AssetScene-propsSolved

I have created a program to take custom prefabs and break them down into their components. Of course, they have to already be in the game, but when I try to load them, I get the error "requires asset scene 'AssetScene-props' to be loaded first."

I have tried using custom maps injected with prefabs from AssetScene-props, but this didn't work either.

Are there any solutions to this?

I don't think that's related to this plugin.

So I made a program that takes a prefab created in RustEdit and makes it into a *.json for MonumentAddons to use. But for some of the prefabs used, I get that error. After a quick google is seems to be because of rust_reboot/main#128110

Monument Addons primarily spawns entities. I don't think what you are attempting is feasible at all. You can't "spawn" arbitrary prefabs dynamically.

MonumentAddons spawns intances of prefabs (entities) from Rust's built-in prefabs, like assets/prefabs/building/ladder.wall.wood/ladder.wooden.wall.prefab for a ladder but the entities I'm trying to spawn (assets/content/props/helipad_tarpaulin/helipad_tarpaulin.prefab) are also built into the game, but I think for optimisation reasons the required asset scene is unloaded when the server boots. I'm just trying to find a workaround

Assets not being loaded is only part of the problem. Prefabs that have no BaseNetworkable component cannot be spawned, meaning you can create the prefab, but there is no way for the client to be networked the event, so the client will never render the object. These individual prefabs can only practically be used as part of the map itself.

Ahhh, as depressing as that is, it makes sense. Although it's probably for logical reasons, I hope they add it for the modders. Thanks for this though, and sorry to take up your time