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Vanilla Rust cannot merge Bandit Camp and Outpost. The monuments are generated separately, and there is no server setting that combines their vendors, safe-zone logic or buildings.
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You can create the experience in two practical ways: build a merged Outpost on a custom map with RustEdit and RustMaps, or keep a procedural map and add selected Bandit features with Monument Addons. The first gives you exact visuals and layout; the second is faster to revise between wipes.
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What “merging” means in Rust
Administrators usually mean one of two things when they ask for a merged Bandit Camp and Outpost:
- A visual and structural merge: one large safe zone containing Outpost buildings, the Air Wolf helicopter vendor and landing area, the gambling wheel, Bandit-style vending and other map-native details.
- A functional approximation: an Outpost that gains selected Bandit services through plugins, without importing every Bandit NPC, prefab and path.
Those are different projects. A custom map can reproduce the physical monument far more closely, while plugins can add useful services to an existing procedural Outpost but cannot automatically turn it into the original Bandit Camp.
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Can vanilla Rust merge the monuments?
No. In an unmodified server, Bandit Camp and Outpost always generate as separate monuments. There is no configuration key, seed option or console command that tells the world generator to combine them. Trying to force a merge by editing server settings will not move vendors, connect safe-zone boundaries or combine monument prefabs.
Choose the implementation based on what players should see and what you are prepared to maintain:
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|---|---|---|---|
| Custom map with a merged Outpost prefab | A purpose-built layout with Outpost retained and Bandit-style structures added around it | Exact paths, helipad presentation, buildings and a single map-native safe zone | Requires RustEdit, map generation and a replacement-map workflow |
| Procedural map plus Monument Addons | Selected Bandit services, such as Air Wolf and gambling, spawned at Outpost | Servers that need quick changes between wipes or across multiple seeds | Does not transfer every Bandit NPC, vendor or visual asset automatically |
Method 1: Build a merged Outpost on a custom map
This route is the right choice when the monument itself is part of your server’s identity. You can design the approach roads, place the helicopter area, arrange the wheel and vending, and remove the separate Bandit Camp from the generated world.
What you need
- A copy of the RustMaps Outpost template.
- RustEdit for editing the template and saving a
.mapfile. - A RustMaps custom-prefab upload and custom-map-generator configuration.
- A staging server where the generated map can be loaded before production.
- Backups of the live map, plugin data and vending configuration.
1. Download and open the correct template
Start with the RustMaps Outpost template rather than an empty terrain file. The template already contains the Outpost monument that the generator expects. Open it in RustEdit and save a working copy before changing anything.
Keep the original Outpost prefab on that template. RustMaps warns that a fully custom replacement Outpost prefab may not be supported; the safe workflow is to modify the template while retaining its original Outpost object.
2. Design the combined layout in RustEdit
Place the Bandit-inspired additions around the existing Outpost footprint. Reserve clear space for the Air Wolf vendor and helicopter spawn, the gambling wheel and betting area, vending machines, player paths and any stable or garage additions you intend to use.
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Do not delete the Outpost’s map-native structures simply to make room. The generator uses that prefab as the monument anchor. Add or reposition surrounding pieces while preserving the original object.
3. Save the map
Save the edited project in RustEdit and export the finished map as a .map file. Use a clear versioned filename so you can distinguish test builds from the production map. Keep the editable RustEdit project as well as the exported file; the exported file alone is harder to revise later.
4. Upload the map as a RustMaps custom prefab
In RustMaps, open the custom-prefab area and upload the exported .map. Give the upload a recognizable name. The current RustMaps guide says the Outpost type is detected automatically, so verify that the uploaded object is identified as an Outpost before using it in a generator configuration.
5. Select the prefab in the generator
- Create a new custom-map-generator configuration.
- Open the Safezones settings.
- Select Outpost.
- Enable Use custom outpost prefab.
- Choose the uploaded merged Outpost prefab.
Set the desired seed and map size in the same configuration. The seed and size still determine the surrounding procedural terrain; the custom Outpost controls the monument layout.
6. Prevent a second Bandit Camp
If the merged Outpost is intended to replace Bandit Camp, block Bandit Camp in the Safezones settings. Otherwise, the generator may create a separate Bandit Camp elsewhere, leaving players with two safe zones instead of one combined destination.
7. Generate and load a test world
Generate the map and load it on a staging server. Do not replace the live seed immediately. Visit the merged monument in game and inspect every imported feature, not just the central buildings.
8. Approve the map only after an in-game inspection
Confirm that the Outpost loads, the intended Bandit additions are present, and the blocked Bandit Camp did not spawn independently. Walk the entire perimeter to check safe-zone boundaries, collision, ladders, spawn clearances and NPC behavior. RustMaps specifically calls for an in-game test-server inspection before production use.
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Method 2: Add Bandit features to Outpost on a procedural map
Use this method when you want a faster, more reversible setup. You keep a normal procedural map, choose a seed without Bandit Camp, and spawn only the services your community needs.
1. Choose a seed without Bandit Camp
Use RustMaps or another map source to find a procedural seed with Bandit Camp excluded. Load that map on the server and confirm that only the intended safe zone exists. This avoids having a second, untouched Bandit monument competing with the plugin-built version.
2. Install Monument Addons and its dependency
Install Monument Addons together with its required Monument Finder dependency. Grant administrators the monumentaddons.admin permission. The plugin is designed to spawn permanent entities at monuments and to restore them after plugin reloads, server restarts and wipes.
3. Add the Air Wolf service
Monument Addons includes an OutpostAirwolf profile that adds an Air Wolf vendor to Outpost. Use that profile when you want a standard placement, or create a custom placement with the documented spawn commands:
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The first command creates the helicopter vendor and the second creates the helicopter spawn point. Keep the vendor and spawner within 40 meters of one another; the Air Wolf system will not work correctly when they are farther apart.
4. Recreate the gambling area
Spawn the components separately: chairs for players, betting terminals and a big_wheel. Betting terminals must be close enough to the chairs for players to use them, and the wheel must be within 30 meters of the terminals. Arrange the objects so the interaction sides face the player queue rather than a wall or another prop.
Because these are spawned entities rather than one imported Bandit prefab, test the complete interaction: sit in a chair, place a bet, verify that the wheel responds and ensure that nearby collision does not prevent players from reaching a terminal.
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5. Configure vending inventories and prices
Use Custom Vending Setup when the merged area needs specific stock or pricing. It can edit invisible Bandit Camp vending machines, custom monuments and machines spawned by Monument Addons.
The plugin stores edits by relative position. That allows inventory and price changes to survive restarts and wipes when the monument match remains valid. After changing a layout or switching to a different monument version, recheck every machine: a moved object may no longer match the stored relative position.
6. Reload and wipe-test the setup
Reload Monument Addons, restart the server and perform a wipe simulation. The Air Wolf vendor, spawn point, wheel components and other entities should return without manual respawning. Check vending data separately because its persistence depends on the monument continuing to match.
What the plugin method cannot reproduce automatically
Monument Addons is an entity-spawning system, not a complete Bandit Camp importer. It can add selected services, but the plugin route does not automatically transfer every Bandit NPC, vendor, road, building, path or map-native visual.
That distinction matters for player expectations. An Outpost with an Air Wolf vendor and a wheel may provide the services people want, yet it will not look or behave like a fully rebuilt Bandit Camp unless you add and test each component yourself. If matching visuals, native paths and a single carefully bounded safe zone are essential, use the custom-map route instead.
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Keep the service areas readable
Group related interactions without creating a single crowded cluster. Put the Air Wolf vendor near its spawn point, keep the wheel and betting terminals together, and place vending machines where their queues will not block doors or vehicle movement.
Plan boundaries before decoration
Safe-zone behavior should cover every imported service that players are expected to use. Walk the edge in game and test combat restrictions, NPC reactions and transitions between protected and unprotected ground. A decorative building outside the safe zone can create confusing behavior even when the monument looks continuous.
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Check collision and player clearance
Imported props can create invisible collision, blocked ladders or unusable doors. Test from the player’s perspective rather than relying only on editor placement. Verify that a player can reach each terminal, sit in every chair, enter and leave buildings, and approach the helicopter area without getting trapped.
Decide how much Bandit content is necessary
List the services your server actually promises: Air Wolf, gambling, specific vending, stables or garage functions. Add only what you can maintain. A smaller, reliable set is better than a visually busy monument with missing NPCs or broken interactions.
Validation checklist before going live
- Back up the current map, Monument Addons data and vending configuration.
- Load the generated map or plugin setup on a staging server.
- Confirm that the intended safe zone is the only one in the planned location and that Bandit Camp has not spawned separately.
- Visit the Air Wolf vendor and helicopter spawn point.
- Use the gambling chairs, betting terminals and wheel as a player would.
- Open every vending machine and verify its inventory and prices.
- Inspect any stables, garages, ladders, doors and added paths.
- Walk the safe-zone perimeter and test collision, NPC behavior and spawn clearances.
- Restart the server and reload the relevant plugins.
- Simulate a wipe and confirm that spawned entities and vending edits return.
- Only then replace the live map or announce the new safe-zone layout.
Troubleshooting common failures
| Symptom | Likely cause | Fix |
|---|---|---|
| A separate Bandit Camp still exists | Bandit Camp was not blocked in the custom generator, or the selected procedural seed includes it | Block Bandit Camp in Safezones for a custom map, or choose a seed that excludes it |
| The custom Outpost does not load | The template’s original Outpost prefab was removed or the upload was not identified as an Outpost | Restore the original prefab, re-export the map and verify the uploaded type before regenerating |
| Air Wolf vendor is present but helicopters do not work | The vendor and helicopter spawner are too far apart | Move them within the documented 40-meter requirement and test again |
| The wheel appears but bets fail | Betting terminals, chairs or the wheel are not positioned within their required interaction distances | Place terminals near the chairs and keep the wheel within 30 meters of the terminals |
| Entities disappear after a restart | Monument Addons was not installed correctly, its dependency is missing or the entities were not spawned through the plugin | Check Monument Finder, permissions and plugin logs, then respawn and restart-test on staging |
| Vending changes revert | The machine’s relative position no longer matches the stored monument record | Restore the monument layout or edit the vending setup again after placement is final |
| Players cannot reach an interaction | Prop collision, a blocked ladder or a queue placed outside the usable path | Move the object in RustEdit or Monument Addons, then test the complete route in game |
Maintenance after deployment
A custom map is comparatively stable once approved, but any change requires another export, upload, generation and staging test. Keep the RustEdit project and a copy of the exact uploaded prefab so you can reproduce the production build.
A plugin-based setup is easier to revise during a wipe, but it depends on Monument Addons, Monument Finder and Custom Vending Setup remaining compatible with the current Rust build. Record the profile names, spawn commands, permissions and coordinates used for your installation. After plugin updates, restarts or wipes, verify that entities and vending edits still return.
For either method, treat the merged monument as a versioned deployment. Keep a known-good map and configuration, test changes away from the live server, and change one major component at a time so a broken vendor or boundary can be traced to a specific edit.
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Which method should you choose?
- Choose a custom map if the merged Outpost must have exact architecture, paths, helipad presentation and map-native collision, or if players should see one polished destination rather than a collection of spawned objects.
- Choose Monument Addons if you mainly need Air Wolf, gambling and selected vending at an existing Outpost, expect frequent wipe-to-wipe changes, or operate several procedural seeds.
- Use a prefab marketplace asset only as a shortcut when you have confirmed compatibility with your current Rust build. A listing such as N4MergedOutpost may reduce authoring time, can be placed over Outpost in RustEdit or uploaded to RustMaps as a reusable custom Outpost, and includes an Airwolf Monument Addons profile; verify the asset before deploying it.
The practical answer is therefore not a hidden vanilla setting. Build the physical merge in a RustEdit/RustMaps custom map, or build a service-focused approximation with Monument Addons on a procedural seed. In both cases, stage the result, verify the single safe zone and test every interaction through a restart and wipe before moving it to production.
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