  _                    _         _     _                   
 | |__  _ __ ___  __ _| | ____ _| |__ | | ___              
 | '_ \| '__/ _ \/ _` | |/ / _` | '_ \| |/ _ \             
 | |_) | | |  __/ (_| |   < (_| | |_) | |  __/             
 |_.__/|_|  \___|\__,_|_|\_\__,_|_.__/|_|\___|     _       
  _ __ ___   ___  _ __  _   _ _ __ ___   ___ _ __ | |_ ___ 
 | '_ ` _ \ / _ \| '_ \| | | | '_ ` _ \ / _ \ '_ \| __/ __|
 | | | | | | (_) | | | | |_| | | | | | |  __/ | | | |_\__ \
 |_| |_| |_|\___/|_| |_|\__,_|_| |_| |_|\___|_| |_|\__|___/

READMEv1.0

READ THIS DOCUMENT in its entirety BEFORE ATTEMPTING TO MAKE USE OF THESE PREFABS!

FAQ:

What are "Breakable Monuments"?

Breakable Monuments are a free resource for mappers. 
The .prefab files included are intended to be a best-possible fit to all original Facepunch monuments.

How were Breakable Monuments made?

Information was extracted from the default Facepunch monuments and interpreted into mapping prefabs. Facepunch monuments contain a significant portion of data that cannot yet be represented in mapping, such as custom lighting settings and AI mechanics. Where no corresponding prefab is available, the closest match possible has been used.

Included in this zip file are custom prefabs and map files of each monument.
To ensure that Monument Markers are not corrupted the .prefab files must be broken before saving.

Coming soon:
Cargo, Underwater Labs, and Military Bases

Notes on Loot:
Loot spawns at Facepunch monuments are not equivalent to all spawner prefabs available for mappers. Broken monuments may produce significantly more loot due to missing a mechanic in which the original monuments suppress a number of spawn locations at random. Additionally, Some mixtures of crates cannot currently be recreated using the available mapmaking prefabs. For example, the basic / normal / military mixture used at Supermarket and Oxum's is not available.

AI: 
Vanilla AI behavior is not possible by using only this resource. Spawnpoints for scientists have been preserved but their behavior has not.

Lighting:
On some monuments with complex lighting, the light system has been left unbroken.

Puzzle Circuits:
RustEdit circuits representing the original puzzles are included for users of the RustEdit.DLL extension.

CCTVs:
Original names for CCTV cameras have been preserved for users of the RustEdit.DLL extension.

Quarries:
Quarries produce a mixture of resources, as the prefabs for sulfur, hqm, and stone quarries are not available.

Oilrig Hackable crates:
The hackable crates and heavy scientist events at both Oilrigs do not function. Hackable crates are replaced with Elite crates.

Shopkeepers:
The best attempt has been made to include bandit shopkeeper's vending profiles for users of the RustEdit.DLL extension.

Softcore Mode:
To disable player spawns at Compound, remove the staticrespawncompound prefab.

Credits:

Kilgoar - Developer
Stoner Jezus - Quality Control, patching, and puzzle recreation

Special thanks:
ArkNerds for his encouragement
Adsito for providing an open-source editor
Subwolf and Allard for assistance on IO

How Can I Contribute to the Project?

If you notice something out of place, have a question, want to learn about developing your own mapping editor tools, or would simply like to say hello, join the worldcraft custom maps discord:
https://discord.gg/fySxXeHG

These materials are provided as-is, for free, & without any guarantee for the safety of your maps or Rust server.
Donations or subscription to my Patreon help to keep the project running and are greatly appreciated.
For commercial use of this resource, please make a $10 donation.

https://www.patreon.com/kilgoar
https://www.paypal.com/paypalme/kilgoarhq