've noticed that after calling OnLootSpawn of SimpleLoot, there is
another PopulateLoot call in the SpawnLoot procedure of the LootContainer, as we can see in the picture
bellow.

I suggest the author of the mod to change OnLootSpawn to this:
Only today i've noticed a small bug that sometimes, inside some loot containers, we have multiplied items
and non multiplied items(Vanilla).
After some investigation, i've noticed that after calling OnLootSpawn of SimpleLoot, there is
another PopulateLoot call in the SpawnLoot procedure of the LootContainer, as we can see in the picture
bellow.

I suggest the author of the mod to change OnLootSpawn to this:
private object OnLootSpawn(LootContainer lootContainer)
{
if (lootContainer?.inventory?.itemList == null)
return null;
foreach (var item in lootContainer.inventory.itemList.ToList())
{
item.RemoveFromWorld();
item.RemoveFromContainer();
}
lootContainer.PopulateLoot();
foreach (var item in lootContainer.inventory.itemList.ToList())
{
var itemBlueprint = ItemManager.FindItemDefinition(item.info.shortname).Blueprint;
if (_configuration.ReplaceItems && itemBlueprint != null && itemBlueprint.isResearchable)
{
var slot = item.position;
item.RemoveFromWorld();
item.RemoveFromContainer();
var blueprint = ItemManager.CreateByName("blueprintbase");
blueprint.blueprintTarget = item.info.itemid;
blueprint.MoveToContainer(lootContainer.inventory, slot);
}
else
{
object multiplier;
if (_configuration.Multipliers.TryGetValue(item.info.shortname, out multiplier))
item.amount *= Convert.ToInt32(multiplier);
}
}
if (lootContainer.shouldRefreshContents)
{
lootContainer.Invoke(new Action(lootContainer.SpawnLoot), UnityEngine.Random.Range(lootContainer.minSecondsBetweenRefresh, lootContainer.maxSecondsBetweenRefresh));
}
return true;
}