Troubleshooting

Common problems and how to resolve them.

Check that MS.Settings.display is set to true and that more_lib is running before more_status starts, since the HUD relies on it for framework detection. If the HUD was previously moved or hidden, run the reset command (/reset by default) to snap it back to its default position and make sure MS.Settings.menuCommand and resetCommand aren't set to the same value, which would make one of them silently do nothing.

Enable MS.Settings.dev_mode and watch the F8 console for the [MORE Scripts - Status] debug tag to confirm the drain loop is actually running. If nothing logs at all, more_status likely isn't starting — check your server.cfg ensure order. If it is running but the HUD values never move, double-check MS.Settings.interval.food and interval.drink aren't set to an unreasonably high number of seconds.

Damage only starts once food or water has actually hit zero, and only ticks every MS.Settings.damage.interval seconds for MS.Settings.damage.amount health — so with the defaults it can take a few seconds before you notice it. Damage is also suspended entirely inside any zone listed in MS.Safezone (the hospital, by default), so make sure you're testing outside those coordinates and radii.

The item key used must match a name in MS.Items exactly, and that name must also be a real item your inventory system recognizes — this resource doesn't register or create the item for you, it only reacts when one is used. If the item name matches but nothing happens, check that its remove settings are correct and that the player actually holds enough of it; MS.Locales.not_enough is shown when they don't.

MS.StartProgressbar is empty by default, so items still consume instantly and correctly, just without a visible bar — this isn't a bug, it's waiting for you to hook it up. Make sure you've wired it into your progress bar library (ox_lib, esx_progressbar, qb-progressbar, …) inside its function body, and that the library itself is running and started before more_status.

MS.ReviveEvent must exactly match the client event your revive/ambulance script actually fires — the default is ESX's ambulance-job event, which does nothing if your server uses a different framework or a custom revive event. Enable MS.Settings.dev_mode and revive a test player to confirm the event fires at all; if it does but food and water still don't reset, double-check the event name for typos on both sides.

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