插件介绍
向纪念碑添加实体、生成点等
Easily spawn permanent entities at monuments, which auto respawn after restarts and wipes.
List of spawnable entities: https://github.com/OrangeWulf/Rust-Docs/blob/master/Entities.md
Let's face it, you are probably planning to use this plugin the same way as many other server owners. That means there may already be profiles that you can install to do just that.
主要用途
主要用于monument、spawn、entity、spawn point等服务端功能。 本插件由 WhiteThunder 发布,当前目录记录版本为 v0.21.1,uMod 累计下载 64,138 次。
适用场景
- 希望扩展原版服务器功能的服主
功能分类
查看 uMod 官方英文简介
Add entities, spawn points and more to monuments
权限节点
monumentaddons.adminAllows all commands. Grant this to admins or moderators, not to normal players.
授权示例:oxide.grant user 玩家名 权限节点;撤销使用 oxide.revoke。
指令说明
mahelpPrints help information about available commands.
maspawn <entity>Spawns an entity where you are aiming, using the entity prefab name.If you are holding a deployable item, you can simply run maspawn without specifying the entity name.You must be at a monument, as determined by Monument Finder.Works like the native spawn command, so if the entity name isn't specific enough, it will print all matching entity names.Also spawns the entity at other matching monuments (e.g., if at a gas station, will spawn at all gas stations).A monument is considered a match if it has the same short prefab name or the same alias as the monument you are aiming at. The Monument Finder plugin will assign aliases for primarily underground tunnels. For example, station-sn-0 and station-we-0 will both use the TrainStation alias, allowing all train stations to have the same entities.Saves the entity info to the plugin data file so that reloading the plugin (or restarting the server) will respawn the entity.
maprefab <prefab>Creates an instance of a non-entity prefab. Note: This is very limited. Only prefabs with the assets/bundled/prefabs/modding path are supported, and the prefab instances are not networked to clients (because the game does not offer that capability) so they will be invisible, despite having real effects on the server side. This command is intended primarily for placing CH47 drop zones (maprefab dropzone), but it can also be used to place loot and NPC spawners that custom maps tend to use, although you will have much greater control of spawners when using the spawn point capabilities of the plugin instead.
mapaste <file> <optional_args>Pastes a building from the CopyPaste plugin, using the specified file name. Supports all arguments provided by the CopyPaste plugin such as height.
maundoUndo the most recent makill, maspawnpoint delete, or maspawngroup delete command.
mashow <optional_profile_name> <optional_duration_in_seconds>Shows debug information about nearby entities spawned by this plugin, for the specified duration. Defaults to 60 seconds.Debug information is also automatically displayed for at least 60 seconds when using other commands.When specifying a profile name, entities belonging to other profiles will have gray text.
If you are holding a deployable item, you can simply run maspawn without specifying the entity name.
You must be at a monument, as determined by Monument Finder.
Works like the native spawn command, so if the entity name isn't specific enough, it will print all matching entity names.
Also spawns the entity at other matching monuments (e.g., if at a gas station, will spawn at all gas stations).A monument is considered a match if it has the same short prefab name or the same alias as the monument you are aiming at. The Monument Finder plugin will assign aliases for primarily underground tunnels. For example, station-sn-0 and station-we-0 will both use the TrainStation alias, allowing all train stations to have the same entities.
Saves the entity info to the plugin data file so that reloading the plugin (or restarting the server) will respawn the entity.
A monument is considered a match if it has the same short prefab name or the same alias as the monument you are aiming at. The Monument Finder plugin will assign aliases for primarily underground tunnels. For example, station-sn-0 and station-we-0 will both use the TrainStation alias, allowing all train stations to have the same entities.
Debug information is also automatically displayed for at least 60 seconds when using other commands.
When specifying a profile name, entities belonging to other profiles will have gray text.
The following commands only work on objects managed by this plugin. The effect of these commands automatically applies to all copies of the object at matching monuments, and also updates the data files.
makillDeletes the entity or spawn point that you are aiming at.For addons that do not have colliders, such as spawn points, the plugin will attempt to find a nearby addon within 2 meters of the surface you are looking at. If this does not work, you have to remove the addon from the profile data file manually.
masaveSaves the current position and rotation of the entity you are aiming at. This is useful if you moved the entity with a plugin such as Edit Tool or Uber Tool. This is not necessary if you are repositioning entities with Telekinesis since that will be automatically detected.Also saves the building grade if looking at a foundation, wall, floor, etc.Also saves the mannequin loadout if looking at a clothing mannequin.Also saves the NPC outfit (clothing and belt items) if looking at an NPC.
maflag <flag>(Advanced) Toggles a flag between enabled/disabled/unspecified on the entity you are aiming at. When running this command without specifying a flag, the current/enabled/disabled flags will be printed. Allowed flags as of this writing: Placeholder, On, OnFire, Open, Locked, Debugging, Disabled, Reserved1, Reserved2, Reserved3, Reserved4, Reserved5, Broken, Busy, Reserved6, Reserved7, Reserved8, Reserved9, Reserved10, Reserved11, InUse, Reserved12, Reserved13, Unused23, Protected, Transferring.This plugin forces certain flags in some cases, meaning that enabling or disabling flags via this command may not always work as expected. If you discover an issue with the flags the plugin is overriding, open a support thread to discuss the use case.Even if you enable or disable a flag for a given entity, the game (or another plugin) may toggle the flag at any time (e.g., a recycler will toggle the On flag whenever it turns on/off). Overriding a flag with this plugin only ensures that the flag is enabled or disabled when the entity is spawned and when the profile or plugin reloads.Don't ask me what each flag does. These flags are defined by the game itself, not a concept introduced by this plugin. The function of each flag depends on the entity it's applied to. Most flags will have no effect on most entities. Some example use cases are described below, but please understand that it's not feasible to describe what each flag does in this documentation. To really understand what every flag does, you must read the game assemblies. You should only override flags when recommended for a specific use case by someone who has read the game assemblies. Experiment with flags at your own risk.On -- Determines some functional and cosmetic effects for various entities, such as furnaces, recyclers, some lights.Locked -- Determines whether a door or storage container can be opened.Busy -- Determines whether the entity can be interacted with.Disabled -- Determines whether the entity is visible.Reserved8 -- Used by electrical entities to denote whether there is sufficient electricity.Reserved9 -- Used by recyclers to determine recycle efficiency (by default, this flag is enabled on recyclers only in safe zones). You can forcibly enable or disable this flag to achieved the desired recycler efficiency (40% or 60%).
maskin <skin id>Updates the skin of the entity you are aiming at.
masetid <id>Updates the RC identifier of the CCTV camera you are aiming at.Note: Each CCTV's RC identifier will have a numeric suffix like 1, 2, 3 and so on. This is done because some monuments may be duplicated, and each CCTV must have a unique identifier.
masetdirUpdates the direction of the CCTV you are aiming at, so that it points toward you.
maskull <name>Sets the display name of the skull trophy you are aiming at.
matrophyMounts a copy of your currently held head bag to the hunting trophy you are aiming at.
For addons that do not have colliders, such as spawn points, the plugin will attempt to find a nearby addon within 2 meters of the surface you are looking at. If this does not work, you have to remove the addon from the profile data file manually.
Also saves the building grade if looking at a foundation, wall, floor, etc.
Also saves the mannequin loadout if looking at a clothing mannequin.
Also saves the NPC outfit (clothing and belt items) if looking at an NPC.
This plugin forces certain flags in some cases, meaning that enabling or disabling flags via this command may not always work as expected. If you discover an issue with the flags the plugin is overriding, open a support thread to discuss the use case.
Even if you enable or disable a flag for a given entity, the game (or another plugin) may toggle the flag at any time (e.g., a recycler will toggle the On flag whenever it turns on/off). Overriding a flag with this plugin only ensures that the flag is enabled or disabled when the entity is spawned and when the profile or plugin reloads.
Don't ask me what each flag does. These flags are defined by the game itself, not a concept introduced by this plugin. The function of each flag depends on the entity it's applied to. Most flags will have no effect on most entities. Some example use cases are described below, but please understand that it's not feasible to describe what each flag does in this documentation. To really understand what every flag does, you must read the game assemblies. You should only override flags when recommended for a specific use case by someone who has read the game assemblies. Experiment with flags at your own risk.OnDetermines some functional and cosmetic effects for various entities, such as furnaces, recyclers, some lights.Locked -- Determines whether a door or storage container can be opened.Busy -- Determines whether the entity can be interacted with.Disabled -- Determines whether the entity is visible.Reserved8 -- Used by electrical entities to denote whether there is sufficient electricity.Reserved9 -- Used by recyclers to determine recycle efficiency (by default, this flag is enabled on recyclers only in safe zones). You can forcibly enable or disable this flag to achieved the desired recycler efficiency (40% or 60%).
OnDetermines some functional and cosmetic effects for various entities, such as furnaces, recyclers, some lights.
LockedDetermines whether a door or storage container can be opened.
BusyDetermines whether the entity can be interacted with.
DisabledDetermines whether the entity is visible.
Reserved8Used by electrical entities to denote whether there is sufficient electricity.
Reserved9Used by recyclers to determine recycle efficiency (by default, this flag is enabled on recyclers only in safe zones). You can forcibly enable or disable this flag to achieved the desired recycler efficiency (40% or 60%).
Note: Each CCTV's RC identifier will have a numeric suffix like 1, 2, 3 and so on. This is done because some monuments may be duplicated, and each CCTV must have a unique identifier.
mawire <optional color>Temporarily enhances your currently held wire tool, allowing you to connect electrical entities spawned via maspawn. Allowed colors: Default, Red, Green, Blue, Yellow, Pink, Purple, Orange, White, LightBlue, Invisible. Note: When using the Invisible color, you can only directly connect entity inputs and outputs, not place intermediate wire points.
macardlevel <1-3> (1 = green, 2 = blue, 3 = red) -- Sets the access level of the card reader you are aiming at. For example, macardlevel 2 will make the card reader visually blue and require a blue key card.
mapuzzle resetResets the puzzle connected to the entity you are looking at. For example, when looking at a static generator (i.e., generator.static) or an entity connected directly or indirectly to a static generator.
mapuzzle set <option> <value>Sets a property of the puzzle root entity you are looking at. This applies only to static generators (i.e., generator.static).PlayersBlockReset: true/false -- While true, the puzzle will not make progress toward the next reset while any players are within the distance PlayerDetectionRadius.PlayerDetectionRadius: number -- The distance in which players can block the puzzle from making progress toward its next reset.SecondsBetweenReset: number -- The number of seconds between puzzle resets. Note: Reset progress does not advance while PlayersBlockReset is enabled and players are nearby.
mapuzzle add <group_name>Associates a spawn group with the puzzle root entity you are aiming at (i.e., generator.static). Whenever a puzzle resets, associated spawn groups will despawn and respawn entities, allowing you to synchronize loot, NPCs and puzzle doors. To associate a spawn group, it must be created by the plugin, stored under the same profile, and be at the same monument.
mapuzzle remove <group_name>Disassociates a spawn group with the puzzle root entity you are aiming at (i.e., generator.static).
PlayersBlockReset: true/false -- While true, the puzzle will not make progress toward the next reset while any players are within the distance PlayerDetectionRadius.
PlayerDetectionRadius: number -- The distance in which players can block the puzzle from making progress toward its next reset.
SecondsBetweenReset: number -- The number of seconds between puzzle resets. Note: Reset progress does not advance while PlayersBlockReset is enabled and players are nearby.
mashowvanillaFor educational purposes, this shows debug information for 60 seconds about vanilla spawn points at the monument you are aiming at. If you are aiming at an entity (e.g., a junk pile, dwelling, or cargo ship), this will instead show spawn points that are parented to that entity.
maspawngroup create <name>Creates a spawn group and a spawn point where you are looking.
maspawngroup set <option> <value>Sets a property of the spawn group you are looking at.Name: string -- This name must be unique for the given profile monument. This name can be used to create additional spawn points for this spawn group using maspawnpoint create <group_name>.Color: string -- The debug color of the spawn group, when using mashow. Supports some color names such as "red", as well as HTML color codes like #F90 and #FF9900. Set to none to revert to the default color controlled by the config.MaxPopulation: number -- The maximum number of entities that can be spawned across all spawn points in this spawn group.RespawnDelayMin: number -- The minimum time in seconds to wait between spawning entities.RespawnDelayMax: number -- The maximum time in seconds to wait between spawning entities. Set to 0 to disable automated respawns, which is useful if you are associating the spawn group with a puzzle.SpawnPerTickMin: number -- The minimum number of entities to try to spawn in a batch.SpawnPerTickMax: number -- The maximum number of entities to try to spawn in a batch.InitialSpawn: true/false -- While true, the spawn group will spawn entities as soon as the spawn group is created (e.g., when the profile loads, when the plugin loads, or when the server reboots). While false, the spawn group will not spawn any entities initially, but will still spawn them later according to the defined schedule.PreventDuplicates: true/false -- While true, only one of each entity prefab can be present across all spawn points in the spawn group. Vanilla Rust uses this property for spawning modules at desert military bases.PauseScheduleWhileFull: true/false -- While true, the next spawn will not be scheduled until the spawn group is below its max population. For instance, if the spawn group is at 2/2 population, and respawn delay is set to 30 minutes, once the population reaches 1/2, the 30 minute respawn timer will be started. In vanilla Rust, this feature does not exist, meaning the timer is always going, allowing for situations where loot spawns shortly after loot is taken.RespawnWhenNearestPuzzleResets: true/false -- While true, the spawn group will associate with the closest nearby vanilla puzzle. When that puzzle resets, the spawn group will despawn all entities and run one spawn tick (same behavior as when you run maspawngroup respawn). This is useful if you want to add spawn points for extra loot at vanilla puzzles. Note: This can only associate a custom spawn group with a vanilla puzzle. If you want to associate a custom spawn group with a custom puzzle, you must associate directly (e.g., mapuzzle add <group_name> while looking at the puzzle root entity).
maspawngroup add <entity> <weight>Adds the specified entity prefab to the spawn group you are looking at.
maspawngroup remove <entity>Removes the specified entity prefab from the spawn group you are looking at.
maspawngroup spawnRuns one spawn tick for the spawn group. For example, if you have set SpawnPerTickMin to 1 and SpawnPerTickMax to 2, running this command will spawn 1-2 entities, as long as there are available spawn points and sufficient population headroom.
maspawngroup respawnDespawns all entities across the spawn group and runs one spawn tick.
maspawngroup delete (or maspawngroup kill) -- Deletes the entire spawn group you are aiming at, including all of its spawn points. This removes the spawn group from the profile and despawns all entities. You can use maundo to restore it.
Name: string -- This name must be unique for the given profile monument. This name can be used to create additional spawn points for this spawn group using maspawnpoint create <group_name>.
Color: string -- The debug color of the spawn group, when using mashow. Supports some color names such as "red", as well as HTML color codes like #F90 and #FF9900. Set to none to revert to the default color controlled by the config.
MaxPopulation: number -- The maximum number of entities that can be spawned across all spawn points in this spawn group.
RespawnDelayMin: number -- The minimum time in seconds to wait between spawning entities.
RespawnDelayMax: number -- The maximum time in seconds to wait between spawning entities. Set to 0 to disable automated respawns, which is useful if you are associating the spawn group with a puzzle.
SpawnPerTickMin: number -- The minimum number of entities to try to spawn in a batch.
SpawnPerTickMax: number -- The maximum number of entities to try to spawn in a batch.
InitialSpawn: true/false -- While true, the spawn group will spawn entities as soon as the spawn group is created (e.g., when the profile loads, when the plugin loads, or when the server reboots). While false, the spawn group will not spawn any entities initially, but will still spawn them later according to the defined schedule.
PreventDuplicates: true/false -- While true, only one of each entity prefab can be present across all spawn points in the spawn group. Vanilla Rust uses this property for spawning modules at desert military bases.
PauseScheduleWhileFull: true/false -- While true, the next spawn will not be scheduled until the spawn group is below its max population. For instance, if the spawn group is at 2/2 population, and respawn delay is set to 30 minutes, once the population reaches 1/2, the 30 minute respawn timer will be started. In vanilla Rust, this feature does not exist, meaning the timer is always going, allowing for situations where loot spawns shortly after loot is taken.
RespawnWhenNearestPuzzleResets: true/false -- While true, the spawn group will associate with the closest nearby vanilla puzzle. When that puzzle resets, the spawn group will despawn all entities and run one spawn tick (same behavior as when you run maspawngroup respawn). This is useful if you want to add spawn points for extra loot at vanilla puzzles. Note: This can only associate a custom spawn group with a vanilla puzzle. If you want to associate a custom spawn group with a custom puzzle, you must associate directly (e.g., mapuzzle add <group_name> while looking at the puzzle root entity).
Note: masg can be used in place of maspawngroup.
maspawnpoint create <group_name>Creates a spawn point where you are looking, for the specified spawn group. The spawn group must be in your selected profile and be at the same monument.
maspawnpoint set <option> <value>Sets a property of the spawn group you are looking at. You can also use setall to apply the change to all spawn points within the same spawn group.Exclusive: true/false -- While true, only one entity can be spawned at this spawn point at a time.DropToGround: true/false -- While true, entities will be spawned on the nearest flat surface below the spawn point.CheckSpace: true/false -- While true, entities can only spawn at this spawn point when there is sufficient space. This option is recommended for vehicle spawn points.RandomRotation : true/false -- While true, entities will spawn with random rotation at this spawn point, instead of following the rotation of the spawn point itself.RandomRadius: number -- This number determines how far away entities can spawn from this spawn point. The default is 0.0.PlayerDetectionRadius: number -- This number determines how far away players must be, in order for this spawn point to spawn an entity. By default, vanilla behavior checks within 2 meters for normal spawn points, or RandomRadius1 meter for radial spawn points. Setting this value to greater than 0 will override the vanilla behavior, allowing you to enlarge or shrink the detection radius. While a player is detected within the radius, the spawn point is considered unavailable, so another spawn point within the same spawn group may be selected for spawning an entity.
maspawnpoint delete (or maspawnpoint kill) -- Deletes the spawn point you are aiming at. This removes the spawn point from its spawn group. You can use maundo to restore it.
Exclusive: true/false -- While true, only one entity can be spawned at this spawn point at a time.
DropToGround: true/false -- While true, entities will be spawned on the nearest flat surface below the spawn point.
CheckSpace: true/false -- While true, entities can only spawn at this spawn point when there is sufficient space. This option is recommended for vehicle spawn points.
RandomRotation : true/false -- While true, entities will spawn with random rotation at this spawn point, instead of following the rotation of the spawn point itself.
RandomRadius: number -- This number determines how far away entities can spawn from this spawn point. The default is 0.0.
PlayerDetectionRadius: number -- This number determines how far away players must be, in order for this spawn point to spawn an entity. By default, vanilla behavior checks within 2 meters for normal spawn points, or RandomRadius1 meter for radial spawn points. Setting this value to greater than 0 will override the vanilla behavior, allowing you to enlarge or shrink the detection radius. While a player is detected within the radius, the spawn point is considered unavailable, so another spawn point within the same spawn group may be selected for spawning an entity.
Note: masp can be used in place of maspawnpoint.
Profiles allow you to organize entities into groups. Each profile can be independently enabled or reloaded. Each profile uses a separate data file, so you can easily share profiles with others.
maprofilePrints help info about all profile commands.
maprofile listLists all profiles in the oxide/data/MonumentAddons/ directory.
maprofile describe <name>Describes all addons within the specified profile.
相关依赖
- Monument Finder
- Copy Paste
- Custom Vending Setup
- Entity Scale Manager
- Sign Artist
配置说明
{ "Debug display settings": { "Default display duration (seconds)": 60.0, "Display distance": 100.0, "Display distance abbreviated": 200.0, "Max addons to show unabbreviated": 1, "Entity color": "#FF00FF", "Spawn point color": "#FF8000", "Paste color": "#00FFFF", "Custom addon color": "#00FF00", "Custom monument color": "#00FF00", "Inactive profile color": "#808080" }, "Save entities between restarts/reloads to preserve their state throughout a wipe": { "Enable saving for storage entities": false, "Enable saving for non-storage entities": false, "Override saving enabled by prefab": {} }, "Automatically spawn a vending machine for these NPC shopkeeper prefabs": [ "assets/prefabs/npc/bandit/shopkeepers/bandit_shopkeeper.prefab", "assets/prefabs/npc/bandit/shopkeepers/boat_shopkeeper.prefab", "assets/prefabs/npc/bandit/shopkeepers/stables_shopkeeper.prefab", "assets/prefabs/npc/waterwell/waterwell_shopkeeper.prefab" ], "Dynamic monuments": { "Entity prefabs to consider as monuments": [ "assets/content/vehicles/boats/cargoship/cargoshiptest.prefab", "assets/bundled/prefabs/deepsea/deepsea_floatingcity1.prefab", "assets/bundled/prefabs/deepsea/deepsea_floatingcity2.prefab", "assets/bundled/prefabs/deepsea/deepsea_floatingcity3.prefab", "assets/bundled/prefabs/deepsea/deepsea_floatingcity4.prefab" ] }, "Spawn group global population limit by prefab": {}, "Addon defaults": { "Spawn group defaults": { "MaxPopulation": 1, "SpawnPerTickMin": 1, "SpawnPerTickMax": 2, "RespawnDelayMin": 1500.0, "RespawnDelayMax": 2100.0, "InitialSpawn": true, "PreventDuplicates": false, "PauseScheduleWhileFull": false, "RespawnWhenNearestPuzzleResets": false }, "Spawn point defaults": { "Exclusive": true, "SnapToGround": true, "CheckSpace": false, "RandomRotation": false, "RandomRadius": 0.0, "PlayerDetectionRadius": 0.0 }, "Puzzle defaults": { "PlayersBlockReset": true, "PlayerDetectionRadius": 30.0, "SecondsBetweenResets": 1800.0 } }, "Deployable overrides": { "arcade.machine.chippy": "assets/bundled/prefabs/static/chippyarcademachine.static.prefab", "autoturret": "assets/content/props/sentry_scientists/sentry.bandit.static.prefab", "bbq": "assets/bundled/prefabs/static/bbq.static.prefab", "boombox": "assets/prefabs/voiceaudio/boombox/boombox.static.prefab", "box.repair.bench": "assets/bundled/prefabs/static/repairbench_static.prefab", "cctv.camera": "assets/prefabs/deployable/cctvcamera/cctv.static.prefab", "chair": "assets/bundled/prefabs/static/chair.static.prefab", "computerstation": "assets/prefabs/deployable/computerstation/computerstation.static.prefab", "connected.speaker": "assets/prefabs/voiceaudio/hornspeaker/connectedspeaker.deployed.static.prefab", "hobobarrel": "assets/bundled/prefabs/static/hobobarrel_static.prefab", "microphonestand": "assets/prefabs/voiceaudio/microphonestand/microphonestand.deployed.static.prefab", "modularcarlift": "assets/bundled/prefabs/static/modularcarlift.static.prefab", "research.table": "assets/bundled/prefabs/static/researchtable_static.prefab", "samsite": "assets/prefabs/npc/sam_site_turret/sam_static.prefab", "small.oil.refinery": "assets/bundled/prefabs/static/small_refinery_static.prefab", "telephone": "assets/bundled/prefabs/autospawn/phonebooth/phonebooth.static.prefab", "vending.machine": "assets/prefabs/deployable/vendingmachine/npcvendingmachine.prefab", "wall.frame.shopfront.metal": "assets/bundled/prefabs/static/wall.frame.shopfront.metal.static.prefab", "workbench1": "assets/bundled/prefabs/static/workbench1.static.prefab", "workbench2": "assets/bundled/prefabs/static/workbench2.static.prefab" }, "Xmas tree decorations (item short names)": [ "xmas.decoration.gingerbreadmen", "xmas.decoration.star", "xmas.decoration.tinsel", "xmas.decoration.candycanes", "xmas.decoration.pinecone", "xmas.decoration.lights" ] }
Debug display settingsDetermines the appearance of addon debug information (i.e., when using mashow). Note that running most commands in the plugin will automatically show or renew debug information for a period of time.Default display duration (seconds) -- Determines how long debug information will be displayed when using mashow without specifying the duration, or when automatically showing debug information due to running a relevant command.Display distance -- Determines how far away you can see full debug information about addons.Display distance abbreviated -- Determines how far away you can see an abbreviated symbol for addons, instead of the full debug information, to reduce screen clutter. This number should be set higher than Display distance.Max addons to show unabbreviated -- Determines how many addons you can see unabbreviated at once. When there are more than this number of addons within Display distance, addons closer to where you are aiming will be prioritized. This number should be set low to reduce screen clutter.Entity color -- Determines the debug text color for entity addons (the most common type of addon).Spawn point color -- Determines the debug text color for spawn point addons.Paste color -- Determines the debug text color for paste addons.Custom addon color -- Determines the debug text color for custom addons registered by other plugins.Custom monument color -- Determines the debug text color for custom monuments registered by other plugins.Inactive profile color -- Determines the debug text color for addons that are not part of the specified profile (i.e., when using mashow <profile_name>).
Save entities between restarts/reloads to preserve their state throughout a wipeDetermines whether entities spawned by maspawn will remain while the plugin is unloaded, and will be saved by Rust across server restarts. Please carefully read and understand the documentation about this option before enabling it. Note: This option currently has no effect on Pastes, Spawn Groups or Custom Addons, nor for any addons placed at monuments registered via the Custom Monument API, meaning that those addons will always be despawned/respawned when the plugin reloads.While saving is disabled (false), when the plugin unloads, it will despawn all entities spawned via maspawn. When the plugin subsequently reloads, those entities will be respawned from scratch. This means, for entities that maintain state (such as player items temporarily residing in recyclers), that state will be lost whenever the plugin unloads. The most practical consequence of using this mode is that player items inside containers will be lost when a profile is reloaded, when the plugin is reloaded, or when the server reboots. Despite that limitation, having saving disabled is the most simple and stable value for this option because it ensures consistent reproducibility across plugin reloads.While saving is enabled (true), when the plugin unloads, all entities spawned by via maspawn will remain, in order to preserve their state (e.g., items inside a recycler). When the plugin subsequently reloads, it will find the existing entities, reconcile how they differ from the enabled profiles, and despawn/respawn/reposition/modify them as needed. The plugin will try to avoid despawning/respawning an entity that is already present, in order to preserve the entity's state. Despite this sounding like the more obvious mode of the plugin, it is more complex and less stable than the default mode, and should therefore be enabled with caution.Enable saving for storage entities (true or false) -- Applies to all entities that the plugin classifies as storage entities. This category includes hundreds of prefabs, including recyclers, furnaces, research tables, vending machines, and mining quarries. Enabling this is useful especially for vending machines as it will allow Custom Vending Setup to save dynamic prices throughout a wipe.Enable saving for non-storage entities (true or false) -- Applies to all entities that the plugin doesn't classify as storage entities. It's recommended to keep this disabled as there is a low but nonetheless real risk of "double entities" in some edge cases if you enable saving for anything. If you have specific entity prefabs that you know need their state saved, you can override them via Override saving enabled by prefab.Override saving enabled by prefab -- Allows you to forcibly enable or disable saving of specific entity prefabs regardless of whether you have enabled saving for the entity category. Example below."Override saving enabled by prefab": { "assets/prefabs/deployable/vendingmachine/npcvendingmachine": true, "assets/prefabs/deployable/vendingmachine/npcvendingmachines/shopkeeper_vm_invis": true }
Automatically spawn a vending machine for these NPC shopkeeper prefabs" -- Determines which NPC shopkeepers will have an invisible vending machine automatically spawned for them. Without this, the shopkeeper may either be non-functional or may have broken dialogue choices, depending on the shopkeeper prefab. Some servers may opt to disable the feature (by removing select prefabs from this list) for the Boat or Stables shopkeepers, since those NPCs still offer some utility without a vending machine.
Dynamic monumentsEntity prefabs to consider as monumentsDetermines which entities are considered dynamic monuments. When an entity is considered a dynamic monument, you can define addons for it via maspawn and similar commands, and the plugin will ensure every instance of that entity has those addons attached. For example, Cargo Ship has been considered a dynamic monument since an early version of this plugin, but now you can define additional ones such as desert military base modules and road-side junk piles.Note: Updating this configuration is only necessary if you want to use maspawn and similar commands to recognize the entity as a monument. If you want to install an external profile that defines addons for a dynamic monument (such as the CargoShipCCTV profile), it isn't necessary to update this configuration because the plugin will automatically determine that the entity is a dynamic monument by reading the profile. Additionally, if you install an external profile which defines addons for a given dynamic monument, maspawn and similar commands will automatically recognize that entity as a dynamic monument.
Spawn group global population limit by prefabDetermines the maximum number of each entity prefab that can be present across all spawn groups at once, including vehicles that have disassociated from their spawn point due to moving away from it. When a given entity has reached the global population limit, the spawn point may still spawn another configured prefab if applicable. Example below."Spawn group global population limit by prefab": { "assets/content/vehicles/minicopter/minicopter.entity.prefab": 4, "assets/content/vehicles/scrap heli carrier/scraptransporthelicopter.prefab": 2 }
Addon defaultsDetermines the default values for various addon parameters when placing new addons. These options do not affect addons which have already been placed. To understand these options, see the documentation for the respective commands (maspawngroup, maspawnpoint, mapuzzle).
Deployable overridesDetermines which entity will be spawned when using maspawn if you don't specify the entity name in the command. For example, while you are holding an auto turret, running maspawn will spawn the sentry.bandit.static prefab instead of the autoturret_deployed prefab.
Xmas tree decorations (item short names) -- Determines which decorations will be automatically added to xmas_tree.deployed entities spawned via maspawn.
Default display duration (seconds) -- Determines how long debug information will be displayed when using mashow without specifying the duration, or when automatically showing debug information due to running a relevant command.
Display distanceDetermines how far away you can see full debug information about addons.
Display distance abbreviatedDetermines how far away you can see an abbreviated symbol for addons, instead of the full debug information, to reduce screen clutter. This number should be set higher than Display distance.
Max addons to show unabbreviatedDetermines how many addons you can see unabbreviated at once. When there are more than this number of addons within Display distance, addons closer to where you are aiming will be prioritized. This number should be set low to reduce screen clutter.
Entity colorDetermines the debug text color for entity addons (the most common type of addon).
Spawn point colorDetermines the debug text color for spawn point addons.
Paste colorDetermines the debug text color for paste addons.
Custom addon colorDetermines the debug text color for custom addons registered by other plugins.
Custom monument colorDetermines the debug text color for custom monuments registered by other plugins.
Inactive profile colorDetermines the debug text color for addons that are not part of the specified profile (i.e., when using mashow <profile_name>).
While saving is disabled (false), when the plugin unloads, it will despawn all entities spawned via maspawn. When the plugin subsequently reloads, those entities will be respawned from scratch. This means, for entities that maintain state (such as player items temporarily residing in recyclers), that state will be lost whenever the plugin unloads. The most practical consequence of using this mode is that player items inside containers will be lost when a profile is reloaded, when the plugin is reloaded, or when the server reboots. Despite that limitation, having saving disabled is the most simple and stable value for this option because it ensures consistent reproducibility across plugin reloads.
While saving is enabled (true), when the plugin unloads, all entities spawned by via maspawn will remain, in order to preserve their state (e.g., items inside a recycler). When the plugin subsequently reloads, it will find the existing entities, reconcile how they differ from the enabled profiles, and despawn/respawn/reposition/modify them as needed. The plugin will try to avoid despawning/respawning an entity that is already present, in order to preserve the entity's state. Despite this sounding like the more obvious mode of the plugin, it is more complex and less stable than the default mode, and should therefore be enabled with caution.
Enable saving for storage entities (true or false) -- Applies to all entities that the plugin classifies as storage entities. This category includes hundreds of prefabs, including recyclers, furnaces, research tables, vending machines, and mining quarries. Enabling this is useful especially for vending machines as it will allow Custom Vending Setup to save dynamic prices throughout a wipe.
Enable saving for non-storage entities (true or false) -- Applies to all entities that the plugin doesn't classify as storage entities. It's recommended to keep this disabled as there is a low but nonetheless real risk of "double entities" in some edge cases if you enable saving for anything. If you have specific entity prefabs that you know need their state saved, you can override them via Override saving enabled by prefab.
Override saving enabled by prefabAllows you to forcibly enable or disable saving of specific entity prefabs regardless of whether you have enabled saving for the entity category. Example below."Override saving enabled by prefab": { "assets/prefabs/deployable/vendingmachine/npcvendingmachine": true, "assets/prefabs/deployable/vendingmachine/npcvendingmachines/shopkeeper_vm_invis": true }
Entity prefabs to consider as monumentsDetermines which entities are considered dynamic monuments. When an entity is considered a dynamic monument, you can define addons for it via maspawn and similar commands, and the plugin will ensure every instance of that entity has those addons attached. For example, Cargo Ship has been considered a dynamic monument since an early version of this plugin, but now you can define additional ones such as desert military base modules and road-side junk piles.Note: Updating this configuration is only necessary if you want to use maspawn and similar commands to recognize the entity as a monument. If you want to install an external profile that defines addons for a dynamic monument (such as the CargoShipCCTV profile), it isn't necessary to update this configuration because the plugin will automatically determine that the entity is a dynamic monument by reading the profile. Additionally, if you install an external profile which defines addons for a given dynamic monument, maspawn and similar commands will automatically recognize that entity as a dynamic monument.
官方配置示例
{
"Debug display settings": {
"Default display duration (seconds)": 60.0,
"Display distance": 100.0,
"Display distance abbreviated": 200.0,
"Max addons to show unabbreviated": 1,
"Entity color": "#FF00FF",
"Spawn point color": "#FF8000",
"Paste color": "#00FFFF",
"Custom addon color": "#00FF00",
"Custom monument color": "#00FF00",
"Inactive profile color": "#808080"
},
"Save entities between restarts/reloads to preserve their state throughout a wipe": {
"Enable saving for storage entities": false,
"Enable saving for non-storage entities": false,
"Override saving enabled by prefab": {}
},
"Automatically spawn a vending machine for these NPC shopkeeper prefabs": [
"assets/prefabs/npc/bandit/shopkeepers/bandit_shopkeeper.prefab",
"assets/prefabs/npc/bandit/shopkeepers/boat_shopkeeper.prefab",
"assets/prefabs/npc/bandit/shopkeepers/stables_shopkeeper.prefab",
"assets/prefabs/npc/waterwell/waterwell_shopkeeper.prefab"
],
"Dynamic monuments": {
"Entity prefabs to consider as monuments": [
"assets/content/vehicles/boats/cargoship/cargoshiptest.prefab",
"assets/bundled/prefabs/deepsea/deepsea_floatingcity1.prefab",
"assets/bundled/prefabs/deepsea/deepsea_floatingcity2.prefab",
"assets/bundled/prefabs/deepsea/deepsea_floatingcity3.prefab",
"assets/bundled/prefabs/deepsea/deepsea_floatingcity4.prefab"
]
},
"Spawn group global population limit by prefab": {},
"Addon defaults": {
"Spawn group defaults": {
"MaxPopulation": 1,
"SpawnPerTickMin": 1,
"SpawnPerTickMax": 2,
"RespawnDelayMin": 1500.0,
"RespawnDelayMax": 2100.0,
"InitialSpawn": true,
"PreventDuplicates": false,
"PauseScheduleWhileFull": false,
"RespawnWhenNearestPuzzleResets": false
},
"Spawn point defaults": {
"Exclusive": true,
"SnapToGround": true,
"CheckSpace": false,
"RandomRotation": false,
"RandomRadius": 0.0,
"PlayerDetectionRadius": 0.0
},
"Puzzle defaults": {
"PlayersBlockReset": true,
"PlayerDetectionRadius": 30.0,
"SecondsBetweenResets": 1800.0
}
},
"Deployable overrides": {
"arcade.machine.chippy": "assets/bundled/prefabs/static/chippyarcademachine.static.prefab",
"autoturret": "assets/content/props/sentry_scientists/sentry.bandit.static.prefab",
"bbq": "assets/bundled/prefabs/static/bbq.static.prefab",
"boombox": "assets/prefabs/voiceaudio/boombox/boombox.static.prefab",
"box.repair.bench": "assets/bundled/prefabs/static/repairbench_static.prefab",
"cctv.camera": "assets/prefabs/deployable/cctvcamera/cctv.static.prefab",
"chair": "assets/bundled/prefabs/static/chair.static.prefab",
"computerstation": "assets/prefabs/deployable/computerstation/computerstation.static.prefab",
"connected.speaker": "assets/prefabs/voiceaudio/hornspeaker/connectedspeaker.deployed.static.prefab",
"hobobarrel": "assets/bundled/prefabs/static/hobobarrel_static.prefab",
"microphonestand": "assets/prefabs/voiceaudio/microphonestand/microphonestand.deployed.static.prefab",
"modularcarlift": "assets/bundled/prefabs/static/modularcarlift.static.prefab",
"research.table": "assets/bundled/prefabs/static/researchtable_static.prefab",
"samsite": "assets/prefabs/npc/sam_site_turret/sam_static.prefab",
"small.oil.refinery": "assets/bundled/prefabs/static/small_refinery_static.prefab",
"telephone": "assets/bundled/prefabs/autospawn/phonebooth/phonebooth.static.prefab",
"vending.machine": "assets/prefabs/deployable/vendingmachine/npcvendingmachine.prefab",
"wall.frame.shopfront.metal": "assets/bundled/prefabs/static/wall.frame.shopfront.metal.static.prefab",
"workbench1": "assets/bundled/prefabs/static/workbench1.static.prefab",
"workbench2": "assets/bundled/prefabs/static/workbench2.static.prefab"
},
"Xmas tree decorations (item short names)": [
"xmas.decoration.gingerbreadmen",
"xmas.decoration.star",
"xmas.decoration.tinsel",
"xmas.decoration.candycanes",
"xmas.decoration.pinecone",
"xmas.decoration.lights"
]
}"Override saving enabled by prefab": {
"assets/prefabs/deployable/vendingmachine/npcvendingmachine": true,
"assets/prefabs/deployable/vendingmachine/npcvendingmachines/shopkeeper_vm_invis": true
}更新日志
本站记录 uMod 官方插件信息。完整的历史更新日志请参阅 uMod 官方页面。
安装方法
- 确认服务器已安装 Oxide / uMod 或兼容的 Carbon 框架。
- 登录本站后点击"下载",由 uMod 官方地址获取作者发布的文件。
- 将 .cs 文件放入服务器的
oxide/plugins目录。 - 观察服务端控制台,确认插件编译并成功加载。
- 具体配置、权限、指令和依赖请查看原作者的 uMod 页面。
使用前注意
- Rust 更新后,请先确认插件是否仍兼容当前服务端版本。
- 修改配置前建议备份原配置文件,并在测试服验证后再部署到正式服。
- 若插件依赖其他扩展或库,以 uMod 原作者页面的最新说明为准。
- 本站中文内容用于辅助理解,遇到版本差异时以官方英文文档和源码为准。
中文介绍由 uMod 官方简介翻译整理。插件著作权、许可证、完整文档和最新发布状态均以原作者及 uMod 官方页面为准。