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After extensive testing, I wasn't able to reproduce the bug, with or without any changes made to the river.

Also, turns out that the water trigger isn't for adding, but for removing water, so it was right after all, not including it.

I'm fairly certain the issue lies either with rustedit not properly placing the prefab or is some problem with the Rust code itself.

I've put some troubleshooting tips into the changelog, so try to nudge one or two river nodes around a little bit and see if that fixes it.

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