CLOSED Object/Prefab Placing Plugin

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Does anybody know a plugin that would allow me to spawn the bus stop? I know it's a prefab, and i tried my hand at RustEdit, but would have to do that for every map. If anybody knows of a plugin that allows you to spawn prefabs or at least the bus stop i would be content for a while lol. Been wanting to make the old bus stop bases again. Any help would be awesome! Thanks in advance!

I have tried: Spawn Everything, UberTool, and just console commands.
 
Prefabs on live map is not really a thing only modify the map itself and then load it again on your server . Is wierd that you don't have bus stops in your map since by default every monuments have that
I mean i do have bus stops, but they are so close to the road they aren't optimal for a base, even with UberTool forcing the placement. So that's why i was trying to find a way other than RustEdit to be able to place one somewhere kinda off from the road
 
Does anybody know a plugin that would allow me to spawn the bus stop? I know it's a prefab, and i tried my hand at RustEdit, but would have to do that for every map. If anybody knows of a plugin that allows you to spawn prefabs or at least the bus stop i would be content for a while lol. Been wanting to make the old bus stop bases again. Any help would be awesome! Thanks in advance!

I have tried: Spawn Everything, UberTool, and just console commands.

There is a plugin that spawns in pre-made prefabs along the road, I think its road bunkers or something close to that name. Maybe you can tweak the code to do "bus stops".
 
View attachment 36257
Even a manual spawn of that prefab fails to place it unless i got the prefab path wrong .

bus_stop_a is what i see when doing "F1", debug.lookingat, while looking at the prefab.

ok, after a bit of digging i found out this is a world-layer asset meaning it isnt a dynamic prefab and only shows up during the creation process of the map being built. So my guess would be a plugin that can bypass the vanilla restrictions that stop the spawning in of non-dynamic assets like this (static map asset).

Did some more digging, found: not a networkable entitiy (BaseEntity) is a bus stop. if you force a non-networkable asset on the map, it won't be pushed to the other clients and they will see nothing. This is probably why everyone downloads the map when you log into a server. Static colliders. I'm not 100% on this explanation but I know FP divides up things in layers. World layer, map itself + items that are not spawned in. Construction layer where player structures reside. items like furnances are on the deployed layer. Player, themselves, are on the player layer. Unity. . .

"BaseEntity" C3 class that defines anything that communicates between the server and the client

(IF I am WRONG, {anyone} correct me -- Please do)

1779405913720.webp
 
bus_stop_a is what i see when doing "F1", debug.lookingat, while looking at the prefab.

ok, after a bit of digging i found out this is a world-layer asset meaning it isnt a dynamic prefab and only shows up during the creation process of the map being built. So my guess would be a plugin that can bypass the vanilla restrictions that stop the spawning in of non-dynamic assets like this (static map asset).

Did some more digging, found: not a networkable entitiy (BaseEntity) is a bus stop. if you force a non-networkable asset on the map, it won't be pushed to the other clients and they will see nothing. This is probably why everyone downloads the map when you log into a server. Static colliders. I'm not 100% on this explanation but I know FP divides up things in layers. World layer, map itself + items that are not spawned in. Construction layer where player structures reside. items like furnances are on the deployed layer. Player, themselves, are on the player layer. Unity. . .

"BaseEntity" C3 class that defines anything that communicates between the server and the client

(IF I am WRONG, {anyone} correct me -- Please do)

View attachment 36338
Wow, spoken like a true professional. You sir are way above the level i am at. I appreciate all your info! I'll just stick to RustEdit a few maps here and there, I love the community here, so many helpful people! Thanks everybody!
 
Wow, spoken like a true professional. You sir are way above the level i am at. I appreciate all your info! I'll just stick to RustEdit a few maps here and there, I love the community here, so many helpful people! Thanks everybody!
bro I just a bit of research. Your issue just sparked my curiosity so I had to go find out lol
 
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