Doors/Boxes worked only for like 10mins

Hello!
I'm testing the plugin on my test server right now and I'm very excited.
All settings (friends, team) work without any problems. (Clans are not installed)

But after reloading the plugin the doors and boxes no longer work.
We have both reconnected. Deleted the data file and config and started again. But the doors and boxes still remain closed.

What works without problems is the tc and turrets.

I have therefore opened a new ticket because it worked for us initially. But the latest ticket here describes exactly the same error, as we also had after 10minuten~.

I like to test further with and get logs, because we would like to use the plugin very much.

//edit: We found out that the plugin works for a while. But when i reload the plugin (o.reload) boxes and doors remain closed.

I added all your "if()" to a DebugMsg (inside the CanUseLockedEntity).

(19:17:09) | [Automatic Authorization] NOT !ownerID.IsSteamId() || ownerID == player.userID
(19:17:09) | [Automatic Authorization] NOT !permission.UserHasPermission(ownerID.ToString(), PERMISSION_USE)
(19:17:09) | [Automatic Authorization] shareData.teamsShare.enabled && SameTeam(ownerID, player.userID)
(19:17:09) | [Automatic Authorization] NOT baseLock is KeyLock && CanUnlockEntity(parentEntity, shareData.teamsShare.keyLock)
(19:17:09) | [Automatic Authorization] codeLock != null && CanUnlockEntity(parentEntity, shareData.teamsShare.codeLock)

So it works like intended.
-My teammate is not the owner of the box/door. check
-My teammate has permission to use the plugin
-My teammate is in the sameTeam like the entity.owner
-It is not a baselock
-It is a codelock

Even if the codelock-part returns "True", he gets the message "It is locked..."

There were no conflict messages in the log before and after the test

Translated with http://www.DeepL.com/Translator (free version)

{
  "shareData": {
    "7656.............": {
      "t": "11111111111",
      "f": "11111111111"
    }
  }
}


Did you manage to solve it?

No, and i would wait for now what the Clan-System brings to Rust.
But i would appreciate if this plugin will be fixed :)