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Issue When a Monument Is Located Near Coordinates 0,0,0

Pending 1.9.6

hid333
hid333

Posted

I would like to report an issue that occurs when a monument is located near coordinates 0,0,0.

In RUST, the coordinates 0,0,0 appear to have a special meaning. Based on the behavior I have observed, it seems that various entities or objects may temporarily be created or initialized around 0,0,0 internally by the game.

Because of this, problems can occur on custom maps where a monument—for example, an Airfield—is located at or very close to 0,0,0.

For example, when attempting to apply a monument lock to the Cargo Ship, the monument located near 0,0,0 may also be incorrectly detected and locked. In this example, the Airfield may become locked as well.

This can result in situations where players are unable to attack the NPCs on the Cargo Ship, which may eventually cause the players to be killed by those NPCs without being able to fight back.

I would greatly appreciate it if you could consider implementing a way to avoid this behavior.

Whenever I use a custom map, I make it a point to check the area around 0,0,0 first. However, depending on the map design, it is not always possible to move or modify the monument.

I understand that the monument lock detection threshold can be adjusted quite precisely using the Monument Finder commands. However, if a monument is located directly above or extremely close to 0,0,0, it can be practically impossible to avoid this issue through threshold adjustments alone.

In such cases, my only workaround is to exclude that specific monument from the monument lock system entirely.

If possible, I would appreciate it if the plugin could include some kind of special handling for entities detected at or near 0,0,0, so that monuments located there are not incorrectly associated with entities such as the Cargo Ship.

Thank you very much for considering this issue.

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