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Total changes: 997 · The older build is always on the left: pick them the other way round and the sides swap automatically.

Same changes: which records and what changed
in 4
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_bear.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_bear.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
in 4
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_pork.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_pork.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Modifiers · Radiation_Resistance · value0.30.25
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Modifiers · Cooling · value1514
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Modifiers · Harvesting · value0.50.45
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Modifiers · Max_Health · value0.1250.1
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Modifiers · Ore_Yield · value0.350.3
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Modifiers · Scrap_Yield · value2.252
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Modifiers · Warming · value109
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Loot: apple.tree—100% ×1
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_apple.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_apple.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Loot: codelockedhackablecrate_min_build_radius28.45% ×127.78% ×1
Loot: codelockedhackablecrate_no_build_radius28.45% ×127.78% ×1
Loot: codelockedhackablecrate28.45% ×127.78% ×1
Loot: codelockedhackablecrate_ghostship28.45% ×127.78% ×1
Loot: codelockedhackablecrate_oilrig28.45% ×127.78% ×1
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skinOfmini fridgeminifridge
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Modifiers · Hunger_Capacity · label · ruHunger CapacityОбъем голода
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_big_cat.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_big_cat.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.black.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.blue.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
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Loot: codelockedhackablecrate_min_build_radius22.73% ×116.67% ×1
Loot: codelockedhackablecrate_no_build_radius22.73% ×116.67% ×1
Loot: codelockedhackablecrate22.73% ×116.67% ×1
Loot: codelockedhackablecrate_ghostship22.73% ×116.67% ×1
Loot: codelockedhackablecrate_oilrig22.73% ×116.67% ×1
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Modifiers · HorseDungProductionBoost · Duration120360
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Modifiers · HorseDungProductionBoost · Duration120600
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_chicken.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_chicken.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Loot: coconut.tree—100% ×1
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Modifiers · Radiation_Resistance · value0.60.45
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Modifiers · Cooling · value2622
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Modifiers · Harvesting · value0.850.65
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Modifiers · Max_Health · value0.260.2
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Modifiers · Ore_Yield · value0.650.5
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Modifiers · Scrap_Yield · value4.54
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Modifiers · Warming · value19.517
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Modifiers · Wood_Yield · value2.62
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_crocodile.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_crocodile.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Modifiers · AnimalRepellent—Type: AnimalRepellent, value: 1, Duration: 1800, label: {ru: Animal Repellent, en: Animal Repellent}, format: pct, plus: ✓
Modifiers · VisionCareType: VisionCare, value: 1, Duration: 900, label: {ru: Забота о зрении, en: Vision Care}, format: flag—
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_fish.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_fish.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Default blueprint✓✗
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.green.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_hunters.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_hunters.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
FieldBeforeAfter
Loot: codelockedhackablecrate_min_build_radius6.06% ×15.88% ×1
Loot: codelockedhackablecrate_no_build_radius6.06% ×15.88% ×1
Loot: codelockedhackablecrate6.06% ×15.88% ×1
Loot: codelockedhackablecrate_ghostship6.06% ×15.88% ×1
Loot: codelockedhackablecrate_oilrig6.06% ×15.88% ×1
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Loot: codelockedhackablecrate_min_build_radius24.24% ×117.65% ×1
Loot: codelockedhackablecrate_no_build_radius24.24% ×117.65% ×1
Loot: codelockedhackablecrate24.24% ×117.65% ×1
Loot: codelockedhackablecrate_ghostship24.24% ×117.65% ×1
Loot: codelockedhackablecrate_oilrig24.24% ×117.65% ×1
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Loot: codelockedhackablecrate_min_build_radius12.12% ×111.77% ×1
Loot: codelockedhackablecrate_no_build_radius12.12% ×111.77% ×1
Loot: codelockedhackablecrate12.12% ×111.77% ×1
Loot: codelockedhackablecrate_ghostship12.12% ×111.77% ×1
Loot: codelockedhackablecrate_oilrig12.12% ×111.77% ×1
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Loot: codelockedhackablecrate_min_build_radius9.09% ×18.82% ×1
Loot: codelockedhackablecrate_no_build_radius9.09% ×18.82% ×1
Loot: codelockedhackablecrate9.09% ×18.82% ×1
Loot: codelockedhackablecrate_ghostship9.09% ×18.82% ×1
Loot: codelockedhackablecrate_oilrig9.09% ×18.82% ×1
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Modifiers · Radiation_Resistance · value0.450.35
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Modifiers · Cooling · value2018
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Modifiers · Harvesting · value0.650.55
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Modifiers · Max_Health · value0.20.15
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Modifiers · Ore_Yield · value0.50.4
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Modifiers · Scrap_Yield · value3.53
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Modifiers · Warming · value1513
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Modifiers · Wood_Yield · value21.5
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Loot: crate_elite8.25% ×15–4812.84% ×15–48
Loot: crate_elite8.25% ×15–4812.84% ×15–48
Loot: invisible_crate_elite6.35% ×15–4811.03% ×15–48
Loot: crate_normal—2% ×15
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NameSurplus Workbench UpgradePrototype Workbench Upgrade
Description20% chance to produce a random surplus part (1-8) when crafting. Surplus parts are used in special alternate recipes.Allows unlocking any tech tree item regardless of progression. Each attempt has a 25% chance to succeed, and a failed attempt still consumes resources.
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_pumkin.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_pumkin.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Modifiers · Radiation_Resistance · value0.450.35
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Modifiers · Cooling · value2018
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Modifiers · Harvesting · value0.650.55
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Modifiers · Max_Health · value0.20.15
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Modifiers · Ore_Yield · value0.50.4
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Modifiers · Scrap_Yield · value3.53
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Modifiers · Warming · value1513
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Modifiers · Wood_Yield · value21.5
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.red.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_apple.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_apple.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Modifiers · Hunger_Capacity · label · ruHunger CapacityОбъем голода
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_big_cat.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_big_cat.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_chicken.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_chicken.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_fish.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_fish.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_hunters.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_hunters.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
FieldBeforeAfter
Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_pumkin.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_pumkin.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
FieldBeforeAfter
Loot: codelockedhackablecrate_min_build_radius7.32% ×17.14% ×1
Loot: codelockedhackablecrate_no_build_radius7.32% ×17.14% ×1
Loot: codelockedhackablecrate7.32% ×17.14% ×1
Loot: codelockedhackablecrate_ghostship7.32% ×17.14% ×1
Loot: codelockedhackablecrate_oilrig7.32% ×17.14% ×1
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DescriptionReduces the scrap cost of all tech tree unlocks at this bench by 20%.Each blueprint spent on tech tree unlocks at this bench has a 20% chance to not be consumed.
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Prefab projectileassets/prefabs/food/pies/projectiles/food_pie_survivors.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
Ammo · projectileassets/prefabs/food/pies/projectiles/food_pie_survivors.projectile.prefabassets/prefabs/food/pies/projectiles/food_pie_generic.projectile.prefab
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hasSkins✓✗
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.white.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
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Ingredient scrap—×50
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Ingredient metal.refined×20×25
Ingredient scrap—×500
Ingredient basicblueprintfragment×5—
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Ingredient scrap—×1250
Ingredient advancedblueprintfragment×5—
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actions—cmd: extract, mod: ItemModMenuOption, target: ItemModSwap, items: [shortname: seed.yellow.berry, Amount: 1], label: {ru: Извлечь, en: Extract}
Same changes: which records and what changed
in 9
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 100]
in 7
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 200]
in 6
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livestock · troughCeiling0.8—
livestock · comfortableHerd8—
livestock · crowdedHerd12—
livestock · packingRadius2.5—
livestock · comfortablePacking2—
livestock · crowdedPacking5—
livestock · severePacking9—
livestock · troughReachScale—0.9
in 5
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Slot blueprintbookloot—×1 100%
Slot advanceblueprintfragmentloot×1 100%—
Loot: blueprintbook—100% ×2
Loot: rifle.ak28.45% ×127.78% ×1
Loot: rifle.lr30024.24% ×117.65% ×1
Loot: rifle.bolt22.73% ×116.67% ×1
Loot: smg.uzi—14.71% ×1
Loot: m16a212.12% ×111.77% ×1
Loot: shotgun.m49.09% ×18.82% ×1
Loot: rocket.launcher7.32% ×17.14% ×1
Loot: rifle.l966.06% ×15.88% ×1
Loot: advancedblueprintfragment100% ×2—
in 5
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spawnspopulation: collectable-resource-stone, splat: [Dirt, Snow, Sand, Grass, Forest], biome: [Arid, Temperate, Tundra, Jungle, DeepSea], topologyAny: [Field, Forest], topologyNot: [Cliff, Summit, Beach, Ocean, Decor, Road, Swamp, River, Lake, O…—
in 4
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ClassDoorLadderHatch
InheritanceAnimatedBuildingBlock → StabilityEntity → DecayEntity → BaseCombatEntity → BaseEntityDoor → AnimatedBuildingBlock → StabilityEntity → DecayEntity → BaseCombatEntity → BaseEntity
ComponentsDoorLadderHatch
in 4
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Slot LootSpawn.Barrel—×1 100%
Slot blueprintfragmentloot_single—×1 16.67%
Loot: blueprintfragment—16.67% ×1
in 4
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Effects—assets/prefabs/weapons/waterbucket/effects/waterthrow3p_radioactive.prefab
Effects—assets/prefabs/weapons/waterbucket/waterball_radioactive.prefab
in 4
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spawns—population: collectable-resource-stone, splat: [Dirt, Snow, Sand, Grass, Forest], biome: [Arid, Temperate, Tundra, Jungle, DeepSea], topologyAny: [Field, Forest], topologyNot: [Cliff, Summit, Beach, Ocean, Decor, Road, Swamp, River, Lake, O…
in 3
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livestock · timeToGrow1728000
livestock · adultEquivalent1—
in 3
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Slot Uzi with Ammo—×1 5%
Loot: smg.uzi—5% ×1
in 3
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Slot basicblueprintfragmentloot_single×1 10%—
Loot: basicblueprintfragment10% ×1—
in 3
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livestock · adultEquivalent0.5—
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InheritanceConstructableEntity → StorageContainer → DecayEntity → BaseCombatEntity → BaseEntityRepairableStructure → ConstructableEntity → StorageContainer → DecayEntity → BaseCombatEntity → BaseEntity
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InheritanceBaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntityBaseMountedWeapon → BaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
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InheritanceBaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntityBaseMountedWeapon → BaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
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Components—BuildingBlockDecay
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Components—Upkeep
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InheritanceBallistaGun → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntityBaseMountedWeapon → BaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
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InheritanceBallistaGun → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntityBaseMountedWeapon → BaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
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Slot blueprintfragmentloot_single—×1 20%
Loot: blueprintfragment—20% ×1
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Slot blueprintfragmentloot_single—×1 20%
Loot: blueprintfragment—20% ×1
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Slot blueprintbookloot_single—×1 10%
Slot advanceblueprintfragmentlootsingle×1 10%—
Loot: ammo.pistol8.25% ×15–4812.84% ×15–48
Loot: blueprintbook—10% ×1
Loot: advancedblueprintfragment10% ×1—
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Slot blueprintbookloot_single—×1 10%
Slot advanceblueprintfragmentlootsingle×1 10%—
Loot: ammo.pistol8.25% ×15–4812.84% ×15–48
Loot: blueprintbook—10% ×1
Loot: advancedblueprintfragment10% ×1—
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Slot Uzi with Ammo—×1 2%
Loot: smg.uzi—2% ×1
Loot: ammo.pistol—2% ×15
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Slot blueprintfragmentloot—×1 20%
Loot: blueprintfragment—20% ×2
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Slot blueprintfragmentloot—×1 20%
Loot: blueprintfragment—20% ×2
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ComponentsUnityEngine.MeshCollider—
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ComponentsUnityEngine.MeshCollider—
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 50]
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 50]
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spawnspopulation: HalloweenDungeon.population, splat: [Dirt, Snow, Sand, Grass, Forest, Stones, Gravel], biome: [Arid, Temperate, Arctic, Jungle], topologyAny: [Field, Roadside, Railside], topologyNot: [Cliff, Beachside, Beach, Forest, Ocean, Oce…—
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Components—Rust.Ai.Gen2.LivestockFeedingSlots
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Loot: ammo.pistol6.35% ×15–4811.03% ×15–48
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Health150450
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Itemmini fridgeminifridge
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Slot blueprintpageloot_single—×1 50%
Loot: blueprintpage—50% ×1
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MonumentsMilitary Tunnel—
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InheritanceCannon → BallistaGun → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntityCannon → BaseMountedWeapon → BaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
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Effects—assets/prefabs/food/apple/apple.tree.prefab
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Slot blueprintpageloot—×1 100%
Loot: blueprintpage—100% ×2
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ClassMountedWeaponPTBoatTurret
InheritanceStorageContainer → DecayEntity → BaseCombatEntity → BaseEntityBaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
CategoryStorageMountable
Slots6—
ComponentsMountedWeapon AiMountedWeaponControllerPTBoatTurret
Effectsassets/content/vehicles/boats/ptboat/effects/50cal_dryfire.prefab—
InterfacesIContainerSounds—
InterfacesIIdealSlotEntity—
InterfacesIIndustrialStorageCallbackReceiver—
InterfacesIInventoryProvider—
InterfacesIItemContainerEntity—
InterfacesILootableEntity—
InterfacesLootPanel+IHasLootPanel—
InterfacesPlayerInventory+ICanMoveFrom—
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Effectsassets/prefabs/vehicle/seats/internalmounteddouble50calturretseat.prefab assets/prefabs/vehicle/seats/standingmounted50calturretseat.prefabassets/content/vehicles/boats/ptboat/turrets/pt_boat_turret_rear.prefab assets/content/vehicles/boats/ptboat/turrets/ptboat_turret_front.prefab
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ClassMountedWeaponPTBoatTurret
InheritanceStorageContainer → DecayEntity → BaseCombatEntity → BaseEntityBaseMountedUseable → BaseVehicleSeat → BaseVehicleMountPoint → BaseMountable → BaseCombatEntity → BaseEntity
CategoryStorageMountable
Slots6—
ComponentsMountedWeapon AiMountedWeaponControllerPTBoatTurret
Effectsassets/content/vehicles/boats/ptboat/effects/50cal_dryfire.prefab—
InterfacesIContainerSounds—
InterfacesIIdealSlotEntity—
InterfacesIIndustrialStorageCallbackReceiver—
InterfacesIInventoryProvider—
InterfacesIItemContainerEntity—
InterfacesILootableEntity—
InterfacesLootPanel+IHasLootPanel—
InterfacesPlayerInventory+ICanMoveFrom—
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Effectsassets/prefabs/vehicle/seats/internalmounteddouble50calturretseat.prefab assets/prefabs/vehicle/seats/standingmounted50calturretseat.prefabassets/content/vehicles/boats/ptboat/turrets/pt_boat_turret_rear.prefab assets/content/vehicles/boats/ptboat/turrets/ptboat_turret_front.prefab
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spawnspopulation: Scarecrow.Population, topologyAny: [Monument, Roadside, Rail], topologyNot: [Cliff, Summit, Ocean, Decor, Swamp, River, Lake, Offshore, Railside, Building, Cliffside, Mountain, Clutter], density: 2, convar: halloween.scarecrowpo…—
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Health150450
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Slot blueprintpageloot—×1 100%
Slot basicblueprintfragmentloot×1 100%—
Loot: blueprintpage—100% ×2
Loot: basicblueprintfragment100% ×2—
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Weapon · damageScale0.40.42
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 140]
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Grades · cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708—key: cab-e2446ae3835fd7310524e3e713bd9b72:7393049807323197708, Type: 3, skin: 10566, Health: 1000, Cost: [shortname: metal.fragments, Amount: 140]
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Effects—assets/prefabs/weapons/waterbucket/effects/waterbucket_splash.prefab
Effects—assets/prefabs/weapons/waterbucket/effects/waterbucket_splash_radioactive.prefab
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Effects—assets/prefabs/food/water jug/effects/waterjug_splash.prefab
Effects—assets/prefabs/food/water jug/effects/waterjug_splash_radioactive.prefab
ai.debug_seedai.fsm_frametime_animalsai.fsm_frametime_livestockai.fsm_frametime_scientistsantihack.limbreachantihack.limbreachgraceaudio.occlusionintervalaudio.virtualocclusionintervalbaseboat.regenerate_ocean_pathbasemounteduseable.debugbasemountedweapon.reloadbirdflock.corpseinterestprioritybirdflock.crowpopulationbirdflock.explosionstartleradiusbirdflock.interestbirdflock.seagullpopulationbirdflock.startleboatai.roaming_egress_minutesbuildingmanager.debugprivilegegridbuildingmanager.debugprivilegequeriesbuildingmanager.privilegecachedebug.overlaykbpsdecay.tick_budget_msdeepsea.lighthouseopendelaygenerateerosion.determinism_logitemmodentity.playeronlyentitybeltonlylivestock.breedingfloorperheadlivestock.drawherdslivestock.drawpenslivestock.drawradiuslivestock.estimatestandingsharelivestock.freerangelinkradiuslivestock.grazehelpingmaxlivestock.grazehelpingminlivestock.lethalfloorperheadlivestock.maxfreerangeherdlivestock.needsframetimelivestock.nonownertrustsharelivestock.panelpotentiallivestock.potentialfallsecondslivestock.potentialrisesecondslivestock.potentialunbredcaplivestock.remoteeatafterlivestock.remoteeatdistancelivestock.setpotentiallivestock.setsleepylivestock.shelterneedfloorlivestock.sleepychancelivestock.starvedsearchintervallivestock.sunfullsharelivestock.sunresampleminuteslivestock.sunsamplehourslivestock.sunsamplepolyslivestock.vendorlowpotentialmoderation.ugc_uploadmoderation.ugc_upload_debouncemoderation.ugc_upload_frequencymoderation.ugc_upload_max_attemptsmoderation.ugc_upload_max_queuemoderation.ugc_upload_retry_cooldownmoderation.ugc_upload_urlnet.position_lodnet.position_lod_playersnetworkprofiler.packet_capture_rust_relayplayerboat.sailblockedupdateintervalpool.debug_mem_startpool.debug_mem_stopptboatturret.ai_burst_lengthptboatturret.ai_fire_rateptboatturret.ai_time_between_burstsseagullgroup.deepseafillseagullgroup.landseagullgroup.landatseagullgroup.populationseagullgroup.startleserver.batchpacketsserver.batchpacketsizeserver.enforceoverlapchecksonbuildingblockchangesserver.max_tool_cupboardsserver.sprintmetabolismscaletime.framesteptree.hit_forgivenesstree.hit_forgiveness_max_trunkworld.topology_hierarchy_validate
Same changes: which records and what changed
FieldBeforeAfter
DescriptionTarget frame time in seconds for the Critters budgetFrame time budget in milliseconds for the critter FSM ticks
FieldBeforeAfter
DescriptionTarget frame time in seconds for the Ocean Critters swimming movement budgetFrame time budget in milliseconds for the ocean critters' swimming movement
FieldBeforeAfter
Default20.2
FieldBeforeAfter
Default23
helpGenerated✓—
FieldBeforeAfter
DescriptionSpawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking atSpawns a complete NPC vendor by vendor name and the stock it should sell - both the shopkeeper NPC and the invisible vending machine it needs - or any other vending machine by prefab name, at the position the calling player is looking at. Leave out the stock to list them
FieldBeforeAfter
DescriptionServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin clientServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and part and sends it to the requesting admin client
FieldBeforeAfter
DescriptionTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filterTeleport to the nearest entity matching the given prefab short name, with an optional radius filter
helpGenerated✓—
FieldBeforeAfter
DefaultTrueFalse
FieldBeforeAfter
Default20
FieldBeforeAfter
Default10
FieldBeforeAfter
DescriptionMultiplier applied to livestock grow and old-age times; 0.5 = grow up twice as fast, 0 = disable aging entirelyMultiplier applied to how long a livestock infant takes to grow up; 0.5 = grow up twice as fast, 0 = disable aging entirely
FieldBeforeAfter
DescriptionImmediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).Immediately grows the nearest livestock infant into its adult stage. Optional search radius in metres (default 20).
FieldBeforeAfter
DescriptionHow many seconds a totally neglected livestock animal takes to go from full health to deadHow many seconds a totally neglected livestock animal takes to fall from full health to 1 hp, or to dead when it has no personal space left
FieldBeforeAfter
Default0.51
DescriptionContentment at or above which a livestock animal is healthy and heals towards fullContentment at which a livestock animal is in full condition; below it the condition target falls in proportion, so a herd held at the shelter floor sits at half condition
FieldBeforeAfter
DescriptionKills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead.Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: unowned animals first, then owned ones, the worst kept and worst bred first in each. An optional head count culls down to that instead.
FieldBeforeAfter
Default0.70.667
DescriptionHow well a Bad Hardiness livestock animal tolerates going short of food, water or room, as a share of an average oneWhat an average animal's food, water, room, grass and sun needs are divided by for a Bad Hardiness livestock animal, so below 1 it needs more of everything
FieldBeforeAfter
Default1.52
DescriptionHow well a Good Hardiness livestock animal tolerates going short of food, water or room, as a multiple of an average oneWhat an average animal's food, water, room, grass and sun needs are divided by for a Good Hardiness livestock animal, so at 2 it gets by on half
FieldBeforeAfter
Default715
FieldBeforeAfter
DescriptionThe most seconds of trust a player can build with a livestock animal, which is the full bond: it can breed, standing in your cupboard makes that its home, your trust stops fading and a bull defends youThe most seconds of trust a player can build with a livestock animal, which is the full bond: it defends you. Only its owner reaches it, see livestock.nonOwnerTrustShare
FieldBeforeAfter
DescriptionThe language livestock are named in when nobody connected speaks one the game has names for, and the language the baseline weight reinforcesThe language a livestock animal is named in when its first owner is offline or speaks a language the game has no names for
FieldBeforeAfter
DescriptionWhether a farm animal's status panel says whether it is young or grownWhether a farm animal's status panel says how long it has lived while owned
FieldBeforeAfter
DefaultFalseTrue
FieldBeforeAfter
DefaultFalseTrue
FieldBeforeAfter
DescriptionWhether a farm animal's status panel shows what it produces and how often, after its genesWhether the milk or wool row of a farm animal's status panel also says what it produces and how often, after its genes
FieldBeforeAfter
DescriptionMakes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).Adds one stored milking to the nearest cow now, up to the most it can hold, without waiting out its cooldown. Optional search radius in metres (default 20).
FieldBeforeAfter
DescriptionMoves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).Moves the home of every livestock animal in range to where the caller is standing, so roam and the night gather aim here until it next eats at a trough. Optional radius in metres (default 30).
FieldBeforeAfter
DescriptionMakes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)Makes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Setting it clears sleepy. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)
FieldBeforeAfter
DescriptionSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or GoodSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good
FieldBeforeAfter
DescriptionPrints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)Prints what the nearest livestock animal's coat is made of, which is its genes and, for a species with patches, the coat seed it was born with. Usage: livestock.showcoat [radius], radius in metres (default 20)
FieldBeforeAfter
DescriptionDraws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10).Draws an arrow from the livestock animal you are looking at, or the nearest one, to its home: the last trough it ate at, or where it started. Green when that is inside a base. Optional search radius in metres (default 20) and seconds to draw for (default 10).
FieldBeforeAfter
DescriptionThe seconds a livestock animal credits to the team, cupboard authed and door code sharers of anyone it is bonded with; kept inside the tolerated band on purposeThe seconds a livestock animal credits to its owner's team and to the cupboard authed and door code sharers of its home; kept inside the tolerated band on purpose
FieldBeforeAfter
DescriptionHow many seconds near a livestock animal before you can lead it, after which it also ages, can starve and gives dung, milk or woolHow many seconds near a livestock animal before it accepts being led, milked or sheared by you
FieldBeforeAfter
DefaultTrueFalse
FieldBeforeAfter
Default34
DescriptionPlayer Update parallelism mode: 3-4, Higher modes are faster but more experimental. 3 by defaultPlayer Update parallelism mode: 3-4, Higher modes are faster but more experimental. 4 by default
FieldBeforeAfter
Default—False
FieldBeforeAfter
Default—False
Same changes: which records and what changed
in 5
FieldBeforeAfter
Map points · basicblueprintfragment_pickup.entity1—
Map points · blueprintpage_pickup.entity—1
in 3
FieldBeforeAfter
Spawn groups · fragment_spawner · Prefabs · blueprintpage_pickup.entity—prefabId: 484967355, Chance: 1
Spawn groups · fragment_spawner · Prefabs · basicblueprintfragment_pickup.entityprefabId: 4011844428, Chance: 1—
in 3
FieldBeforeAfter
Spawn groups · 2 · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · 2 · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
in 3
FieldBeforeAfter
Map points · advancedblueprintfragment_pickup.entity1—
Map points · blueprintbook_pickup.entity—1
FieldBeforeAfter
Spawn groups · Crate Spawner Low cabin · id20
Spawn groups · Crate Spawner High cabin · id31
Spawn groups · card_spawner_green · id42
Spawn groups · door_barricade_a_Spawner (1) · id53
Spawn groups · door_barricade_a_Spawner · id64
Spawn groups · Sulfur spawner · id05
Spawn groups · Logs spawner · id16
FieldBeforeAfter
Spawn groups · basic_fragment_spawner · Prefabs · blueprintpage_pickup.entity—prefabId: 484967355, Chance: 1
Spawn groups · basic_fragment_spawner · Prefabs · basicblueprintfragment_pickup.entityprefabId: 4011844428, Chance: 1—
FieldBeforeAfter
Spawn groups · 1 · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · 1 · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
FieldBeforeAfter
Spawn groups · 4 · Prefabs · blueprintbook_pickup.entity—prefabId: 2242060430, Chance: 1
Spawn groups · 4 · Prefabs · advancedblueprintfragment_pickup.entityprefabId: 120188964, Chance: 1—
FieldBeforeAfter
Map points · lighthouse_beacon.repairable—1
Counts · other45
FieldBeforeAfter
Map points · monumentblocker_lockers.entity13
Map points · monumentblocker_barrels_100x300.entity2—
Spawn groups · Advance Fragment Spawner · Prefabs · blueprintbook_pickup.entity—prefabId: 2242060430, Chance: 1
Spawn groups · Advance Fragment Spawner · Prefabs · advancedblueprintfragment_pickup.entityprefabId: 120188964, Chance: 1—
FieldBeforeAfter
Spawn groups · Crate Spawner Powergrid Loot Room · id60
Spawn groups · diesel_barrel_spawner · id01
Spawn groups · elite_crate_spawner · id12
Spawn groups · basic_fragment_spawner · id23
Spawn groups · basic_fragment_spawner · Prefabs · blueprintbook_pickup.entity—prefabId: 2242060430, Chance: 1
Spawn groups · basic_fragment_spawner · Prefabs · advancedblueprintfragment_pickup.entityprefabId: 120188964, Chance: 1—
Spawn groups · Crate Spawner Interior - Second · id34
Spawn groups · Crate Spawner Interior - First · id45
Spawn groups · Crate Spawner Above · id56
FieldBeforeAfter
Spawn groups · Basic BP Spawner (1) · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · Basic BP Spawner (1) · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
Spawn groups · Basic BP Spawner · Prefabs · blueprintpage_pickup.entity—prefabId: 484967355, Chance: 1
Spawn groups · Basic BP Spawner · Prefabs · basicblueprintfragment_pickup.entityprefabId: 4011844428, Chance: 1—
FieldBeforeAfter
Spawn groups · 1 · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · 1 · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
FieldBeforeAfter
Spawn groups · 0 · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · 0 · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
FieldBeforeAfter
Spawn groups · 0 · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · 0 · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
FieldBeforeAfter
Spawn groups · Basic BP Fragment · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · Basic BP Fragment · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
FieldBeforeAfter
Spawn groups · Basic BP Fragment Spawner · Prefabs · blueprintpage_singlepickup.entity—prefabId: 2187047607, Chance: 1
Spawn groups · Basic BP Fragment Spawner · Prefabs · basicblueprintfragment_singlepickup.entityprefabId: 14164597, Chance: 1—
blueprintpageloot
blueprintpageloot_single
LootSpawn.Apple
LootSpawn.Coconut
smg.uzi
Uzi with Ammo
FieldBeforeAfter
Nameadvanceblueprintfragmentlootblueprintbookloot
Items · blueprintbook—s: blueprintbook, a: 2
Items · advancedblueprintfragments: advancedblueprintfragment, a: 2—
FieldBeforeAfter
Nameadvanceblueprintfragmentlootsingleblueprintbookloot_single
Items · blueprintbook—s: blueprintbook, a: 1
Items · advancedblueprintfragments: advancedblueprintfragment, a: 1—
FieldBeforeAfter
Namebasicblueprintfragmentlootblueprintfragmentloot
Items · blueprintfragment—s: blueprintfragment, a: 2
Items · basicblueprintfragments: basicblueprintfragment, a: 2—
FieldBeforeAfter
Namebasicblueprintfragmentloot_singleblueprintfragmentloot_single
Items · blueprintfragment—s: blueprintfragment, a: 1
Items · basicblueprintfragments: basicblueprintfragment, a: 1—
FieldBeforeAfter
Sub-tables · cab-e2446ae3835fd7310524e3e713bd9b72:6438409739885966335 · Weight4030
Sub-tables · cab-e2446ae3835fd7310524e3e713bd9b72:3382595274386640005 · Weight3020
Sub-tables · cab-e2446ae3835fd7310524e3e713bd9b72:673164768232422117—k: cab-e2446ae3835fd7310524e3e713bd9b72:673164768232422117, Weight: 25
FieldBeforeAfter
Items · minifridge—s: minifridge, a: 1
Items · mini fridges: mini fridge, a: 1—
FieldBeforeAfter
Nodes · 858 · shortnamemini fridgeminifridge
FieldBeforeAfter
Nodes · 153 · Outputs226
Nodes · 191 · shortnamemini fridgeminifridge
Nodes · 226—id: 226, shortname: clothing.mod.armorinsert_wool, x: 640, y: 320, Inputs: 153, Outputs:
FieldBeforeAfter
Nodes · 153 · Outputs368
Nodes · 368—id: 368, shortname: clothing.mod.armorinsert_wool, x: 704, y: 320, Inputs: 153, Outputs:
FieldBeforeAfter
Nodes · 147 · Outputs316
Nodes · 316—id: 316, shortname: clothing.mod.armorinsert_wool, x: 832, y: 320, Inputs: 147, Outputs:
HealingTea.Pure.Creamy.Recipehealingtea.pure.creamy
HealingTea.Pure.Milky.Recipehealingtea.pure.milky
MaxHealthTea.Pure.Creamy.Recipemaxhealthtea.pure.creamy
MaxHealthTea.Pure.Milky.Recipemaxhealthtea.pure.milky
OreTea.Pure.Creamy.Recipeoretea.pure.creamy
OreTea.Pure.Milky.Recipeoretea.pure.milky
PureCoolingTea.Creamy.Recipepurecoolingtea.creamy
PureCoolingTea.Milky.Recipepurecoolingtea.milky
PureHarvestingTea.Creamy.Recipepureharvestingtea.creamy
PureHarvestingTea.Milky.Recipepureharvestingtea.milky
PureWarmingTea.Creamy.Recipepurewarmingtea.creamy
PureWarmingTea.Milky.Recipepurewarmingtea.milky
RadiationResistanceTea.Pure.Creamy.Reciperadiationresisttea.pure.creamy
RadiationResistanceTea.Pure.Milky.Reciperadiationresisttea.pure.milky
RichCrocodilePiepie.crocodile.rich
ScrapTea.Pure.Creamy.Recipescraptea.pure.creamy
ScrapTea.Pure.Milky.Recipescraptea.pure.milky
WoodTea.Pure.Creamy.Recipewoodtea.pure.creamy
WoodTea.Pure.Milky.Recipewoodtea.pure.milky
FieldBeforeAfter
Stations—cookingworkbench.deployed
Same changes: which records and what changed
in 6
FieldBeforeAfter
targets · PhoneController · args · activeCallTo · TypePhoneControllerobject
parameters · activeCallTo · TypePhoneControllerobject
in 4
FieldBeforeAfter
targets · BaseMission · statusokchanged
in 3
FieldBeforeAfter
targets · NPCTalking · statusokmissing
targets · NPCTalking · args · nPCTalkingName: nPCTalking, Type: NPCTalking—
in 3
FieldBeforeAfter
targets · BaseMountable · statusokchanged
in 3
FieldBeforeAfter
targets · ItemCrafter · statusokchanged
in 3
FieldBeforeAfter
targets · BaseEntity · statusokchanged
in 3
FieldBeforeAfter
targets · ServerMgr · statusokchanged
in 3
FieldBeforeAfter
targets · SaveRestore · statusokchanged
in 3
FieldBeforeAfter
targets · NPCTalking · statusokchanged
in 3
FieldBeforeAfter
targets · ConVar.Debugging · statusokchanged
FieldBeforeAfter
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: AutoTurret, method: ObjectVisible, signature: bool AutoTurret.ObjectVisible(BaseCombatEntity), status: changed, injectionIndex: 0, returnBehavior: ExitWhenValidType, argumentBehavior: UseArg…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: AutoTurret, method: ObjectVisible, signature: bool AutoTurret.ObjectVisible(BaseCombatEntity), status: ok, injectionIndex: 0, returnBehavior: ExitWhenValidType, argumentBehavior: UseArgument…—
FieldBeforeAfter
targets · Rust.Ai.Gen2.LivestockAnimal · statusokchanged
FieldBeforeAfter
targets · RidableHorse · statusokchanged
FieldBeforeAfter
targets · Bootstrap · statusokchanged
FieldBeforeAfter
targets · BaseCombatEntity · statusokchanged
FieldBeforeAfter
targets · BoatAI · statusokchanged
FieldBeforeAfter
targets · ApartmentDoor · statusokchanged
FieldBeforeAfter
targets · ApartmentDoor · statusokchanged
FieldBeforeAfter
targets · ApartmentBuilding · statusokchanged
FieldBeforeAfter
targets · ApartmentBuilding · statusokchanged
FieldBeforeAfter
targets · BallistaGun · statusokmissing
targets · BallistaGun · args · ballistaGunName: ballistaGun, Type: BallistaGun—
targets · BallistaGun · args · local0Name: local0, Type: BasePlayer—
FieldBeforeAfter
targets · BoatGroupSpawner · statusokmissing
targets · BoatGroupSpawner · args · boatGroupSpawnerName: boatGroupSpawner, Type: BoatGroupSpawner—
targets · BoatGroupSpawner · args · vector2Name: vector2, Type: Vector2—
targets · BoatGroupSpawner · args · quaternionName: quaternion, Type: Quaternion—
targets · BoatGroupSpawner · args · listName: list, Type: HashSet<RHIB>—
targets · BoatGroupSpawner · args · booleanName: boolean, Type: bool—
targets · BoatGroupSpawner · args · spawnsPTName: spawnsPT, Type: bool—
parameters · local1—Name: local1, Type: Vector2
parameters · local4—Name: local4, Type: Quaternion
parameters · list · TypeHashSet<RHIB>HashSet
parameters · local3—Name: local3, Type: bool
parameters · vector2Name: vector2, Type: Vector2—
parameters · quaternionName: quaternion, Type: Quaternion—
parameters · booleanName: boolean, Type: bool—
FieldBeforeAfter
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: BoatGroupSpawner, method: SpawnBoatGroup, signature: void BoatGroupSpawner.SpawnBoatGroup(HashSet<RHIB>, BoatAI.AILoadMode, bool, ScientistBoatOilrigManager), status: missing, injectionIndex…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: BoatGroupSpawner, method: SpawnBoatGroup, signature: void BoatGroupSpawner.SpawnBoatGroup(HashSet<RHIB>, BoatAI.AILoadMode, bool, ScientistBoatOilrigManager), status: missing, injectionIndex…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: BoatGroupSpawner, method: SpawnBoatGroup, signature: void BoatGroupSpawner.SpawnBoatGroup(HashSet<RHIB>, BoatAI.AILoadMode, bool, ScientistBoatOilrigManager), status: ok, injectionIndex: 95,…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: BoatGroupSpawner, method: SpawnBoatGroup, signature: void BoatGroupSpawner.SpawnBoatGroup(HashSet<RHIB>, BoatAI.AILoadMode, bool, ScientistBoatOilrigManager), status: ok, injectionIndex: 15,…—
parameters · local1—Name: local1, Type: Vector2
parameters · local4—Name: local4, Type: Quaternion
parameters · list · TypeHashSet<RHIB>HashSet
parameters · local3—Name: local3, Type: bool
parameters · vector2Name: vector2, Type: Vector2—
parameters · quaternionName: quaternion, Type: Quaternion—
parameters · booleanName: boolean, Type: bool—
overloads[Name: boatGroupSpawner, Type: BoatGroupSpawner, Name: vector2, Type: Vector2, Name: quaternion, Type: Quaternion, Name: list, Type: HashSet<RHIB>, Name: boolean, Type: bool, Name: spawnsPT, Type: bool]—
overloads—
FieldBeforeAfter
targets · BoomBox · statusokchanged
FieldBeforeAfter
targets · CollectibleEntity · statusokchanged
targets · CollectibleEntity · args · itemModConsume—Name: itemModConsume, Type: ItemModConsume
targets · CollectibleEntity · args · local9Name: local9, Type: Item—
parameters · itemModConsume—Name: itemModConsume, Type: ItemModConsume
parameters · local9Name: local9, Type: Item—
FieldBeforeAfter
targets · CollectibleEntity · statusokchanged
FieldBeforeAfter
targets · DropUtil · statusokmissing
targets · DropUtil · args · containerName: container, Type: ItemContainer—
FieldBeforeAfter
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.State_Dead, method: StartRagdoll, signature: void Rust.Ai.Gen2.State_Dead.StartRagdoll(), status: changed, injectionIndex: 51, returnBehavior: ExitWhenNonNull, argumentBehavior:…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.State_Dead, method: StartRagdoll, signature: void Rust.Ai.Gen2.State_Dead.StartRagdoll(), status: changed, injectionIndex: 57, kind: modify, returnBehavior: Custom, args:
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.State_Dead, method: StartRagdoll, signature: void Rust.Ai.Gen2.State_Dead.StartRagdoll(), status: ok, injectionIndex: 51, returnBehavior: ExitWhenNonNull, argumentBehavior: UseA…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.State_Dead, method: StartRagdoll, signature: void Rust.Ai.Gen2.State_Dead.StartRagdoll(), status: ok, injectionIndex: 57, kind: modify, returnBehavior: Custom, args: —
FieldBeforeAfter
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: changed, injectionIndex: 33, kind: modify, returnBehavior: Custom, args:
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: changed, injectionIndex: 35, returnBehavior: ExitWhenNonNull, argumentBehavior: UseArgumentSt…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: changed, injectionIndex: 43, kind: modify, returnBehavior: Continue, args: [Name: arg0, Type:…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: ok, injectionIndex: 33, kind: modify, returnBehavior: Custom, args: —
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: ok, injectionIndex: 35, returnBehavior: ExitWhenNonNull, argumentBehavior: UseArgumentString,…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Rust.Ai.Gen2.Cow, method: TryMilk, signature: bool Rust.Ai.Gen2.Cow.TryMilk(BasePlayer), status: ok, injectionIndex: 43, kind: modify, returnBehavior: Continue, args: [Name: arg0, Type: obje…—
FieldBeforeAfter
targets · Rust.Ai.Gen2.Cow · statusokchanged
FieldBeforeAfter
targets · DeepSeaManager.<CloseDeepSeaAsync>d__78 · statusokmissing
targets · DeepSeaManager.<CloseDeepSeaAsync>d__78 · args · local1Name: local1, Type: DeepSeaManager—
FieldBeforeAfter
targets · DeepSeaManager.<CloseDeepSeaAsync>d__78 · statusokmissing
targets · DeepSeaManager.<CloseDeepSeaAsync>d__78 · args · local1Name: local1, Type: DeepSeaManager—
FieldBeforeAfter
targets · DeepSeaManager.<OpenDeepSeaAsync>d__76 · statusokmissing
targets · DeepSeaManager.<OpenDeepSeaAsync>d__76 · args · local1Name: local1, Type: DeepSeaManager—
FieldBeforeAfter
targets · DeepSeaManager.<OpenDeepSeaAsync>d__76 · statusokmissing
targets · DeepSeaManager.<OpenDeepSeaAsync>d__76 · args · local1Name: local1, Type: DeepSeaManager—
FieldBeforeAfter
targets · ResourceDispenser · args · int32—Name: int32, Type: int
targets · ResourceDispenser · args · local4Name: local4, Type: Item—
parameters · int32—Name: int32, Type: int
parameters · local4Name: local4, Type: Item—
FieldBeforeAfter
targets · Door · statusokmissing
targets · Door · args · doorName: door, Type: Door—
targets · Door · args · playerName: player, Type: BasePlayer—
FieldBeforeAfter
targets · Planner · statusokchanged
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targets · MonumentBlocker—from: oxide, assembly: Assembly-CSharp.dll, Type: MonumentBlocker, method: OnDied, signature: void MonumentBlocker.OnDied(HitInfo), status: ok, injectionIndex: 3, returnBehavior: Continue, argumentBehavior: All, args: [Name: monumentBlocker…
overloads—[Name: monumentBlocker, Type: MonumentBlocker, Name: info, Type: HitInfo]
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targets—from: oxide, assembly: Assembly-CSharp.dll, Type: BaseMountable, method: DismountPlayer, signature: void BaseMountable.DismountPlayer(BasePlayer, bool), status: changed, injectionIndex: 271, returnBehavior: Continue, argumentBehavior: UseAr…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: BaseMountable, method: DismountPlayer, signature: void BaseMountable.DismountPlayer(BasePlayer, bool), status: changed, injectionIndex: 58, returnBehavior: Continue, argumentBehavior: UseArg…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: BaseMountable, method: DismountPlayer, signature: void BaseMountable.DismountPlayer(BasePlayer, bool), status: ok, injectionIndex: 271, returnBehavior: Continue, argumentBehavior: UseArgumen…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: BaseMountable, method: DismountPlayer, signature: void BaseMountable.DismountPlayer(BasePlayer, bool), status: ok, injectionIndex: 58, returnBehavior: Continue, argumentBehavior: UseArgument…—
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targets—from: oxide, assembly: Assembly-CSharp.dll, Type: MonumentBlocker, method: OnAttacked, signature: void MonumentBlocker.OnAttacked(HitInfo), status: ok, injectionIndex: 7, returnBehavior: ExitWhenValidType, argumentBehavior: All, args: [Name…
overloads—[Name: monumentBlocker, Type: MonumentBlocker, Name: info, Type: HitInfo]
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targets · BasePlayer.<OnFeedbackReport>d__779 · statusokmissing
targets · BasePlayer.<OnFeedbackReport>d__779 · args · local1Name: local1, Type: BasePlayer—
targets · BasePlayer.<OnFeedbackReport>d__779 · args · local2Name: local2, Type: string—
targets · BasePlayer.<OnFeedbackReport>d__779 · args · local3Name: local3, Type: string—
targets · BasePlayer.<OnFeedbackReport>d__779 · args · local5Name: local5, Type: Facepunch.Models.ReportType—
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targets · FireBall · statusokchanged
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targets · BasePlayer · args—Name: uInt32, Type: uint
targets · BasePlayer · args—Name: uInt32, Type: uint
targets · BasePlayer · args—Name: byte[], Type: byte[]
targets · BasePlayer · args—Name: l3, Type: object
targets · BasePlayer · args—Name: l5, Type: object
targets · BasePlayer · argsName: local0, Type: byte—
targets · BasePlayer · argsName: local1, Type: byte—
targets · BasePlayer · argsName: local2, Type: uint—
targets · BasePlayer · argsName: local3, Type: uint—
targets · BasePlayer · argsName: local5, Type: byte[]—
parameters—Name: uInt32, Type: uint
parameters—Name: uInt32, Type: uint
parameters—Name: byte[], Type: byte[]
parameters—Name: l3, Type: object
parameters—Name: l5, Type: object
parametersName: local0, Type: byte—
parametersName: local1, Type: byte—
parametersName: local2, Type: uint—
parametersName: local3, Type: uint—
parametersName: local5, Type: byte[]—
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targets · Effect.server · statusokchanged
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targets · ItemContainer · statusokchanged
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targets · PaintedItemStorageEntity · statusokchanged
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targets · RepairBench · statusokchanged
targets · RepairBench · args · inventoryId · Typeintobject
targets · RepairBench · args · boolean—Name: boolean, Type: bool
targets · RepairBench · args · basePlayer—Name: basePlayer, Type: BasePlayer
targets · RepairBench · args · local5Name: local5, Type: Item—
targets · RepairBench · args · local1Name: local1, Type: BasePlayer—
parameters · inventoryId · Typeintobject
parameters · boolean—Name: boolean, Type: bool
parameters · basePlayer—Name: basePlayer, Type: BasePlayer
parameters · local5Name: local5, Type: Item—
parameters · local1Name: local1, Type: BasePlayer—
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targets · Item · statusokchanged
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targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Item, method: MoveToContainer, signature: bool Item.MoveToContainer(ItemContainer, int, bool, bool, BasePlayer, bool), status: changed, injectionIndex: 304, returnBehavior: Continue, argumen…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: Item, method: MoveToContainer, signature: bool Item.MoveToContainer(ItemContainer, int, bool, bool, BasePlayer, bool), status: changed, injectionIndex: 595, returnBehavior: Continue, argumen…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Item, method: MoveToContainer, signature: bool Item.MoveToContainer(ItemContainer, int, bool, bool, BasePlayer, bool), status: ok, injectionIndex: 304, returnBehavior: Continue, argumentBeha…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: Item, method: MoveToContainer, signature: bool Item.MoveToContainer(ItemContainer, int, bool, bool, BasePlayer, bool), status: ok, injectionIndex: 595, returnBehavior: Continue, argumentBeha…—
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targets · Item · statusokchanged
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targets · LiquidWeapon · statusokchanged
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targets · Rust.Ai.Gen2.LivestockAnimal · statusokmissing
targets · Rust.Ai.Gen2.LivestockAnimal · args · livestockAnimalName: livestockAnimal, Type: Rust.Ai.Gen2.LivestockAnimal—
targets · Rust.Ai.Gen2.LivestockAnimal · args · userIdName: userId, Type: ulong—
targets · Rust.Ai.Gen2.LivestockAnimal · args · secondsName: seconds, Type: float—
targets · Rust.Ai.Gen2.LivestockAnimal · args · reasonName: reason, Type: Rust.Ai.Gen2.LivestockAnimal.FamiliarityReason—
parameters · userIdName: userId, Type: ulong—
parameters · secondsName: seconds, Type: float—
parameters · reasonName: reason, Type: Rust.Ai.Gen2.LivestockAnimal.FamiliarityReason—
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targets · Rust.Ai.Gen2.LivestockAnimal · statusokmissing
targets · Rust.Ai.Gen2.LivestockAnimal · args · livestockAnimalName: livestockAnimal, Type: Rust.Ai.Gen2.LivestockAnimal—
targets · Rust.Ai.Gen2.LivestockAnimal · args · userIdName: userId, Type: ulong—
targets · Rust.Ai.Gen2.LivestockAnimal · args · secondsName: seconds, Type: float—
targets · Rust.Ai.Gen2.LivestockAnimal · args · reasonName: reason, Type: Rust.Ai.Gen2.LivestockAnimal.FamiliarityReason—
parameters · userIdName: userId, Type: ulong—
parameters · secondsName: seconds, Type: float—
parameters · reasonName: reason, Type: Rust.Ai.Gen2.LivestockAnimal.FamiliarityReason—
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targets · LootContainer · statusokchanged
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targets · MapEntity · statusokchanged
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targets · BaseMelee · statusokchanged
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targets · BaseMelee · statusokchanged
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targets · NetworkVisibilityGrid · statusokchanged
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targets · NPCTalking · args · playerName: player, Type: BasePlayer—
parameters · playerName: player, Type: BasePlayer—
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targets · NPCTalking · args · local0Name: local0, Type: BasePlayer—
targets · NPCTalking · args · local6Name: local6, Type: ConversationData—
targets · NPCTalking · args · local20Name: local20, Type: ConversationData.ResponseNode—
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targets · NPCTalking · args · local0Name: local0, Type: BasePlayer—
targets · NPCTalking · args · local6Name: local6, Type: ConversationData—
targets · NPCTalking · args · local20Name: local20, Type: ConversationData.ResponseNode—
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targets · NPCPlayer · statusokchanged
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targets · PhoneController · args · currentPlayer · TypeBasePlayerobject
parameters · currentPlayer · TypeBasePlayerobject
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targets · PhoneController · args · currentPlayer · TypeBasePlayerobject
parameters · currentPlayer · TypeBasePlayerobject
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targets · InstantCameraTool · statusokchanged
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targets · InstantCameraTool · statusokchanged
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targets · BasePlayer.<OnPlayerReported>d__778 · statusokmissing
targets · BasePlayer.<OnPlayerReported>d__778 · args · local1Name: local1, Type: BasePlayer—
targets · BasePlayer.<OnPlayerReported>d__778 · args · local6Name: local6, Type: string—
targets · BasePlayer.<OnPlayerReported>d__778 · args · targetIdName: targetId, Type: string—
targets · BasePlayer.<OnPlayerReported>d__778 · args · local2Name: local2, Type: string—
targets · BasePlayer.<OnPlayerReported>d__778 · args · local3Name: local3, Type: string—
targets · BasePlayer.<OnPlayerReported>d__778 · args · local5Name: local5, Type: string—
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targets—from: oxide, assembly: Assembly-CSharp.dll, Type: ConVar.Debugging, method: invis, signature: void ConVar.Debugging.invis(ConsoleSystem.Arg), status: changed, injectionIndex: 144, returnBehavior: Continue, argumentBehavior: UseArgumentStrin…
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: ConVar.Debugging, method: invis, signature: void ConVar.Debugging.invis(ConsoleSystem.Arg), status: changed, injectionIndex: 85, kind: modify, returnBehavior: Custom, args:
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: ConVar.Debugging, method: invis, signature: void ConVar.Debugging.invis(ConsoleSystem.Arg), status: ok, injectionIndex: 144, returnBehavior: Continue, argumentBehavior: UseArgumentString, ar…—
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: ConVar.Debugging, method: invis, signature: void ConVar.Debugging.invis(ConsoleSystem.Arg), status: ok, injectionIndex: 85, kind: modify, returnBehavior: Custom, args: —
FieldBeforeAfter
targets—from: oxide, assembly: Assembly-CSharp.dll, Type: ResearchTable, method: ScrapForResearch, signature: int ResearchTable.ScrapForResearch(ItemDefinition), status: changed, injectionIndex: 0, returnBehavior: ExitWhenValidType, argumentBehavio…
targetsfrom: oxide, assembly: Assembly-CSharp.dll, Type: ResearchTable, method: ScrapForResearch, signature: int ResearchTable.ScrapForResearch(ItemDefinition), status: ok, injectionIndex: 0, returnBehavior: ExitWhenValidType, argumentBehavior: Us…—
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targets · BaseLauncher · statusokchanged
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targets · SignContent · statusokchanged
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targets · Signage · statusokchanged
targets · PhotoFrame · statusokchanged
targets · CarvablePumpkin · statusokchanged
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targets · Sprinkler · statusokchanged
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targets · SteamInventory.<UpdateSteamInventory>d__9 · statusokmissing
targets · SteamInventory.<UpdateSteamInventory>d__9 · args · local1Name: local1, Type: SteamInventory—
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targets · BuildingBlock · statusokchanged
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targets · SupplyDrop · statusokchanged
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targets · Workbench · statusokchanged
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targets · Workbench · statusokchanged
targets · Workbench · args · single—Name: single, Type: float
targets · Workbench · args · pooledListName: pooledList, Type: PooledList<ItemDefinition>—
parameters · single—Name: single, Type: float
parameters · pooledListName: pooledList, Type: PooledList<ItemDefinition>—
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targets · TimedExplosive · statusokchanged
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targets · ModularCar · statusokchanged
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targets · ModularCar · statusokchanged
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targets · WaterPurifier · statusokchanged
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targets · WaterPurifier · statusokchanged
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targets · BaseProjectile · statusokchanged
targets · BaseProjectile · args · l3—Name: l3, Type: object
targets · BaseProjectile · args · l2—Name: l2, Type: object
targets · BaseProjectile · args · local3Name: local3, Type: ItemModProjectile—
targets · BaseProjectile · args · local2Name: local2, Type: ProtoBuf.ProjectileShoot—
parameters · l3—Name: l3, Type: object
parameters · l2—Name: l2, Type: object
parameters · local3Name: local3, Type: ItemModProjectile—
parameters · local2Name: local2, Type: ProtoBuf.ProjectileShoot—
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targets · BaseProjectile · statusokchanged
targets · BaseProjectile · args · l0—Name: l0, Type: object
targets · BaseProjectile · args · local0Name: local0, Type: BasePlayer—
parameters · l0—Name: l0, Type: object
parameters · local0Name: local0, Type: BasePlayer—
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targets · ElectricWindmill · statusokchanged
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targets · ElectricWindmill · statusokchanged
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Size1024×194256×48
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Size1024×195256×48
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Size1920×1080512×288
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Size1920×10802048×1024
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Size128×128512×512
assets/prefabs/tools/shears/sound/shears-admire-a-001.oggassets/prefabs/tools/shears/sound/shears-admire-b-001.oggassets/prefabs/tools/shears/sound/shears-admire-c-001.oggassets/prefabs/tools/shears/sound/shears-attack-001.oggassets/prefabs/tools/shears/sound/shears-attack-002.oggassets/prefabs/tools/shears/sound/shears-attack-003.oggassets/prefabs/tools/shears/sound/shears-deploy-fidget.oggassets/prefabs/tools/shears/sound/shears-deploy.oggassets/prefabs/weapons/nailgun/sound/nailgun-admire-a.oggassets/prefabs/weapons/nailgun/sound/nailgun-admire-b.oggassets/prefabs/weapons/nailgun/sound/nailgun-admire-c.oggassets/prefabs/weapons/nailgun/sound/nailgun-admire-d.oggassets/prefabs/weapons/nailgun/sound/nailgun-admire-e.oggassets/prefabs/weapons/nailgun/sound/nailgun-attack-001.oggassets/prefabs/weapons/nailgun/sound/nailgun-attack-002.oggassets/prefabs/weapons/nailgun/sound/nailgun-attack-003.oggassets/prefabs/weapons/nailgun/sound/nailgun-dryfire-001.oggassets/prefabs/weapons/nailgun/sound/nailgun-dryfire-002.oggassets/prefabs/weapons/nailgun/sound/nailgun-dryfire-003.oggassets/prefabs/weapons/nailgun/sound/nailgun-reload-finish.oggassets/prefabs/weapons/nailgun/sound/nailgun-reload-insert-mag.oggassets/prefabs/weapons/nailgun/sound/nailgun-reload-remove-mag.oggassets/prefabs/weapons/nailgun/sound/nailgun-reload-rotate.oggassets/prefabs/weapons/nailgun/sound/nailgun-reload-start.oggassets/prefabs/weapons/uzi/sound/uzi-admire-a.oggassets/prefabs/weapons/uzi/sound/uzi-admire-b.oggassets/prefabs/weapons/uzi/sound/uzi-admire-c.oggassets/prefabs/weapons/uzi/sound/uzi-admire-d.oggassets/prefabs/weapons/uzi/sound/uzi-admire-e.oggassets/prefabs/weapons/uzi/sound/uzi-admire-f.oggassets/prefabs/weapons/uzi/sound/uzi-admire-g.oggassets/prefabs/weapons/uzi/sound/uzi-admire-h.oggassets/prefabs/weapons/uzi/sound/uzi-admire-i.oggassets/prefabs/weapons/uzi/sound/uzi-deploy.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-distant-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-distant-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-body-distant-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-lfe-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-lfe-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-lfe-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-mech-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-mech-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-mech-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-silenced-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-silenced-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-silenced-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-003.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-distant-001.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-distant-002.oggassets/prefabs/weapons/uzi/sound/uzi-gunshot-tail-outdoors-distant-003.oggassets/prefabs/weapons/uzi/sound/uzi-reload-bolt-back.oggassets/prefabs/weapons/uzi/sound/uzi-reload-bolt-forward.oggassets/prefabs/weapons/uzi/sound/uzi-reload-finish.oggassets/prefabs/weapons/uzi/sound/uzi-reload-grab-bolt.oggassets/prefabs/weapons/uzi/sound/uzi-reload-grab-mag.oggassets/prefabs/weapons/uzi/sound/uzi-reload-insert-mag.oggassets/prefabs/weapons/uzi/sound/uzi-reload-remove-mag.oggassets/prefabs/weapons/uzi/sound/uzi-reload-smack-mag.oggassets/prefabs/weapons/uzi/sound/uzi-reload-start.oggassets/prefabs/weapons/uzi/sound/uzi-stock-collapse-end.oggassets/prefabs/weapons/uzi/sound/uzi-stock-collapse-fold.oggassets/prefabs/weapons/uzi/sound/uzi-stock-collapse-grab.oggassets/prefabs/weapons/uzi/sound/uzi-stock-collapse-start.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-bolt-back.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-finish.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-grab-bolt.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-grab.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-start.oggassets/prefabs/weapons/uzi/sound/uzi-stock-deploy-unfold.oggassets/prefabs/weapons/uzi/tempsounds/uzi_gunshot_distant.oggassets/prefabs/weapons/uzi/tempsounds/uzi_gunshot.oggassets/rust.ai/agents/birdflocks/sound/bird-flock-fly-bird-loop.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-01.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-02.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-03.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-04.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-05.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-06.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-07.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-08.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-09.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-10.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-11.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-12.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-13.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-14.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-15.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-16.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-17.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-close-18.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-far-01.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-far-02.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-far-03.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-far-04.oggassets/rust.ai/agents/birdflocks/sound/crow-flock-call-stings-far-05.ogg
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Duration1.186s0.388s
assets/prefabs/npc/scientist/sound/aggro-1.wavassets/prefabs/npc/scientist/sound/aggro-2.wavassets/prefabs/npc/scientist/sound/aggro-3.wavassets/prefabs/npc/scientist/sound/aggro-4.wavassets/prefabs/npc/scientist/sound/aggro-5.wavassets/prefabs/npc/scientist/sound/fleeexplosive-1.wavassets/prefabs/npc/scientist/sound/fleeexplosive-2.wavassets/prefabs/npc/scientist/sound/reload-1.wavassets/prefabs/npc/scientist/sound/reload-2.wavassets/prefabs/npc/scientist/sound/responddeath-1.wavassets/prefabs/npc/scientist/sound/respondok-1.wavassets/prefabs/npc/scientist/sound/respondok-2.wavassets/prefabs/npc/scientist/sound/respondok-3.wavassets/prefabs/npc/scientist/sound/takecover-1.wavassets/prefabs/npc/scientist/sound/takecover-2.wavassets/prefabs/npc/scientist/sound/takecover-3.wavassets/prefabs/npc/scientist/sound/takecover-4.wavassets/prefabs/npc/scientist/sound/takecover-5.wavassets/prefabs/npc/scientist/sound/takecover-6.wavassets/prefabs/npc/scientist/sound/takecover-7.wavassets/prefabs/weapons/nailgun/sound/nailgun-attack.wavassets/rust.ai/agents/tiger/sound/222501-bengal-tiger-aggressive-roar-attack.wavassets/rust.ai/agents/tiger/sound/222506-bengal-tiger-aggressive-roar-grunt-06.wavassets/rust.ai/agents/tiger/sound/222519-bengal-tiger-breath-sharp.wavassets/rust.ai/agents/tiger/sound/222559-bengal-tiger-growl-v-aggressive.wavassets/rust.ai/agents/tiger/sound/222633-bengal-tiger-intimidate-grunt-roar-01.wavassets/rust.ai/agents/tiger/sound/222635-bengal-tiger-intimidate-grunt-roar-03.wavassets/rust.ai/agents/tiger/sound/222748-bengal-tiger-sniff-throat-moan-021.wavassets/rust.ai/agents/tiger/sound/222748-bengal-tiger-sniff-throat-moan-022.wavassets/rust.ai/agents/tiger/sound/499340-animal_bite_feeding_or_teeth_stabbing-gore_tearing_or_ripping_-creatures-monsters-beasts-dragons_dinosaurs_-01.wavassets/rust.ai/agents/tiger/sound/499341-animal_bite_feeding_or_teeth_stabbing-gore_tearing_or_ripping_-creatures-monsters-beasts-dragons_dinosaurs_-02.wavassets/rust.ai/agents/tiger/sound/499343-animal_bite_feeding_or_teeth_stabbing-gore_tearing_or_ripping_-creatures-monsters-beasts-dragons_dinosaurs_-04.wavassets/rust.ai/agents/wolf/sound/placeholder/wolf_bodyfall.wavassets/rust.ai/agents/wolf/sound/placeholder/wolf_cry_long01.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_cry_long02.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_eat01.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_eat02.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_eat03.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_eat04.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_eat05.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_growl.oggassets/rust.ai/agents/wolf/sound/placeholder/wolf_howl.wav
No changes:NPC vending machines