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Terrain Tool
Tools▸Terrain Tool T
Sculpt the height map with a brush: raise, lower, flatten, smooth, erode, stamp shapes and more.
- Press T (or the Terrain Tool toolbar button).
- Pick a Modification Type; a help line explains it.
- Set Size, Opacity and Rotation and pick one of the 16 brush shapes.
- Hold the left mouse button on the terrain. Hold Alt (or Shift) to invert, for example lower instead of raise.
- Ctrl+Z undoes the whole stroke.
All 11 controls
| Control | What it does |
|---|
| Modification Type | Raise/Lower, Flatten, Smooth, Sharpen, Terrace, Erode, Pinch, Twist, Smudge, SlopeFlatten, Clone Stamp, Bridge, Hydraulic, RidgeErode, TerraceErosion, MeshStamp |
| Size | 1–5000 height-map cells, so it covers the same cells on any map size; 5000 covers a whole small map |
| Opacity | strength per frame |
| Rotation | turns the brush shape |
| Brush type | Circle, Circle Soft, Circle Hard, Spike, Gaussian, Square, Square Hard, Diamond, Flat, Ring, Star, Star 4, Blob, Noise, Noise Fine, Scatter |
| Auto-Adjust Prefab Height | prefabs ride up and down with the terrain you change |
| Flatten to height | Flatten only: flatten to a fixed height. Alt+click copies the height under the cursor into the field without changing the terrain; Ctrl+click copies it and starts flattening; Sea level sets 0 m |
| Stamp: Shape / Load PNG… / Height / Subtract / Fade edges | MeshStamp only: one hill, mountain, mesa, island, lake, valley or crater (or your own greyscale PNG) per click; the settings are remembered for next time |
| Stamp: Load model… / Selected prefab | stamp the shape of a 3D model (.obj, .glb, .gltf) or of the selected prefab: its top surface seen from above, at its own size and height |
| Recent stamps | the last 12 custom stamps you stamped with (PNG, models, prefabs), newest first with a picture of their shape; click one to use it again with the settings it had, right-click or Remove takes it off the list. Kept when you restart |
| Advanced Options | opens Brush Options (strength, snapping, scatter and fill) |
TipKeys while sculpting: 1–0 pick the first ten operations, [ / ] change the size, W rotates the brush 15°.
TipSmooth, Sharpen, Erode and RidgeErode stay fast at any size, even with a brush over the whole map.
TipClone Stamp: Alt+click sets the source, then paint. Bridge: click point A, then point B.
TipStrokes are solid at any speed, even with a size 1 brush: every cell the cursor passes over is changed, and the brush lands on the cell under the cursor, on steep slopes too.
Terrain Painter
Tools▸Terrain Painter G
Paint the ground textures (splat), biomes, holes (alpha) and topology.
- Press G.
- Choose the Layer: Splat, Biome, Alpha, Topology or Custom Topology.
- Choose the Paint Tool and the Channel (e.g. Grass, Arctic, Road).
- Set size, opacity and rotation and paint with the left mouse button; Alt inverts.
- While painting Biome or Topology the terrain shows the layer colours (topology in red) so you see exactly what you paint.
- Custom Topology: the first time you pick an unused flag (Unused0…Unused30) Rust Build asks for a name and a colour. The flag is then drawn on the terrain in that colour while you paint (the other named flags fainter).
All 12 controls
| Control | What it does |
|---|
| Layer | Splat (8 textures), Biome (Arid, Temperate, Tundra, Arctic, Jungle), Alpha (holes for caves and tunnels), Topology (31 flags), Custom Topology |
| Paint Brush / Erase | paint, or erase alpha and topology |
| Blend | soften texture edges (splat, biome) |
| Replace | replace one channel with another (pick the source first) |
| Cliff | Splat only: paint where you want cliffs; when you let go, the ticked cliff steps (Coastal Cliffs … Cliffs Jutting Arctic) place their cliff prefabs on the painted area as the generator does. It also paints rock and the Cliff topology (rock by slope: none below 30°, full at 50°). Needs steep ground and the Rust client folder; paint and cliffs are one undo step |
| Cond. Paint / Cond. Erase | only where the conditions below match |
| Cap Opacity | stop at the opacity value instead of building up to 100 % |
| Size | 1–5000 cells of the layer you paint |
| Conditions & Layer Ops ▸ | height and slope limits, splat / biome / topology conditions (click to cycle ignore, must-have +, must-not −) |
| Apply to Whole Map | run the conditional paint or erase on the whole map (one undo step) |
| Topology layer: Clear / Fill / Invert / Copy to | whole-map operations on one topology flag |
| Replace layer (whole map) | From → To on the whole splat or biome layer |
TipAlpha is on/off: Paint cuts the terrain away (for cave and tunnel entrances), Erase restores it.
Tip1–8 pick the channel while painting.
TipEvery tool paints along the whole stroke, however fast you move: a size 1 brush leaves an unbroken line one cell wide, and the cell painted is always the one under the cursor.
Terrain Sampler
Tools▸Terrain Sampler I
Point at the terrain and see everything the map stores there: height, slope, water, ground textures, biome, topology and more.
- Press I (or choose Tools ▸ Terrain Sampler). The Terrain Sampler window opens.
- Move the mouse over the terrain: the window reads the point under the cursor as you go.
- Click to pin the reading. An orange marker shows the pinned point and the numbers stay put while you look around; they update if you paint, sculpt or undo there. Click somewhere else to pin a new point, or press Unpin to go back to following the cursor.
- Press Copy to put the reading on the clipboard as text, for example to paste into a note or a message.
All 10 controls
| Control | What it does |
|---|
| Position | the position in game coordinates (as at the bottom of the view and in the Inspector) and the grid cell |
| Height / Slope | ground height in metres above sea level and the steepness in degrees |
| Water | dry, or underwater and how deep; maps with lakes and rivers also show their water height |
| Alpha | whether the terrain is shown or cut away (a hole for a cave or tunnel entrance) |
| Splat | all 8 ground textures in percent, the strongest first; textures that aren't there are listed on one line |
| Biome | Arid, Temperate, Tundra, Arctic and Jungle in percent |
| Topology | every topology flag set at the point (e.g. Beach, Road, Forest, Tier1), plus your custom topology flags |
| Nearby | the prefab under the cursor, the nearest road / rail / river / powerline with its distance (and whether you are on it), the nearest monument and the nearest prefab |
| Map cells | which cell of each layer you are reading, with the raw values |
| Follow the cursor | untick to read only where you click |
TipThe numbers are exactly what the Terrain Painter changes at that spot, on any map size: use the sampler to check a brush stroke or a generated map.
TipEsc or another tool closes the sampler. Co-op viewers can use it too: it changes nothing.
Prefab Brush
Tools▸Prefab Brush F18
Paint prefabs onto the terrain: forests, rocks, debris. The brush paints from a list of prefabs, each with its own settings.
- Open the Prefab Brush and press Add prefab….
- Search for a prefab (e.g. rock quarry), click it and set its Weight (how often it is picked), Scale min / max, Random yaw with a from / to angle range, optional Tilt X / Z up to Tilt max, Align to slope, Height offset and Spacing (minimum distance to other copies of it). Press Add to list.
- Repeat to mix several prefabs. Each row shows its share of the painted prefabs; untick a row to leave it out, Edit changes its settings, ✕ removes it.
- Set the Brush radius, Prefabs per stamp (density) and Stroke spacing (how far the cursor moves between stamps). A green ring shows the brush on the terrain.
- Drag on the terrain to paint. Hold Shift (or tick Erase mode, the ring turns red) to remove the list's prefabs under the brush. Each stroke is one undo step.
| Control | What it does |
|---|
| Add prefab… / Clear list | the brush list |
| Edit / ✕ / tick box | change, remove or switch off a row |
| Brush radius, Prefabs per stamp, Stroke spacing | where and how densely the prefabs land |
| Erase mode | remove the list's prefabs instead of painting (or hold Shift) |
| Spawn filter | only stamp where the splat, biome or topology matches (any / all / none) |
| brush preset name, Save preset, Load, ↻ | save and reload the list with its settings |
Building Planner
Tools▸Building Planner
Build bases block by block with Rust's own socket and placement rules, on the ground or floating in the air.
- Open Tools ▸ Building Planner (it has no key by default; give it one in Preferences ▸ Keybindings).
- Pick a block (foundations, walls, doorways, floors, stairs, roofs…) and a Grade (Twigs, Wood, Stone, Metal, TopTier).
- Aim: like the game's planner, the aim is a ray from the camera that reaches 20 m (the game's reach is 4 m; set it with Reach) and stops at the first solid thing it hits (terrain, a building block, a rock, a prefab). When nothing is that close the ghost floats at the end of the reach: look far away and it lifts off the ground, look up and it floats above you. The ghost is green where Rust would allow it and red with the reason where it wouldn't (a floating ghost is always red).
- A first foundation on the terrain sits flush with the ground. Raise it with PgUp / PgDn, Shift+wheel or Foundation height: like in the game it stays green while its bottom corners are still in the ground and its top isn't buried — on flat ground from flush up to about 2.6 m. The panel shows the heights allowed where you aim.
- Left-click to build; R rotates, [ / ] change block, 1–5 change grade.
- Turn on View ▸ Show Sockets to see the free sockets.
All 9 controls
| Control | What it does |
|---|
| Grade → selection | give every selected block the chosen grade (one undo step) |
| Refresh joins | update corners, trims and roof joins (after loading a map) |
| Ignore placement rules (snap only) | snap without the rule checks; also lets you place the floating ghost and lift foundations off the ground (below) |
| Foundation height | with the rules on: how high a foundation placed on the terrain stands above the aimed ground (PgUp / PgDn ±0.25 m, Shift+PgUp / PgDn ±0.75 m, Shift+wheel); green inside the game's allowed band |
| Height above ground | with Ignore placement rules: how high above the ground under the cursor the ghost sits (PgUp / PgDn ±1 m, Shift+PgUp / PgDn ±3 m, Shift+wheel ±0.5 m) |
| Absolute Y (flat) | use a flat level at a fixed world height instead (the field then shows Height: world Y) |
| Last block's level | switch to the flat level through the bottom of the block you placed last, to carry on building there |
| Reach (0 = game's) | how far from the camera the planner reaches: 20 m to start with, up to 1000 m; 0 is the game's 4 m. Remembered between sessions; play mode always uses the game's 4 m |
| Close | leave the planner (Esc) |
TipWithout Ignore placement rules the game's rules apply, so nothing can be placed floating in the air: blocks snap only to sockets in front of what you aim at (never through a wall or floor), and foundations need the terrain or a rock under them, not the top of a building or a deployable.
TipThe red messages: Out of reach — not on the ground (nothing within reach: the ghost floats), Not on the ground (aimed at something that isn't ground or a socket), No socket fits here, Socket occupied, Not in terrain (a foundation in the air), Too deep in terrain, Not enough space (…), Too close to …, Invalid angle.
TipYou can also build while walking around in play mode: hotbar slot 7, the
Building Plan (see
Play mode items).
TipBlocks are saved as standard building blocks and keep their grade and height.
TipNot modelled: stability, building privilege and wallpaper. The plain mouse wheel still changes the fly speed.
Building in the air
- Tick Ignore placement rules (snap only).
- Raise the ghost with PgUp (or type a height, or hold Shift and turn the mouse wheel). A yellow line with a disc drops from the ghost to the ground so you can see where it is.
- Left-click to place a foundation in the air, then keep building on its sockets as usual: walls, floors and more foundations snap to the floating blocks.
- For a level platform tick Absolute Y (flat), or press Last block's level after the first block.
Building skins and wallpaper
Tools▸Building Planner
Give building blocks the game's building skins — Frontier and Gingerbread (wood), Adobe, Brick, Brutalist, Jungle and Crypt (stone), Shipping Container in 16 colours (metal), Space Station (top tier) — and put wallpaper on walls, flooring on floors and foundations, and ceilings under floors and roofs. The editor draws them with the game's own models and textures. The RustBuildHelper server plugin puts them on the buildings on your server.
- Open Tools ▸ Building Planner and open its Skins & wallpaper section.
- Pick the Grade, then a Skin for it. Each grade remembers its own skin, like the game's skin choice. For the Shipping Container pick a Container colour (or Random).
- Pick wallpapers: Wall, soft side and Wall, hard side (the two faces of a wall), Flooring (top of floors and foundations) and Ceiling (under floors and roofs). Every list shows the game's wallpapers with their icons; Plain is the plain wallpaper, None removes it.
- Build: new blocks get your choices straight away.
- To change blocks you already built, tick Paint mode and click them, or select them and click Apply → selection. Choices left on leave as is don't change anything; Clear → selection gives the selected blocks their normal look again.
- One block at a time: select it and use the Skin, Container colour and wallpaper rows in the Inspector.
- A wallpaper that isn't in the lists (for example a workshop wallpaper): pick Custom ID… at the end of a wallpaper list and type its skin ID (numbers only). It shows as Custom <number> in every list from then on. The editor draws the plain wallpaper for it; on your server the plugin puts the real one on.
- Save the map. Every change is one undo step.
| Control | What it does |
|---|
| Skin | the building skin for the chosen grade; a block keeps it when you change its grade, but only shows it at the grade the skin belongs to (as in the game) |
| Container colour | the Shipping Container's colour: Random lets the server pick one, like the game |
| Wall, soft / hard side | the wallpaper on each face of walls, doorways, windows, half and low walls |
| Flooring / Ceiling | the top of floors and foundations / the underside of floors and roofs |
| Paint mode | clicking a building block gives it the choices instead of building |
| Apply / Clear → selection | the choices, or the normal look, on every selected building block |
TipBuilding blocks keep the skin and wallpaper when you move, rotate or change their grade.
TipIn co-op everybody sees skin and wallpaper changes straight away; view-only players can't change them.
TipThe Shipping Container colour paints the outside of metal blocks that have the Shipping Container skin, close to the game's colour. Other grades never take it: change a block to stone and the colour is gone.
NoteBlocks with a skin, colour or wallpaper are saved as real building blocks that the
RustBuildHelper plugin finishes on your server (grade, skin, wallpaper; it also keeps them standing and stops them decaying): without the plugin they stay Twigs. Blocks without them are saved as before and look the same on every server.
NoteSaving the map in another map editor removes the skins and wallpapers. Maps saved with an older Rust Build: open and save them again so the plugin can put the wallpaper on.
Boat Building Planner
Tools▸Boat Building Planner
Build player boats on the sea from the game's boat pieces, with Rust's socket rules. The boats are saved with the map, and the RustBuildHelper server plugin launches them as real, floating player boats when the server starts for the first time.
- Open Tools ▸ Boat Building Planner (it has no key by default; give it one in Preferences ▸ Keybindings) and fly to the sea.
- Pick Square Hull or Triangle Hull and aim at the water: the hull sits on the sea like on a Boat Building Station's netting and turns with your view. Left-click to start a new boat. The water must be deep enough for the hull, and a new boat can't overlap another one.
- Add more hulls, floors, walls, doorways, windows, low walls and stairs: they snap to the boat's sockets like in the game (green = allowed, red = blocked with the reason). Boat blocks are always wood, like in the game.
- Put the parts on: the Steering Wheel, Sail, Small Engine, Cannon, Small Ramp and Plank stand on a deck (the top of a hull or a floor), the Anchor goes on a hull's anchor socket and the Boat Door into a boat doorway. R turns a part 45°.
- X removes the boat part under the cursor; Ctrl+Z undoes every step. [ / ] change the piece, Esc leaves the planner.
- Save the map. Put the server plugin on your server and start it with the map: the boats are launched on the first start.
All 9 controls
| Control | What it does |
|---|
| Blocks (wood) / Parts | the pieces this Rust version has; the list is read from the game files |
| Rotate (R) | turn the piece: walls and stairs by the game's steps, parts 45° |
| Ignore placement rules (snap only) | place pieces on sockets without the space and water checks |
| Boats on this map | every boat with its blocks and parts; green ready when it has blocks, a steering wheel and a sail or engine, all joined together — what the game asks for before a boat can be finished. Hover for the reasons when it isn't |
| Select | select the whole boat: move it with the gizmo, Del removes it |
| Go to | fly the camera to the boat |
| Delete | delete the whole boat (one undo step) |
| Preview floating | the boats bob gently on the sea; any edit ends the preview |
| Close | leave the planner (Esc) |
TipClicking any part of a boat outside the planner selects the whole boat, so it moves and deletes as one.
TipThe boat's front is the way the steering wheel faces, like in the game.
TipBoats are kept in the map's Rust Build data, not as loose prefabs: a server without the plugin simply has no boats instead of half-built pieces in the sea.
TipThe game allows up to 180 blocks and 120 parts per boat; the list warns when a boat is over that.
TipNot modelled: stability, the ladder that hangs on the outside of a hull, fuel and cannon ammunition.
Play Mode (walk the map)
Tools▸Play Mode (walk the map) Ctrl+P
Walk your map with Rust's real colliders: climb ladders, open doors, swim, explore monuments, in first or third person.
- Fly the camera above the spot where you want to start and press Ctrl+P. You start on the first floor straight below the camera with room to stand: a roof, the floor of a room, a rock or the terrain. Over deep water you start on the nearest shore (up to 150 m away), otherwise swimming at the surface.
- Walk with W A S D, Shift runs, Space jumps or swims up, C crouches. A jump lifts you about 1.2 m, enough to get onto low walls, crates and low foundations like in the game.
- Press V to switch to third person: the camera orbits behind your player model and moves in when a wall is in the way. V again goes back to first person.
- Press E at doors, hatches, vents and elevators to open them.
- N (or double Shift) toggles noclip flying; F switches the flashlight on or off; T adds an hour.
- Esc or Ctrl+P returns to the editor (doors, spawns and circuits reset).
TipThe top right shows Play Mode (x, y, z): your position, for notes and bug reports.
TipThe scientists of your
NPC patrols walk their paths in play mode and fight you when you get too close or shoot them; your health then shows at the bottom left.
TipYour player model is the Rust player in the outfit you pick in
Preferences ▸ Appearance (see
Appearance). It is animated like in the game: idle, walking and running in every direction, sprinting, crouching, jumping, falling, swimming, climbing ladders and flying in noclip.
TipAll play mode keys can be changed in Preferences ▸ Keybindings (group Play Mode).
TipIn a co-op session everyone can walk the map together: players bump into each other and can hit each other (see
Play mode together).
Play mode: hotbar, trees, ores, barrels and crates
Tools▸Play Mode (walk the map)
Use Rust's tools on the things a server would spawn: chop trees, mine ores, break barrels, open crates and pick up collectables.
- Generate the spawns first: View ▸ Overlays ▸ Server Spawns… ▸ Generate (see Server Spawns).
- Enter play mode. The hotbar at the bottom holds the hand, rock, hatchet, pickaxe, torch, flashlight, Building Plan, revolver and spray can: press 1–9 or turn the mouse wheel to pick one. The torch burns with the game's flame, embers, smoke and flickering light; the flashlight shines the game's beam.
- Aim at something: the text under the crosshair names it.
- Hold the hatchet and click LMB on a tree: after a few hits it falls and leaves a stump. The pickaxe mines ore nodes; the rock, hatchet, pickaxe and torch break barrels.
- Press E on a crate, trash pile or dropped loot bag: the loot window lists what is inside (rolled from the game's own loot tables, or from the custom loot profile you gave the crate); E again takes everything. E on mushrooms, hemp, stones and other collectables picks them up.
All 9 controls
| Control | What it does |
|---|
| Hatchet | trees and logs (about 10 hits per tree); also barrels |
| Pickaxe | stone, metal and sulfur ore nodes (about 10 hits); also barrels |
| Rock | everything, slowly |
| Torch | light for caves and night, with the game's flame; it can hit too |
| Flashlight | the game's beam (about 35 m) while you hold it; F switches it on or off with any item in hand |
| Building Plan (7) | build from the player's view (below) |
| Revolver (8) | shoots up to 300 m: hunting, and fights in co-op; 8 shots, R reloads |
| Spray Can (9) | LMB sprays on what you look at, R picks the spray; when you leave play mode you keep or remove the sprays (see Spray decals) |
| Hand | use and pick up only |
TipDoor barricades and the blocked passages in monuments (Military Tunnel, Missile Silo) can be broken too: aim at one, the text shows its health, then hit it with a rock, hatchet, pickaxe or torch until it is gone. Blocked passages fall apart in stages like in the game. They are back when you leave play mode.
TipE opens only real doors, hatches and gates; walls and garage panels that only look like doors stay shut.
TipBarrels and crates you placed yourself work too, not only the Server Spawns.
TipFelled trees, mined ores and looted crates are only for testing: they come back when you leave play mode or regenerate the spawns and are not saved in the map (blocks from the Building Plan are).
Building Plan (slot 7)
- Press 7: you hold the Building Plan and a ghost block (a foundation to start) shows where you look, green or red with the reason, with the same rules as the Building Planner.
- Aim within reach (about 4 m, like in the game) and click LMB to build. Look further away or up and the ghost floats red in front of you at the end of your reach.
- R rotates (Shift+R the other way). RMB or [ / ] change the block (Shift+RMB goes back). G changes the grade (Twigs, Wood, Stone, Metal, TopTier).
- A new block is solid at once: walk on the foundation or up the stairs you just built.
Blocks you build this way are real map changes, like with the Building Planner: they stay on the map when you leave play mode, and each block is one undo step.
Play mode: test IO circuits and puzzles
Tools▸Play Mode (walk the map)
Electricity works in play mode with the game's rules, both for the wiring you made and for the circuits inside monuments: flip switches, press buttons, swipe cards and watch lights and doors react.
- Wire your circuit in the editor (see IO entities and wiring), or walk to a monument puzzle.
- Enter play mode and aim at an IO entity: the text under the crosshair shows its name, whether it has power and what E does.
- Press E to do what the prompt says, like in the game: E: turn on a switch, E: press button, E: start timer, E: swipe card at a card reader (the right colour is used automatically), E: insert fuse / E: remove fuse at a fuse box, or turn a generator on.
- Hold E on a wheel switch to turn it: the blast door it is linked to opens bit by bit. Let go and the door slowly closes again and turns the wheel back, as in the game.
- Watch the result: lights switch on (sirens and strobes flash), door controllers open their doors, timers count down, counters count. A button gives power for its press time, then lets go.
- Press O to show every wire: green carries power, red has none. Press O again to hide them.
- Pressure pads and laser detectors fire when you walk onto or through them.
| Control | What it does |
|---|
| Power | generators, solar panels, wind turbines, batteries, fuse boxes |
| Logic | switches, buttons, timers, AND / OR / XOR, splitters, branches, blockers, combiners, counters, memory cells, RF broadcasters and receivers |
| Sensors | pressure pads, laser detectors, HBHF sensors (by distance), card readers |
| Results | lights of every kind, door controllers and the doors they drive |
| Wheel switches | turn the wheel to open the sliding blast door it is wired to (monument blast doors too); the door rises 3 m in about 8 seconds and closes in 3 |
TipMonument puzzles work end to end: power the fuse box, swipe the card and the security door opens.
TipTest a puzzle before you try it on a server: for example generator → fuse box → switch and a button into an AND switch → door controller on a door. Nothing opens until the fuse is in, the switch is on and the button is pressed.
TipTo wire a wheel switch to a blast door, place interactive_wheel and sliding_blast_door from the Prefab Library and connect the wheel's Kinetic Out to the door.
TipIndustrial conveyors are not simulated. Everything resets when you leave play mode: doors close, fuses and switches go back, nothing is saved in the map.
Play mode: computer stations and CCTV cameras
Tools▸Play Mode (walk the map)
Sit at a monument's computer station and look through its CCTV cameras, like in the game.
- Walk up to a computer station in a monument (aim at it: the text under the crosshair says Computer Station [E use]).
- Press E: the view switches to the first camera, with its name and number at the top left (for example LOCKERROOM 1 / 9).
- Press ← / → to switch between the cameras, nearest first.
- Press E or Esc to get up again.
TipA station shows the cameras of its own monument (or the ones linked to it); a station with no camera nearby says so.
Tools ▸ Entities
NPC spawners, vehicle spawns, IO (electricity and industrial), the vending / loot data maps can store, and Rust Build's own entity data (sign images, skins, scale) with its server plugin.
Entities Overview
Tools▸Entities▸Entities Overview (NPC / vehicle / IO)…
Every NPC spawner, vehicle spawn and IO entity in one list.
- Filter by type or by name / coordinates.
- Click a row to fly there and open its editor.
NPC spawners, vehicles and animals
Tools▸Entities▸NPC Spawners… / Vehicles… / Animals… Z / Q
Place NPC spawners (scientists, bandits, murderers…), vehicle spawns (minicopter, boats, cars, bikes, workcarts, horses…) and respawning animals (bears, polar bears, wolves, boars, deer, chickens, panthers, tigers, crocodiles, snakes). Vehicles and animals show their real model.
- Press Z or Q: the NPC Spawners & Vehicles window opens on its NPC or vehicle tab.
- NPC tab: set the NPC Type and Respawn Min / Max (seconds) for new spawners, click Place NPC Spawner (click terrain) and click the ground. The spawner is a red sphere with its type written above it.
- Vehicles tab: type in Search…, click a vehicle (its model follows the mouse) and click the ground to place it.
- Animals tab (Tools ▸ Entities ▸ Animals…): set Count and Radius, click an animal and click the ground. With a count above 1 the animals are scattered around the click as one undo step. A green label above each one says what it is.
- The lower list of the Animals tab has the game's own animal spawners: they work on every server without a plugin, with the game's fixed numbers and times.
- Click a placed spawner or vehicle to select it. Move and rotate it with the gizmo (vehicles turn on every axis), Ctrl+D duplicates, Del deletes, Ctrl+Z undoes.
- With an NPC spawner selected, the NPC panel edits its type and respawn times.
TipNPC spawners and vehicles can also be placed from the Prefab Library (search scientistspawn or a vehicle name). They are saved in the map's own NPC and vehicle lists, like other map editors do, not as world prefabs.
TipBox selection picks them up too; copy / paste skips them for now.
TipOn the server the animals appear when it starts and come back 5 minutes after they die, once no player is within 100 m. That needs the
RustBuildHelper server plugin (or another server extension that reads these maps; wolves, panthers, tigers, crocodiles and snakes come back with the RustBuildHelper plugin only). The horse is a vehicle spawn and comes back like the other vehicles.
IO entities and wiring
Tools▸Entities▸Place / Wire IO Entities E
Place and wire switches, lights, timers, generators, doors and industrial conveyors; the wiring is saved in the map.
- To place IO prefabs, press E: IO place mode turns on, the IO window opens with place mode (E) ticked and the status line says what a click places.
- Choose the type in Place (- steps through the 27 types) and click the ground. Press E again to stop. Arming any prefab in the Prefab Library also ends IO place mode, so a library prefab is never placed as an IO type.
- Select an IO prefab: green handles are inputs, orange handles outputs.
- Click an orange output (or Connect Output To…): the wire follows the mouse. Click the target prefab or one of its inputs; if several inputs are free, pick one from the menu.
- Right-click or Esc cancels. Click a wired end to re-route it, or click empty ground to disconnect.
- Change settings (timer length, frequency, branch amount, counter target…) in the IO window and press Set.
- Door controllers: while you place or move one, green text at the top says which door it will link to and a green box marks that door; red text says no door is within 1 m. The game links a door controller to the nearest door within 1 m when the server starts. The IO window shows the same as Is Valid Placement True / False.
- Buttons give power for their Timer Length: new buttons get the game's 5 seconds, enough for a door controller's door to open and let a player through.
| Control | What it does |
|---|
| Place + place mode (E) | the IO type a click places: 22 electric and 5 industrial types |
| Visible wire | also lay a real wire prefab along new connections (IO wires are invisible in game) |
| Disconnect all | remove all input or output wires |
| Remove IO | remove the record and its wires (the prefab stays) |
TipItems that hang or mount on a wall (ceiling lights, chandeliers, wall switches, timers…) are lifted when you place them on the ground or a floor, so the whole item and its wire plug stay above the surface instead of sinking in. Placing them on a ceiling or wall works as before.
TipTest the circuit in
play mode: flip the switches and watch the lights and doors react, or step through it with the
Circuit Simulator (
Simulate…).
TipWires are drawn as thin cables (about 1.6 cm, never thinner than 2 pixels) that sag a little like in the game, coloured by type. Where a visible wire prefab is laid, only that wire is shown.
TipElectric and industrial slots can't be connected to each other.
TipDuplicate and copy/paste keep the wires between the copies.
Circuit Simulator
Tools▸Entities▸Circuit Simulator…
Step through an IO circuit one connection at a time to find where it breaks: follow a button to everything it triggers, or follow a light back to where its power comes from, on the same rules the server uses. Works in the editor (nothing on the map is saved) and in play mode, monument IO included.
- Select an IO entity and open Tools ▸ Entities ▸ Circuit Simulator…, or press Simulate… in the IO window. In play mode it starts at the entity under the crosshair. Start at… lists sources, switches and buttons, nearest first.
- Choose Forward ▸ to follow the outputs to what they power, or ◂ Backward to follow the inputs back to the power source (a light back to a splitter, the switch before it and the battery).
- The panel shows the entity, its state, the power arriving, what it uses and what it passes on, what feeds it, and in red why a path stops here (the switch is OFF, not enough power, an AND gate missing an input, no fuse, no broadcaster on the frequency…).
- Click a connection under Next connection to step to it, or press Next ▸. At a splitter, branch or gate you choose the path; ⤺ Back to (fork) returns there in one go, with the paths already tried ticked, and Next Untried takes the next one.
- Use presses the button, flips the switch, swipes the card, inserts or removes the fuse or starts the generator. The circuit settles, everything that changed is listed (click one to start there) and lights light, doors open and the effects and sounds of what is powered play. Wait 1 s / 10 s lets timers, buttons and batteries run on.
- Click a step in Path to go back to it, or Step Back to undo one step. Close the window to stop: doors go back and nothing on the map changes.
| Control | What it does |
|---|
| Forward / Backward | follow outputs to what they power, or inputs back to the source |
| Next connection | every wire from here with its power; ticked = already tried |
| Back to Fork | back to the last splitter / branch / gate |
| Use / Wait | the player's action on this entity, or time passing |
| Move the camera to each step | the editor camera flies to every step |
TipPower runs out along the way like in the game: each light uses its share, splitters divide what is left, and the summary says how much the sources supply, how much is used now and how much is left or short. Test generators are unlimited; solar panels follow the daylight, batteries their output limit and charge.
TipIn the world the walked path is drawn yellow (red where no power arrives) and the next connections cyan, also through walls.
TipRF broadcasters and receivers on the same frequency are followed like a wire.
TipThe editor simulates a copy: switches, fuses and doors go back when the window closes and the map is not changed.
Key locks and code locks on doors
Tools▸Entities▸Place / Wire IO Entities
Put the game's key lock or code lock on a door, like a door controller: the editor tells you which door it locks. A code lock gets a 4-digit code players have to enter; a key lock keeps its door locked for good, so only a door controller opens it. Both work in play mode, and the RustBuildHelper server plugin fits them to their doors on your server.
- Place a door (for example door.hinged.metal) from the Prefab Library.
- Click Place Code Lock or Place Key Lock in the IO window (press E to open it; Door locks row), or search the Prefab Library for lock.code or lock.key.
- Move the mouse to the foot of the door: the lock jumps onto the door's lock spot. Green text at the top says which door it locks and a green box marks that door; red text says why it won't lock one. Click to place it.
- Click a code lock: a keypad opens like the game's. Type the 4 digits with its buttons (or the keyboard while the mouse is over the keypad); the 4th digit sets the code. Random code picks one, No code removes it. The Inspector shows the code and has Code… to open the keypad again.
- Moved a lock away from its door? Select it and click Snap to door in the Inspector.
- Many doors and boxes? Select them and click Add locks… in the Inspector, or use Tools ▸ Entities ▸ Add Locks Automatically… (also in the IO window) for the selection or the whole map: choose code lock or key lock and a random code for each lock, one code for all, or no code. Every door and storage box that can take a lock and has none gets one on its lock spot; a message says how many were added and skipped. One undo step.
- Save the map. The code is saved inside the map; every change is one undo step.
| Control | What it does |
|---|
| Which door | a lock locks the nearest door within 1 m of it that can take a lock (measured to the door's lock spot); one lock per door, the closest lock wins |
| Code lock | players need the code to open the door. A code lock without a code stays unlocked, as in the game |
| Key lock | always locked: nobody opens the door by hand. Wire a door controller to the door to open it with power |
| Boxes | storage boxes the game lets you lock (large and small wooden boxes, their skins, and other lockable containers) take code and key locks too, on their lock spot |
| Play mode | E on a door with a code lock opens the keypad: the right code unlocks it until you leave play mode, a wrong one is denied. A door with a key lock says it is locked; its door controller still opens it. The lock swings with the door |
TipNew code locks have no code until you set one, so the check text says no code set: unlocked: click the lock and type a code.
TipIn co-op everybody sees code changes straight away; view-only players can't change them.
NoteCodes are part of the Rust Build data in the map: the game ignores them without the
RustBuildHelper plugin, and saving the map in another map editor removes them.
Teleport doors
Link a door to another door: opening it takes the player to the other one, in front of it and facing away from it. Buttons work too. Links can go both ways or one way. Try it in play mode; the RustBuildHelper server plugin does the same on your server.
- Place two doors (for example door.hinged.industrial_a_a) or a door and a button (pressbutton) from the Prefab Library.
- Select the first one. The Inspector shows a Teleport section.
- Click Link to… and click the other door in the 3D view (Esc cancels), or choose it from Pick from list (nearest first).
- Lines with arrows now join the two doors and green markers show where the player arrives. Tick Show all links to see every link on the map.
- Untick Two-way if only this door should teleport. The other door then works as a normal door.
- Set where the player arrives: In front (metres from the door), Up (height) and Other side. The selected door sets the arrival point at the door it leads to.
- Save the map. Every change is one undo step.
| Control | What it does |
|---|
| Unlink | remove the selected door's link |
| Go to other end | select the linked door and fly to it |
| Loading text | shown while the player is moved (on the server: a message when the player arrives) |
| Sound effect / Server command | server only: an effect played where the player leaves, and a console command run when they arrive ($player = name, $steamid = Steam ID) |
| Play mode | open a linked door with E (or press a linked button): the screen fades, you arrive at the other door and the door closes behind you |
TipLinks stay with the doors: move a door and its arrival point moves with it. Delete a door and its link is gone until you undo.
TipA door can lead to one place only, but several one-way doors can lead to the same door.
TipA locked door (key or code lock) teleports only once it is opened.
TipIn co-op everybody sees the links straight away.
NoteLinks are part of the Rust Build data in the map: the game ignores them without the
RustBuildHelper plugin, and saving the map in another map editor removes them.
Dig loot areas (metal detector)
Tools▸Entities▸Dig Loot Areas…
Paint areas on the map and give each one its own loot table: when a player digs up a metal detector find inside an area, they get an item from that area's table instead of the game's normal finds. The RustBuildHelper server plugin does it on your server.
- Open Tools ▸ Entities ▸ Dig Loot Areas… and click New Area. The areas show on the terrain in their colours while the window is open.
- Pick a tool: Paint and drag on the terrain (hold Shift to erase), Erase, or Rectangle / Circle and drag to fill a shape (Esc cancels). Brush radius sets the brush size; Clear Area erases the whole area.
- Give the area a Name and Colour.
- Click items in the Items list on the right (search by name) to add them to the Loot table. Set Min / Max (the amount), Weight (how often it is picked), and if you like a Skin ID and a custom Name (Details… adds attachments, ammo, water and more, see Item details). The Chance column shows how often each item comes up.
- Set Chance of nothing for digs that find nothing at all, and Extra dig spots to have more places to dig in this area (per km²).
- Add more areas the same way. Where they overlap, the one higher in the list wins: use Move Up / Move Down.
- Save the map. Every change is one undo step.
| Control | What it does |
|---|
| Enabled | switch an area off without deleting it: the game's own finds are used there |
| Weight | an item with weight 30 comes up three times as often as one with weight 10; 0 = never |
| No items | an area with an empty loot table keeps the game's own finds; only its chance of nothing applies |
| Show on terrain | show or hide the coloured areas on the terrain |
TipThe status line under the window names the area under the mouse.
TipIn co-op everybody sees the areas and loot tables straight away.
TipOn the server rustbuild.dig test <x> <z> shows which area a spot belongs to and what 1000 digs there would give.
NoteThe areas are part of the Rust Build data in the map: the game ignores them without the
RustBuildHelper plugin, and saving the map in another map editor removes them.
Spray decals
Tools▸Entities▸Spray Decals…
Spray the game's spray can decals on walls, rocks, roads and the ground: the game's own sprays, your own pictures from the Skin Editor, or any spray from the Steam Workshop by its ID. Each spray is the game's spray entity in the map with its skin, so players see it on your server.
- Open Tools ▸ Entities ▸ Spray Decals….
- Click a spray in the list (the game's sprays first, then your own pictures), or paste any Steam Workshop spray's ID or link into Skin ID: the Workshop icon and name show next to it, and the spray shows its real picture at full size.
- Set the Size (the game sprays 1 m) and Turn, and switch on Spray on Click. A see-through spray follows the mouse on whatever surface is under it.
- Click to spray. The picture's top points the way you look, like in the game, and it is projected onto the surface like the game's spray: it follows a rock's bend and wraps round a wall's edge onto the floor. [ / ] turn it, - / = change the size, Esc stops.
- Every spray is one undo step. Select sprays and click Apply to Selected to give them another spray; move, turn, copy or delete them like any prefab.
TipIn
play mode the hotbar has a
Spray Can (
9):
LMB sprays on what you look at (within 4.5 m),
R picks the spray: one of the list, or type or paste any skin ID or Workshop link and press
Enter (a preview shows the picture first), or click one of your saved or recent sprays. When you leave play mode you choose whether to keep the sprays (one undo step) or remove them.
TipWorkshop sprays show the picture the game draws: when Rust has already downloaded the spray it is the game's own texture, otherwise the item's full-size Workshop picture. Pictures are kept on your PC, so they also show offline. While a picture loads the spray shows LOADING; offline (or for an ID that is not a Rust Workshop item) it shows NO IMAGE with the ID, and the spray still keeps its skin ID in the map.
TipEvery skin ID field has ☆ and ▾ next to it: ☆ saves the ID in your Saved list (with a name if you like), ▾ opens your Saved IDs and the Recent ones (the last 12 you used), each with its Workshop picture and name; click one to use it. The lists are the same in every window and for every map: sprays, wallpapers and item skins are kept apart, and item skins can show only the ones made for that item.
TipIn co-op everybody sees the sprays and your pictures straight away.
TipA picture without a Workshop ID shows only in Rust Build; in the game such a spray shows the game's default spray. Publish it from the Skin Editor first.
NoteThe game washes sprays off in the rain and lets them fade after a few hours. With the
RustBuildHelper plugin on your server the map's sprays stay and keep their size.
Skin Editor: your own sprays, wallpapers and icons
Tools▸Skin Editor (sprays, wallpapers, icons)…
Make your own spray, wallpaper or item icon from a picture, see how it looks in the game, keep it in the map and, on Windows, publish it to the Steam Workshop so the game shows it on your server.
- Open Tools ▸ Skin Editor and click New from Picture…: a PNG, JPG, WebP, BMP or GIF (its first frame).
- Choose what it is in Use as: Spray decal (512 × 512), Wallpaper for walls, floors or ceilings (1024 × 1024) or Item icon (512 × 512).
- Frame it on the canvas: drag to move, mouse wheel or Zoom to scale, Rotate, Mirror, and Fill (crop to the square) or Fit (whole picture with see-through borders). In the game shows it as a spray on a wall, as wallpaper on a wall, floor or ceiling, or in an inventory slot. Click Apply Changes to keep it.
- Give it a Name. Pictures are saved in the map file (one undo step per change); Save PNG… saves a copy.
- To show it in the game it needs a Steam Workshop item: type a Description, pick the Visibility and click Publish to Steam Workshop, or paste the ID of an item you published another way into Workshop ID.
- Use it: Spray It on the Map opens Spray Decals with your picture; for a wallpaper select building blocks and click Put on Selected Blocks (choose the inside, outside or both sides of walls). Wallpapers with a Workshop ID are also in the wallpaper lists of the Building Planner and the Inspector as Custom <ID>.
| Control | What it does |
|---|
| Publish to Steam Workshop | uploads through the Steam client running on your PC, signed in as you: Rust Build never asks for your Steam password. Steam may show you as playing Rust while it uploads. The first upload creates the item; later ones (Update Workshop Item) replace its picture |
| Save Workshop Folder… | writes the Workshop item files (manifest.txt, _MainTex0.png, icon.png, icon_background.png) to a folder, for uploading another way |
| Delete | removes the picture from the map; sprays that used it keep their skin ID |
TipSprays that use your picture get its Workshop ID by themselves once it is published.
TipAccept the Steam Workshop terms on the Workshop page if Steam asks: until then only you can see the item.
TipItem icons stay in Rust Build: the game makes item skins from 3D models, not from a picture.
NotePublishing works in the Windows (x64) version of Rust Build with Steam running and signed in. On Windows ARM64, Linux and Android you can still make the pictures, keep them in the map and enter a Workshop ID.
Boombox stations
Give a boombox on your map a radio station: one of the game's built-in stations or a link of your own (an internet radio stream or an mp3 file), with its volume, and choose whether it needs electricity or always plays. Try it in play mode; the RustBuildHelper server plugin sets it on your server.
- Place a boombox from the Prefab Library (boombox.deployed, or boombox.static / boombox.deployed.static, which the game keeps powered).
- Click it. A small Boombox window opens next to it, and the Inspector shows the same settings in its Boombox section.
- Pick a Station from the list, or type a link starting with
http:// or https:// into Link and press Enter (or Set). A link that is not a web address is refused. - Choose the Volume (20 to 100 %, the game's steps).
- Choose Needs IO power (it plays while its power input gets 10 power: wire a generator, switch, timer or sensor to it in the IO editor) or Always powered (it plays without electricity).
- A label over the boombox shows its station and power mode. Save the map. Every change is one undo step.
| Control | What it does |
|---|
| Game default | the boombox keeps whatever station the game gives it |
| Test link | checks in the background that your link answers and shows what it is (mp3 file or stream) |
| ▶ Listen | plays the station in the editor: built-in stations play their songs from the game files, mp3 links are downloaded first (a stream plays its first minutes); other streams only play on the server |
| Play mode | a powered boombox shows Playing <station> and you hear the nearest one; E stops and starts it. Speakers wired after a boombox play the same station while they have power |
TipConnected speakers show which boombox they play when you select them.
TipThe station stays with the boombox when you move it.
TipIn co-op everybody sees the stations straight away.
NoteStations are part of the Rust Build data in the map: the game ignores them without the
RustBuildHelper plugin, and saving the map in another map editor removes them.
NotePlayers' games play the link themselves, so it has to be reachable from the internet.
Loot and vending profiles
Tools▸Entities▸Edit Loot Profiles… / Edit Vending Profiles… `
Loot Profile Manager and Vending Profile Manager: make custom loot tables and vending machine offers, then give them to crates and vending machines on the map.
- Open Edit Loot Profiles… (or Edit Vending Profiles…, `).
- Pick a profile in the list and click Load Preset, or click New Preset and type a Profile name.
- Loot: set Respawn Rate, Refresh Rate and Items To Spawn (min and max). Vending: each row is the Selling item and amount, the Cost item and amount, blueprint ticks and a weight.
- Click items in the Item List (search by name) to add them to the Contents; set min / max or amounts; ✕ removes a row.
- Click Details… on a row to give that item a skin, a name, attachments, ammo, text, a recording or a picture (see Item details below). A short summary appears under the item.
- Click Save Preset: the profile is saved as a file you can use on every map, and added to this map.
| Control | What it does |
|---|
| Load Preset / New Preset | edit a saved profile or start a new one |
| Remove From Map | drop the profile from this map's data (the file is kept) |
| Open Folder | the LootPresets / VendingPresets folder in RustBuildData (standard .lprof / .vprof files from other editors work here too) |
TipThe choice is stored the standard way (in the prefab's category, e.g. :::MyLoot), so servers set up for custom loot maps read it. Only the profiles the map uses are written into the map.
TipItem details are kept in the profile files too, so a profile with details works on your other maps.
TipA vending machine selling a skinned item shows the skin in its shop.
NoteItem details need the
RustBuildHelper plugin on the server (feature
Item details and respawn timers); without it the items come plain. Other map editors read these profiles but drop the details when they save the map.
Give a profile to a crate or vending machine
- Select one or more loot containers (crates, barrels…) or NPC vending machines. The small Loot / Vending window appears.
- Tick Use Custom Loot Preset (or Use Custom Vending Preset) and choose the profile. With several selected, all of them get it.
- Untick it to go back to the game's default contents. Each change is one undo step; Edit Loot Profiles opens the manager.
Item details
The Details… button on an item (in loot and vending profiles, the spawn loadout and dig loot) opens Item Details. It shows only what that item can have in the game:
- Skin ID and Custom name for any item; ☆ / ▾ save and pick skins like every other skin field.
- Condition % for items that wear out (0 = as the game spawns it).
- Text on the note for notes.
- Liquid inside for water jugs, bottles, buckets and water guns: water or salt water and how much.
- Magazine for guns, bows and launchers: which ammo is loaded and how many rounds.
- Attachments for weapons: only the attachments that fit that weapon, one per slot, each with its own skin.
- Items inside for backpacks and armour with plate slots.
- Recording on the cassette: choose an .ogg file (under 5 MB; the window warns when it is longer than that cassette holds) and play it with ▶ Play.
- Picture on the photo: choose a PNG, JPG, WebP or BMP picture; it is stored as a JPG up to 1024 pixels wide.
Click OK to keep the details (Clear All makes it a plain item again). Recordings and pictures are stored in the map once, however many items use them.
Entity Data: images on signs, skins and scale
Tools▸Entities▸Entity Data (sign image, skin, scale)…
Put a picture or an animated GIF on signs and picture frames, give doors, boxes and other entities a workshop skin, and keep the size you scaled an entity to. Rust Build saves this inside the map; the RustBuildHelper server plugin applies it in the game.
- Click a sign, picture frame or other entity (doors, boxes, furnaces, deployables…). The Entity Data window opens (or open it from the Tools menu).
- Image on the sign: click Choose Image / GIF… and pick a PNG, JPG, WebP, BMP or animated GIF. It is resized to the sign's own texture size and shown on the sign straight away (GIFs play in the editor too).
- Or paste a web link to a picture into Image URL and click Use: Rust Build downloads it, fits it to the sign like a picture from your computer and keeps the link with the map, so the server can download the picture too.
- Choose how a picture of another shape fills the sign with Fit: Crop to fill, Fit inside (transparent bars) or Stretch. Rotate turns the picture first: type any angle or click ⟲ 90° / ⟳ 90°, so a tall picture can fill a wide sign (GIFs turn frame by frame). Signs with several panels (neon signs, multi-panel signs) have a Texture list to pick the panel.
- Skin: type the workshop skin ID (or paste the workshop link) and click Apply; Clear goes back to the default skin. Under the ID the skin's Steam Workshop picture and name appear; click them to open its workshop page.
- Scale: scale the entity with the gizmo or the inspector as usual; the window shows the size the server plugin will use.
- Respawn (crates, barrels, loot boxes and vending machines): set the Minutes from and to. The server plugin puts the entity back at its spot a random time in that range after it is destroyed or emptied; boxes that refill instead of breaking refill on that time. The time also holds when the server runs the server extension for map data: a box it puts back earlier stays hidden until the time is up. Default keeps the game's own time (or the loot profile's respawn rate).
- Save the map. Every change is one undo step.
| Control | What it does |
|---|
| Signs and frames | wooden signs of every size, banners, picture frames and photo frames, neon signs, spinning wheels, carvable pumpkins |
| Spread GIF frames over the neon's animation frames | neon signs: put the GIF's first frames into the neon's own animation slots, so the game animates it by itself |
| Skins | any entity that can have a skin in the game; 0 = default |
| Image URL | an http:// or https:// link to a PNG, JPG, GIF, WebP or BMP picture (up to 20 MB). Downloaded pictures are kept on your computer, so the sign also shows without internet later. While the picture is still downloading, or when the link can't be reached or gives a web page instead of a picture, the sign stays grey, the window says why and the link is kept; the server plugin then downloads it when the server starts |
| Rotate | 0–360°, applied before Fit; each sign remembers its angle, and changing it again is one undo step |
| Workshop picture | every skin ID field (here, custom wallpaper IDs, dig loot skins, the save editor) shows the workshop item's picture and name; Rust Build looks them up in the background and keeps them, so they also show without internet. Without internet, or for IDs that are no workshop item, only the ID shows |
| Scale | the game can only scale entities evenly: an entity scaled differently on each axis gets one average size in the game |
TipClicking an entity opens the window automatically; switch that off in Preferences ▸ Editing ▸ Entity Data window on click.
TipEvery image makes the map file bigger, and players download the map: prefer small pictures and short GIFs (up to 200 frames).
NoteThe game itself ignores this data: install the
RustBuildHelper plugin on the server. Other map editors can open these maps, but saving the map again in another editor removes the images and skins (the entity scale survives).
Server settings: safe zones, quarries, puzzle resets
Inspector▸Server settings
Change how monuments behave on your server: take the safe zone away from a monument, let players respawn at the Outpost or Bandit Camp, give a quarry or pump jack its own fuel and output, or change how often a monument's puzzles and loot reset. You set it on the monument in the Inspector; the RustBuildHelper server plugin applies it when the server starts.
- Click a monument. When it has something you can change, the Inspector shows a Server settings section.
- Remove safe zone (Outpost, Bandit Camp, fishing villages, stables, apartment complex and other monuments with a safe zone): tick it and the monument becomes a normal fighting area on your server. The safe zone's auto turrets and sentries are removed too. The editor draws the zone grey and crossed out; selecting a monument whose zone is still on shows it in green.
- Players can spawn here (Outpost and Bandit Camp): tick it and every player on your server can pick this monument on the death screen, like a sleeping bag everyone has. It uses the game's own respawn point for the monument; as in the game, a hostile player waits until they are no longer hostile. When the map has too little beach for new players, they start here too.
- Quarry / Pump jack (the stone, sulfur and HQM quarries and the pump jacks of monuments): pick the Fuel it burns (diesel, low grade fuel, crude oil, or No fuel so it runs whenever it is switched on), the Work per fuel (how long one fuel lasts), the Work per tick (how fast it works) and how much of each resource one fuel makes (0 = none). The text under it says how long one fuel lasts.
- Puzzle reset (oil rigs, labs, missile silo, power plant, military tunnels, satellite dish and other monuments with card readers, fuses and doors that reset): set the Reset time, the Player detection radius (a reset waits while a player is this close) and Scale with population. The heading shows the game's own reset time for that monument.
- Game settings removes a quarry's or a monument's settings again. Every change is one undo step.
- Save the map, then make the plugin with Tools ▸ Utilities ▸ Server Plugin…: the features your map uses are ticked for you.
All 8 controls
| Control | What it does |
|---|
| Remove safe zone | no safe zone and no safe-zone turrets on the server |
| Players can spawn here | the Outpost or Bandit Camp is a respawn point for every player |
| Fuel | the item the quarry or pump jack burns; No fuel = it runs for free |
| Work per fuel / Work per tick | how much work one fuel gives and how much it does every 5 seconds: more work per fuel = one fuel lasts longer, more per tick = faster |
| <resource> per fuel | how much of that resource one fuel makes; only the resources this quarry or pump jack makes are listed |
| Reset time | minutes between resets of the monument's puzzles and loot |
| Player detection radius | a reset waits while a player is within this distance |
| Scale with population | on: the more players are online, the shorter the reset time; off: always the same; game default: as the monument has it |
TipThe settings belong to the monument you clicked: two oil rigs can have different reset times.
TipSome monuments wait until nobody is anywhere inside them before they reset; there the radius makes little difference (the Inspector says so).
TipHow much population scaling shortens the time is set by the server's spawn rate settings.
NoteThese settings are part of the Rust Build data in the map: a server without the
RustBuildHelper plugin keeps the game's safe zones, quarries and resets, and saving the map in another map editor removes them.
Player spawn loadout
Tools▸Entities▸Player Spawn Loadout…
Choose what players get when they spawn on your map: clothes, tools, weapons, food, resources, with workshop skins, instead of (or on top of) the game's rock and torch. The loadout is saved with the map, and the RustBuildHelper server plugin gives it to players on your server.
- Open Tools ▸ Entities ▸ Player Spawn Loadout….
- Click items in the Game items list on the right to add them. Pick a category or type in Search… to find one; each item shows its icon. Clothes go on the player, weapons, tools, medical items and food on the belt, everything else in the inventory. Starter Kit fills in a small kit to start from.
- For each item set the Amount, the Place (Clothing, Belt or Inventory) and the Slot (Any = the first free one). Type a workshop Skin ID if you like: the skin's picture and name show next to it (click it to open its workshop page). Details… adds a name, attachments, ammo, water and more (see Item details). Use the arrows to change the order and ✕ to remove an item.
- Tick First spawn (players new to the server, or after a wipe) and / or Every respawn (after dying), and choose Instead of the rock and torch or On top of the rock and torch.
- How it looks in the player's inventory shows the clothing slots, the belt and the inventory as the player will see them. Every change is one undo step.
- Save the map and put the server plugin on your server (the Server Plugin window ticks Player spawn loadout for you).
TipPlayers who wake up in their sleeping bag or bed with their things keep what they have; the loadout is for fresh spawns.
TipAmounts bigger than an item's stack size become several stacks (5 bandages are a stack of 3 and one of 2).
Tip☆ next to a skin saves it; ▾ lists your saved and recent skins with their pictures (only the ones for that item if you like): click one to use it.
TipOn the server, the plugin's config can turn the loadout off or change when it is given without editing the map.
NoteThe loadout is part of the Rust Build data in the map: the game ignores it without the
RustBuildHelper plugin, and saving the map in another map editor removes it.
RustBuildHelper server plugin (for server owners)
Tools▸Utilities▸Server Plugin…
An Oxide (uMod) plugin that reads the entity data from the map when the server starts and puts the sign images, GIFs, skins and scale on the entities, and launches the boats built with the Boat Building Planner. It also flies the map's CH47 route, teleports players through linked teleport doors, sets the boombox stations, gives players the loot of your dig loot areas when they dig with a metal detector, gives them your spawn loadout, grows the trees to full size and sets how many trees, ores and collectables the game keeps on the map, applies the cargo ship stops, no-leave areas and sinking and lets the server use maps smaller than 1000 m or bigger than 6000 m. It also runs everything the map editors' NPC, vehicle, loot and IO data needs, so no other server extension is required: NPC spawners, animals and vehicle spawns, loot and vending profiles, keycard desks, IO wiring and the map's cargo path. When such an extension is installed, the plugin leaves those parts to it.
- Open your map and choose Tools ▸ Utilities ▸ Server Plugin…. The window lists every feature of the plugin and shows which ones your map uses (with how many items); those are ticked for you. Tick or untick features yourself, or tick Include everything.
- Pick the Game branch your server runs: Main (the normal game) or Staging (the test branch). The plugin is made to work with that branch.
- If your server already runs the server extension your map uses (its Harmony mod in HarmonyMods, or its Oxide / Carbon extension; the window shows the file names), tick it: the features that extension already runs (NPC spawners, vehicles, loot, vending, keycards, IO, the cargo path, and with the Harmony mod also animals, the hack alarm and CH47 landing) are left out. With neither ticked, the plugin does all of that itself.
- The window shows the plugin's size with everything and with your choice. Click Save… and pick a folder: your server's
oxide/plugins folder (Carbon: carbon/plugins), or simply the server folder (its plugins folder is used). The plugin is always saved as RustBuildHelper.cs with only the chosen features, so it stays small; if one is already there, you are asked before it is replaced. Next time Save to <folder> saves to the same place in one click. - Your server needs Oxide (uMod); Carbon loads Oxide plugins too.
- Saved somewhere else? Copy
RustBuildHelper.cs into the server's oxide/plugins folder (Carbon: carbon/plugins). - Start the server with your map as usual (
+server.levelurl or +server.level). Nothing else is needed: the data travels inside the map file. - A few seconds after the start the console shows what was applied, for example 12 entities found, 0 not found; 5 signs painted (2 animated), 6 skins, 3 scaled.
All 22 controls
| Control | What it does |
|---|
| rustbuild.reapply | server console / RCON: apply the map data again (for example after an admin repainted a sign) |
| rustbuild.status | server console / RCON: show what was applied |
| rustbuild.tpdoors | server console / RCON: list the teleport doors and where they lead; rustbuild.tpdoors reload reads them again. Settings: section Teleport doors of the config |
| rustbuild.boombox | server console / RCON: list the map's boomboxes with their station and whether they play; play / stop / reload. Settings: section Boombox stations of the config |
| rustbuild.sprays [apply] | server console / RCON: how many of the map's sprays were found and kept; apply does it again |
| rustbuild.bskins [apply] | server console / RCON: how many building blocks got their skin and wallpaper; apply puts them on again |
| rustbuild.dig [test x z | spawn | reload] | server console / RCON: list the dig loot areas and their loot tables; test shows which area owns a spot and what 1000 digs there give, spawn adds the extra dig spots now, reload reads them again. Settings: section Dig loot areas of the config |
| rustbuild.ext [reload] | server console / RCON: whether another server extension for map data was found and, if not, what the plugin runs itself: NPC spawners and NPCs alive, animals, vehicles and other respawning prefabs, loot boxes and loot profiles, vending machines, keycard desks, IO wires, the cargo path and Bradley (APC) paths; reload reads the map again. Each part can be switched off in the config (section Map extension features). Admin chat: /showanimalspawns, /showlootspawns, /showvendingspawns, /showentityspawns, /showiowires, /showcargopath |
| rustbuild.safezones [apply | restore] | server console / RCON: how many safe zones were switched off and turrets removed; apply does it again, restore switches the zones back on and brings the turrets back until the next apply |
| rustbuild.quarries [apply] | server console / RCON: how many quarries and pump jacks got their own settings; apply sets them again |
| rustbuild.puzzles [apply] | server console / RCON: how many monument puzzle resets were changed; apply sets them again |
| rustbuild.spawn [test N | reload] | server console / RCON: how much beach the game has for new players, how many safe spots the plugin found and gave, and the Outpost / Bandit Camp respawn points; test 500 asks the server for 500 spawn points the way a joining player gets one and counts any that would land at the map centre, inside the ground or under water |
| rustbuild.items [reload] | server console / RCON: how many loot and vending items got their item details and the respawn timers of boxes and vending machines (in place, waiting, respawned, boxes of the server extension held until their time); reload reads the config and the map again. Settings: section Item details and respawn timers of the config |
| rustbuild.loadout [give <player> | reload] | server console / RCON: the map's spawn loadout and how often it was given; give gives it to a player now, reload reads the config and the map again |
| rustbuild.populations [count | list] | server console / RCON: the map's spawn population settings and how many trees came up full-grown; count counts the full-grown trees and the saplings left on the map |
| rustbuild.tropical | server console / RCON: whether the map is a tropical map and whether the tropical look is on |
| rustbuild.locks [attach] | server console / RCON: how many key and code locks were fitted to their doors; attach fits the ones that aren't on a door yet |
| rustbuild.boats [launch | relaunch] | server console / RCON: the boats' status; launch launches the map's boats that weren't launched for this save yet, relaunch launches all of them again |
| rustbuild.crate [now <n> | reset [n] | reload] | server console / RCON: every crate event with its number, the crate (locked, being hacked, gone and when the new one comes), its CH47 and the scientists still alive; now 2 sends event 2's CH47 at once (for testing), reset removes the CH47 and scientists and puts a fresh locked crate back, reload reads the events from the map again. Chat for admins: /rustbuild crate … |
| rustbuild.ch47 [now | drop | leave | reload] | server console / RCON: the CH47 route's status (where the CH47 is, what it is doing, when the next one comes); now starts a flight at once, drop ends the patrol and goes to drop, leave sends it away, reload reads the route from the map again. Chat for admins: /rustbuild ch47 … |
| /rustbuild, /rustbuild reapply | chat: status for everyone; reapply for admins or the permission rustbuildhelper.admin |
| oxide/config/RustBuildHelper.json | every feature has its own on / off switch here, and a feature that is off does nothing at all on the server. Also: sign images, animated GIFs, lock painted signs (players can't repaint them), power for neon signs, skins, scale, match distance, start delay, log every entity, map size override, boats and the boats' owner (a SteamID, 0 = no owner), the CH47 route on or off, minutes before the first CH47 after a start (-1 = the map's respawn time) and whether to replace the game's CH47 event (-1 = as set in the map), building skins and wallpapers on or off and whether to keep wallpaper on sides that are outside, the sections Teleport doors, Dig loot areas, Boombox stations, Player spawn loadout (on or off, add or replace, first spawn / respawn, a chat message) and Spawn populations and full-grown trees, when each feature starts after the server started, and the chat messages. A config from an older plugin is updated by itself on the first start, and the teleport door, boombox and dig settings from their old files in oxide/data are moved in |
What it applies, and the limits
- Boats are launched only on the first start of a save: the plugin builds each boat the way the game finishes one at a Boat Building Station, as a floating player boat with its blocks, sails, engines and steering wheel, owned by nobody (or the SteamID in the settings). The boats are then saved by the server like boats players built; later restarts don't add them again, and a wipe (a new save) launches them again. Pieces this server's Rust version doesn't have are left out with a warning.
- Key and code locks (see Door locks) are fitted to their doors when the server starts, the way a player puts a lock on a door, and locked: code locks take the code from the map and nobody is authorised, so every player has to enter it; key locks get a key code no key has, so only door controllers open their doors. Players can't pick the map's locks up or change their codes. A lock with no door within 1 m is left where it is and the console says so. The server keeps the locks with their codes in its save; a new code in the map applies after a wipe.
- Building skins and wallpapers (see Building skins and wallpaper) are put on the map's building blocks when the server starts, with each block's grade. These blocks never collapse, lose their ground or decay. A skin that doesn't belong to a block's grade is left out. The game takes wallpaper off a side that is outside; map buildings are often open, so the plugin keeps the map's wallpaper (setting keep wallpaper on sides that are outside, needs Harmony support in Oxide or Carbon).
- Spray decals (see Spray decals) get their spray (skin) and keep their size; rain and time no longer remove them (water and damage still do). Sprays from a picture without a Workshop ID show the game's default spray.
- Player spawns. A new player is put on a beach the game accepts (see Beach Spawn Areas). When the map has none, the game drops the player at the map centre inside the ground. The plugin then gives a safe spot instead: an Outpost or Bandit Camp respawn point the map has, else a dry beach or low shore away from monuments, roads, rivers and cliffs with nothing standing on it. Maps where the game finds its own spots are left alone. The Server Plugin window ticks this by itself when your map has little beach spawn area or monument respawn points.
- Safe zones, quarries and puzzle resets (see Server settings) are applied a few seconds after the start. Unloading the plugin gives the monuments their safe zones and turrets back and returns quarries and puzzle resets to the game's values. A quarry's own fuel needs Harmony support in Oxide or Carbon.
- Images go into the server's file storage like player-painted signs; re-applying replaces them, so they don't pile up.
- Animated GIFs play while the plugin is loaded. Each frame change is a small network update, so keep the number of animated signs reasonable. Neon signs can animate by themselves (the spread GIF frames option).
- Skins need a workshop skin that exists for that item. Some entities only show the new skin after players walk away and come back.
- Scale works by attaching the entity to an invisible scaled entity, the way scale plugins do. Only even scaling is possible; entities already attached to something else are not scaled. Unloading the plugin returns them to their normal size.
- Map size override. The game only accepts maps from 1000 to 6000 m and squeezes any other map into that range. With the plugin installed the server uses the size stored in the map (250–16000 m; Map size override settings: allow, or force a size). Install the plugin before starting the server: the size is decided while the map loads, so loading it later only shows a warning until the next restart. Generated maps (
server.worldsize) keep the game's limits. Needs an Oxide or Carbon build with Harmony support. Rust does not officially support these sizes: test the map with a game client before going live.
- Maps with NPC patrols or protected data. On a map with NPC patrols (or Also protect prefab and entity data in the map password, or a map started in another editor that has such data) the other server extension reads only that data. Rust Build saves everything else there too: IO wires and settings, vending machines and loot crates with their profiles, NPC spawners, vehicle spawns, the cargo path and APC (Bradley) paths, so the extension runs all of it and the plugin doesn't do it twice. Maps saved by an older Rust Build still work: the plugin runs those parts itself until you save the map again.
- The plugin only reads the map file; it never changes it.
- Re-saving the map in another map editor drops the Rust Build data (other editors only write the data they know): keep editing images and skins in Rust Build. The entity scale survives either way.
Tools ▸ Generation
Rust's own world generator runs inside Rust Build: no server needed. It reads the prefab data from your Rust client and RustNative.dll from the client folder. One window does both jobs: New Procedural Map makes a whole new map, Rerun Generation Steps runs chosen steps on the map that is open. The two buttons at the top of the window switch between them; the settings tabs and presets are the same for both.
New Procedural Map
Tools▸Generation▸New Procedural Map…
Make a complete Rust procedural map (terrain, biomes, monuments, roads, rails, rivers, power lines, caves, decor) from a size and seed, with every generator setting exposed.
Rust Build generators as steps. At the end of the Included Steps list (and of Steps to Run in Rerun Generation Steps) three more steps can be ticked, each with its main settings on the row and a Settings… button that opens that generator's own window (its other settings are used):
- Road tunnels (early): joins the largest islands with road tunnels (join islands, tunnels per pair). They are built early, right after step 16 (after step): the terrain and rivers are finished but no monument is placed yet, so the tunnels get the best spots. Their pieces, portals, cuttings, cover rocks and approach roads then become areas the rest of the generator keeps out of: monuments, rocks and decor are not placed there and roads, rails and power lines go around them. At the end each portal gets its road to the nearest road. Needs at least two islands (for example a height map with islands, or Multi Island). Portals are never placed at or below sea level.
- Caves: how many caves of what size, built after the generator and the custom prefabs in free spots: away from monuments, road tunnels, other caves and dungeons, roads, rails, rivers, lakes, swamps and the sea, flattest ground first. Every entrance is checked as well, and every part keeps 20 m from tunnels, sewers and other caves; when a spot doesn't work out the next free spot is tried (see Cave Generator).
- Dungeons / sewers: how many, which pieces (Halloween, Christmas or sewers) and the size, placed the same way after the caves; their manholes only go on clear ground (see Dungeon Generator).
- Island link: joins the two closest islands with a rail through a covered trench under the strait and / or zip lines (width, depth; see Island Link). It runs after the generator, when the rails exist; if the rail can't be placed, the zip lines are still added.
- Build rooms under icebergs: an underwater build room under every iceberg the generator placed (or at most this many, the largest first), with the size and parts set in the Iceberg Build Rooms window.
- Bridges: wherever a river crosses a road or a rail line, the crossing becomes a bridge. Other roads and rails beside it are left as they are. The deck is made of the game's own concrete girder sections (from the launch site) laid side by side, a little wider than the road, on piers from the ferry terminal's road bridge and with crash barriers along both edges; Viaduct uses the launch site's long spans with their own pillars instead. The bridge spans the river's whole width plus its banks (measured from the river bed up- and downstream), so the river is not narrowed. The deck is high enough above the water for boats to pass underneath (clearance, 8 m by default); the piers stand on dry ground outside the water (on very wide rivers, outside the middle where boats pass), and the road or rail line climbs to it on embankments (roads at most about 7 %; near a monument or where the road ends close to the river a shorter ramp that eases on and off, never steeper than the road slope limit set for the road generator). A rail line climbs on a short ramp that eases smoothly off the deck and onto the ground again, no steeper than the rail slope limit set for the rail generator; only the rail near the bridge is changed, and it always lies on its embankment. Under the bridge the river channel is cut back to its full width and depth, with its water, river-bed ground and River topology, where the road had filled it in, and the embankments never spill into the river. The road's own embankment under the deck is taken away too, so the ground under the bridge matches the ground beside it, and the road's gravel and Road topology under the deck are replaced by the ground beside it (the river's own ground in the channel). The embankments blend into the ground around them on gentle side slopes, and under each deck end the ground slopes down to the water instead of ending in a wall. Where a curving rail line keeps a short deck close to the water, short approach spans of the same girders follow the rail's own curve until the ground can slope down gently underneath; crash barriers are left out where a curving rail would swing the train over them. Along removed sidings the rebuilt ground blends into the ground on both sides without steps. Monuments are never touched: no ground, texture or topology inside a monument's area (plus a few metres) changes; a ramp that would reach one is made steeper, and if that is still not enough the crossing is left as it was and the result line names the monument. Ramps never bury another rail line either. Rail sidings and side loops that cross a river, or that run close to a rail bridge or its ramps, are removed whole, even when they are made of several pieces, up to where they join the main line (the main line carries on without them), so only the main line gets a bridge; along their old route the rail texture, Rail topology and embankment are cleared away, the ground is rebuilt on gentle slopes that never bury the main line, and the river channel comes back where they crossed it. A road or rail that bends a little over the river is laid straight across the bridge; where a road leaves the bridge line, the old stretch of road beside the deck loses its gravel, Road topology and embankment too. A road that bends far off the line, or whose deck would overlap another bridge, is left as it was and named in the result line. Road bridge decks always reach far enough onto the banks for the ground under each end to slope down to the water at a gentle angle. Road signs and power poles that stood on the bridge, under it or down on the low ground beside it are moved to just outside the deck's edge at the nearer end, where the ground is up at the road (never in the water), and the power lines stay connected; electrical boxes and bus stops under a deck are removed; other prefabs are never lifted with the ramps: small things such as trees and bushes follow the ground, and rocks or cliffs that the ramps or the channel leave hanging in the air (measured by their real shape, so a rock with one corner in the bank still counts) are set down onto the ground or removed, buried ones are removed (also along removed sidings). This clean-up round the bridges runs again after the other generators at the end of New Procedural Map, and Rerun Generation Steps keeps new rocks, cliffs and decor away from the bridges on the map. Running the Bridges step again keeps the bridges already on the map: a crossing that already has a deck is left as it is. Roads are split at the deck ends; a rail line stays one line, laid across the whole deck at deck height, easing smoothly onto the embankment grade beyond each end, so trains keep running without touching the deck ends (Train Test ▸ Instant check finds nothing there). roads and rails choose what gets bridged; the result line lists any crossing that could not be bridged and why (for example a river too wide, or a road that bends over the river).
- Ground floating rocks (on by default, the very last step): rocks, cliffs and other generated prefabs left hanging in the air by a step that changed the ground after they were placed are lowered onto it, and road signs, boxes and other props left buried are put back on top. Rocks and cliffs are judged by their real shape (also rocks open underneath) over all ground that changed since they were placed: lowered up to 2 m, else removed. The result line says how many.
- Keep roads and rails clear (on by default): the generator already refuses to put decor, rocks, trees and props on a road or rail surface. As the very last step everything still left standing on one (for example placed by an older step or by Rerun Generation Steps) is dealt with: props such as the water treatment pipe access points, substations and road signs are moved to the side of the road, trees, rocks and other natural decor on it are removed. Monuments are never moved: a road that runs into one (for example fishing village piers or a well at the end of a road, where the road Bradley would get stuck) is shortened to stop before it, and a road with a monument standing on it is split around it. The result line says how many were moved, removed and shortened, and which.
Bridges and Keep roads and rails clear also work on a map you already have open: in Rerun Generation Steps tick them without any other step and press Run the Extras Only. Everything they change is one undo step.
The result line says what each step built, or that it found no free spot (small or crowded maps). Step by Step runs the road tunnels when it reaches the first step after the chosen one, and the caves and dungeons with the extras at the end.
Fast (on by default). While a new map is made, the loading screen shows a picture of the map and the progress of each step (with Cancel in the progress window); the 3-D view is built once at the end, like opening a saved map. This is much quicker and needs much less memory than building every prefab live. In Rerun Generation Steps the same happens when three or more steps are ticked; the map is then opened again with the result, so the undo history starts fresh from there and the map is marked as changed (save it to keep it). Untick Fast (next to Double check) to watch the map change live; Step by Step always shows each step live.
Every monument. On the Monuments tab, Every monument: at least one of each type makes sure every monument the generator knows is on the map at least once, the big ones too (launch site, airfield, military bases, ferry terminal, harbors…), on any map size. A monument that does not fit is first tried with relaxed spacing; if there is still no room, the gentlest spot away from water, rivers, roads and other monuments is chosen, preferring land that is already flat, and flattened: a plateau just the size of the monument at the ground's middle height (low by the shore for harbors, fishing villages, lighthouses and the ferry terminal) that blends into the land with a smooth curved slope no steeper than Every monument: steepest blended edge (18° by default). Rock texture on the new gentle ground becomes the biome's ground; the blend never changes the ground of another monument and never comes near a road tunnel. Roads and rails are made after the monuments, so they go around the new ones. The result line and a message list which monuments needed flattening. Caves, swamps, ice lakes, jungle ruins, roadside and offshore monuments are not forced. It is off by default: flattening reshapes land and can spoil terrain features nearby, such as canyons, rivers and coastlines, so the editor warns you when you tick it, and it never flattens next to a canyon. By default only gentle flattening is done: the ground may move by at most 15 m, the blended edge may be at most 90 m wide and at most a fifth of the island may change. A monument that would need more is left out and listed with the reason; tick Every monument: allow heavy flattening to place it anyway (on a small map the land then changes a lot).
More settings. The Terrain tab can reshape the generated land: Land height scale, Raise / lower the whole terrain, Extra detail noise (height, feature size, octaves, roughness), Smooth the height map, and the Erosion iterations, rain and evaporation. The Decor tab has Rock and decor density and Hill cliff density multipliers. Every default is the game's own value.
Nothing in the train's way. After the ground is shaped along the rails, the space the train needs (the widest car, a little to spare, and more on bends where the long cars swing out) is kept clear: the steps that come later (rocks and cliffs, roads, monuments, and the editor's own generators) cannot raise the ground into it, and the last step of New Procedural Map, Rerun Generation Steps and Set Up the Terrain clears it once more where something changed the ground or moved the rail since (bridges, Island Link). Dips sharper than a 120 m curve and humps sharper than an 80 m curve are eased so the locomotive does not scrape the track bed; bridge ramps are laid on gentle curves too.
Rail bends trains can take. A train with wagons jams on a bend tighter than about 16 m: a wagon looks for its place by following the track back from the car in front, and on a tight U-turn it ends up facing the wrong way. The generator therefore keeps every rail bend at least Rail smallest bend radius wide (Rails tab, 25 m by default, 0 = keep the rails as they come). Where the ring rail ran out onto a point of land and back over the same ground it is cut off across the neck, tight corners are laid on a wider curve before the ground is shaped along the rails, and a rail runs straight across a river so its bridge deck lines up with it (the Bridges step also eases a curving rail into the deck's line and reshapes the ramp under it). Use the Train Test to check a finished map.
Small maps and ocean. Rust keeps a wide band of ocean around every procedural map, so on small sizes many seeds give little or no land: at 1000 m about one seed in five is open ocean, and the typical land share is about 5 % (1500 m: about 19 %, 2000 m: 30 %, 3000 m: 46 %). The real game makes exactly the same map for the same size and seed, so this is not a fault. Use Find seed with land to get a seed with land.
- Open the window (also on the start screen). New Procedural Map is selected at the top; the line under it says what will happen: the new map replaces the open one. The Prefab data: client bundles… line must show your client folder; otherwise click Client Folder….
- On the Map tab set the size (1000–6000) and the seed, or click Random seed. For small maps click Find seed with land: it tries random seeds (fast, height map only) until one has at least the minimum land % set on the same tab (default 10 %).
- Change any tab you like, or load a Preset. Hover any setting for what it does and its default. The Included Steps tab lists the steps a new map runs: untick one to leave it out (for example no rocks).
- Click Generate New Map. The progress bar shows the step being run.
- The map is saved to
RustBuildData\newmaps\proceduralmap.<size>.<seed>.map and opens. Use Save Map As to keep it elsewhere. - If the new map has less than 2 % land, the result line warns you and suggests Find seed with land.
All 16 controls
| Control | What it does |
|---|
| Map | size, seed, random seed, Find seed with land and its minimum land % |
| World | tier zone percentages (Tier 0 = easiest monuments … Tier 2 = hardest) and biome percentages; roads, side roads, trails, rivers, power lines, rails above ground; prefab black- and whitelist |
| Multi Island | see Multi Island |
| Terrain, Roads, Rails, Rivers, Monuments, Power Lines | every generator constant (path costs, widths, spacing, attempts, angles); any value is allowed. On the Rails tab Limit the rail grade (off: rails follow the land as the game lays them; on: hills are cut and valleys filled so no rail climbs steeper than Rail steepest grade); on the Roads tab Road smallest bend radius (the ring road never folds back on itself) |
| Underground | train tunnels under the map: on / off, the tunnel depth step, Tunnel density (0 = the game's layout; more adds loops and more tunnel exits up to the surface rails) and Tunnel entrances on every island, tunnels under the sea with the deepest sea floor and longest crossing allowed (see Rebuild Underground Rail Network) |
| Underwater Labs | underwater labs on / off, extra labs and where they may go (edge distance, water depth, distance from land), and the lab layout settings |
| Heightmap | Use a PNG heightmap: your own height map image instead of the generated one, with Browse…, the same options as File ▸ Import ▸ Heightmap (PNG / JPG) and a preview; the Height Map step uses it and every later step builds on it |
| Cargo | the generated cargo ship path: fast corner-to-corner route, distance from the shore, minimum water depth |
| Text | map name (start of the file name) and advert text at the Outpost, on its two gates and at Bandit Camp |
| Double Check | see Double Check Work |
| Step Parameters | every serialized parameter of every generator step; changed values are orange |
| Fixed Areas | the ground kept clear for custom prefabs with a fixed position: on / off, the clear margin around them, a small map with their outlines and, after a run, what each one kept out |
| Included Steps | which steps a new map runs, plus the extras after it (cargo path, double check), the Rust Build generator steps (road tunnels, caves, dungeons) and the Custom Prefabs step at the end of the list |
| Decor | rock and decor density, hill cliff density |
| Preset / Load / Delete / Save As | named settings sets, shared with Rerun Generation Steps |
| Reset all settings to defaults | the game's own values |
TipTo watch the map being made and redo single steps, use
Step by Step instead of Generate New Map.
TipSettings saved before the Cargo, Text, Underground and Underwater Labs tabs existed keep their values: only the tab they are shown on changed.
TipThe generator uses every core of your processor; a 2000 m map takes well under a minute on a modern PC. The first run builds a cache (a few minutes).
TipWhen a run will take 20 seconds or more, a window shows the estimated time first: Start or Cancel. While it runs, Cancel in the progress window (or Esc) stops it and the open map stays as it was.
TipDefaults reproduce the game's generator; steep custom height maps may need a higher road max slope.
TipMap edges. Every generated map fades smoothly into the sea bed near its edges (Terrain tab: Fade the map edge into the sea bed, 200 m by default; 0 turns it off). All four edges end at the same depth, also with your own height map image, so there are no cliffs or ledges at the edge of the map. Map edge fade width in height-map texels replaces the metres when you want it in texels; Map edge sea bed height sets the depth (a deeper generated ocean floor is kept).
Step by Step: watch the map being made, redo a step
Tools▸Generation▸New Procedural Map…▸Step by Step…
Run the generator one step at a time. After each step it pauses so you can fly around and look at the result so far; then go on, run that step again with other settings or another seed, or stop.
- Open the generator window and set it up as usual: New Procedural Map (size, seed and the Included Steps) or Rerun Generation Steps (open map) (tick the steps on Steps to Run).
- Click Step by Step… next to the big button. For a new map it starts from an empty map of the chosen size (it replaces the open map, like Generate New Map); for Rerun Generation Steps it works on the open map.
- The generator window closes and the small Step by Step window shows which step just ran, what it changed and which step comes next. The camera is free: fly around, look at the new terrain, monuments, roads or rocks.
- Continue runs the next step. After the last step the button says Finish: the ticked extras (custom prefabs, cargo path, double check) run and you are done.
- Regen… opens a window with the settings that change this step (for example the monument tiers and spacing for a monument step, the road settings for a road step) and the step's seed. Change them, or click Random for a new seed, then Run This Step Again: the step's result is taken away and the step runs again with the new values. Repeat until you like it. The Step Parameters tab of that window holds every value of the step itself.
- Your own height map. For the Height Map step, Regen has a PNG Heightmap tab: tick Use a PNG heightmap instead of the generated height map, pick the image with Browse… and set it up exactly like File ▸ Import ▸ Heightmap (PNG / JPG) (Island or Raw, min and max height, normalize, invert, flip, water level, ocean cuts, offshore depth, sea bed, coastline, edge fade, smoothing) with a preview. Run This Step Again makes the terrain from your image and every following step builds on it. The same settings are on the generator's Heightmap tab, so you can choose the image before you start.
- Cancel (or the window's ✕) stops running steps and asks: Keep What I Have keeps every step so far, Undo the Last Step takes away the last step that changed the map and keeps the ones before it, Back carries on.
- When it ends, the whole run is one undo step: Edit ▸ Undo takes it all back. A new map is not saved yet: use File ▸ Save Map.
TipEach step shows its seed. A normal generation gives step number i the map seed + i; a seed you pick in Regen is used for that step only (Map seed + i puts it back).
TipSettings you change in the Regen window are the same settings as on the generator tabs and are saved with them, so later steps and later maps use them too.
TipMany steps change nothing on small maps (no room for a big monument, no rivers on a 1000 m map): the window then says no change to the map.
TipWhile a step runs, the progress window shows it with Cancel; cancelling there asks the same keep / undo question.
TipA map made step by step is very close to the one Generate New Map makes with the same size and seed, but not always identical: monuments can end up a few metres apart.
Multi Island and Don't double up monuments
Tools▸Generation▸New Procedural Map…▸Multi Island
Treat every island as its own map centre (ring roads, rails, rivers and monuments per island), choose how many of the biggest islands get rails and a ring road, and place each monument only once.
- Tick Multi Island and set Max islands, Min island land area and the Island sea level.
- Rails on the N largest islands and Ring road on the N largest islands (1, 2, 3 or 4; 2 by default) keep rails and ring roads off small islands: only that many of the biggest islands (by land area) get a ring rail or ring road. Smaller islands get no rails at all, so monuments there have no rail lines leading nowhere; roads to their monuments are still made where they fit. Train tunnels under the sea are not changed by these settings.
- Ring settings shape the per-island ring road and rail; Monument tiers per island gives each island its own tiers.
- Never place these monuments twice lists monuments that appear at most once on the whole map, even though every island gets its own monuments. By default:
compound, bandit_town, harbor, ferry_terminal, apartments_complex (Compound, Bandit Town, Harbors, Ferry Terminal, Apartment Complex). A name also covers its numbered versions, so harbor means both harbors. Add or remove names (comma separated); empty lets every island have its own. - Tick Don't double up monuments so every monument appears once (existing ones count). Lettered layouts can count as one.
- Works with a custom height map (Heightmap tab) and with Rerun Generation Steps on existing maps.
TipThe biggest island that has room gets a listed monument first. Settings saved before this list existed get the default list.
Custom prefabs in generated maps
Tools▸Generation▸Custom Prefabs (procedural placement)…
Let Rust Build place your own custom prefabs (bases, arenas, landmarks) in free spots of the map: as a step of a new map, of Rerun Generation Steps, or right now on the open map. You choose which ones, how many, and where they may go, and you can see every spot before anything is placed.
- Open Tools ▸ Generation ▸ Custom Prefabs (procedural placement)…. The window opens on the right so the map stays visible.
- On the left is your custom prefab library. Type in Search… to find one, then tick every custom prefab you want. Ticked ones appear in the Chosen list on the right; untick one to take it out again (Browse… adds a .prefab file from anywhere).
- Each chosen custom prefab is one short row: its colour, its name, how many copies, use (untick to keep it in the list but skip it), Fly and ✕. Click the name to open all its settings; click it again to close them. Collapse all closes every row.
- Set How many (Count, or Count on every island with Per island; Spacing between copies; Clearance to other prefabs and roads), Where (lowest and highest ground, steepest slope, in water or not, biomes, topology that must or must not be under it) and Turn and height (random, fixed or 90° steps, and a height offset like the one in the Place Custom Prefab window).
- Fixed position (at the top of an open row) is for custom prefabs that must always be in the same place, like a city or bridges: one copy goes exactly at X / Z every time, whatever the seed. On terrain stands it on the ground (plus the height offset); untick it to give an absolute Y. Set its Yaw, or click Pick on map and then the terrain (or the small map) to set the spot; Camera spot uses the ground in the middle of the view. Fixed copies are placed first, with the row's terrain options below, and the random copies keep clear of them.
- The generator keeps the ground of every fixed custom prefab clear: no monument, cliff, rock or decor lands on it, roads, rails and power lines go around it and rivers stop before it, so nothing flattens or paints over its spot. Its size is measured from the custom prefab itself (plus the ground it flattens or brings along); clear ground around them adds a margin. The red outlines on the small map (and on the generator's Fixed Areas tab) show the kept-clear ground; untick Keep fixed custom prefabs clear to let the generator build over them.
- Under Terrain maps choose what happens to the ground: leave it, flatten it, or stamp the custom prefab's own captured maps. With its own maps, tick which of them to apply (Height, Splat, Biome, Alpha, Topology) and how (height Replace / Raise only / Lower only, topology Replace / Add, edge falloff), exactly like placing it by hand. Maps it did not capture show (none). Blend edge (under the list, 0–50 m) fades the flattened or copied ground out into the map around it, so the edge becomes a smooth slope instead of a step.
- Prefabs' own terrain runs the terrain stamps that monuments inside the custom prefab carry themselves: tick Height, Splat, Biome, Alpha, Topology and/or Water.
- Click Preview spots. Nothing is placed: every spot is drawn on the map as a ring in the custom prefab's colour with a beam and its name, and as a dot on the small Where they go map. The open row's spots are the bright ones, and the small map shows the ground that fits it in green (orange: it fits, but prefabs or roads are in the way).
- Click a spot number in an open row, Fly on a row (each click goes to the next spot), or a dot on the small map to fly there. Click anywhere else on the small map to fly to that place.
- Happy? Tick Place them as a generation step so a new map (or Rerun Generation Steps) places them after its steps, or click Place on the open map now. Either way all of them together are one undo step.
All 9 controls
| Control | What it does |
|---|
| Custom Prefabs step | the same switch appears at the end of the step list of New Procedural Map (Included Steps) and Rerun Generation Steps (Steps to Run), with Choose… to open this window; Step by Step runs it at Finish |
| Placement seed | 0 = the map seed; the same seed and settings give the same spots |
| Ignore existing prefabs smaller than | smaller prefabs do not block a spot |
| Attempts per copy | how many places are tried for each copy before it is skipped |
| Clear small decor under them | rocks, clutter, ores and collectables up to the size below are removed where a copy lands instead of blocking it |
| Keep fixed custom prefabs clear | the generator keeps monuments, rocks, roads, rails, power lines and rivers off the fixed custom prefabs (on by default); clear ground around them sets the margin in metres |
| Blend edge | how far (0–50 m) the ground a custom prefab flattens or brings along fades out into the map around it, with a smooth slope; height, textures and biome fade, holes and topology keep a sharp edge. 0 = hard edge. A dashed outer ring shows the distance; remembered with the generator settings |
| Clear spots | removes the rings and dots (placed prefabs stay) |
| Show the spots on the map | turn the rings, beams and names on or off |
TipThe line at the bottom tells how many copies found a spot and, when some did not, why (height, slope, topology, prefabs or roads in the way…): loosen that setting and preview again.
TipCopies keep clear of monuments, other prefabs, roads, rails, rivers, power lines, water and each other. With Multi Island they are dealt out over the islands by size.
TipEach placed copy is one group: click it to select the whole copy, double-click for a single piece.
TipRerun Generation Steps with the Custom Prefabs step leaves a fixed custom prefab that is already at its spot as it is instead of adding a second copy.
TipTrain tunnels may still pass deep under a fixed custom prefab: they never reach the surface.
TipAfter Undo the spots show as preview rings again, and marking a fixed spot (Pick on map, Camera spot or X / Z) always moves its ring, also after Undo / Redo, closing the window or opening another map.
TipYour choices are saved with the generator settings and in presets; settings from earlier versions load as they were.
Final Check
Tools▸Generation▸Final Check (rivers, flying rails / roads)
The check that ends every procedural run, on the open map: use it on a map made with an older version or after your own terrain edits.
- Open the map and choose Tools ▸ Generation ▸ Final Check (rivers, flying rails / roads).
- It fixes river water and banks (no river edge over lower ground, no water standing over the open sea), rail lines beside each other, ground filled back under rails and roads over air (also across a river with no bridge), ground in the train's way, ground piled onto a road, rocks in the air and bridge legs in a road or rail line.
- The message says what it did and lists anything it could not fix with where it is. It is one step: Edit ▸ Undo takes it all back.
Double Check Work
Tools▸Generation▸Double Check Work (flying prefabs, alpha)…
Find and fix floating or buried prefabs and broken terrain holes (alpha) on any map, generated or hand-made.
- Open the window: a check runs straight away.
- The list shows each problem: floating / buried prefabs (monuments by their terrain anchors, rocks and other prefabs by their mesh), monuments saved before Rust moved their origin (moved origin, see Fix moved monument origins), alpha problems (wrong resolution, missing or misplaced monument holes) and spawn when the map has too little beach for new players (see Beach Spawn Areas; Check + fix all paints spawn beach) cargo where the cargo ship path passes through or right next to an iceberg, oil rig, rock or land (generate the path again in Path Tools), road end where a road stops beside the road it meets instead of on it (Check + fix all moves the end onto that road at its height and flattens and paints the joined stretch), and river where a power pole, road sign or box stands in a river or hangs over it (fixed by moving it to dry ground beside the road) or a road or rail runs under river water.
- Click a row to fly there.
- Check + fix all, or select rows and Fix selected prefabs. Fixes are one undo step.
- Settings… opens the generator's Double Check tab (tolerances, what to check, fix monuments by fitting the terrain, run automatically after Generate).
TipA floating or buried monument is fixed by moving the ground only where its terrain anchors are out of place, just far enough to bring them back; the rest of the monument's ground is left as it is. Rocks, cliffs and decor on the ground that moved are set down or removed, and a rail line next to it is kept clear. A big monument with only a few anchors off (where its own shape cuts into or raises the ground, like a launch site) is not listed.
Rock check
- In the Double Check window, the Rocks: row has Select all rocks (selects the procedural cliffs, coastal rocks and rock formations) and Rock check (delete + re-run)…. The same check is Tools ▸ Generation ▸ Double Check Rocks (delete + re-run rocks)….
- A window says how many rock and cliff prefabs will be deleted, which generator steps place them again and the estimated time. Click Start.
- The rocks are deleted and placed again by the generator on the current terrain, as one undo step. Cancel puts the old rocks back.
Fix moved monument origins
Tools▸Generation▸Fix Moved Monument Origins…
Old maps: put the nuclear missile silo, the military tunnel and the large sewer cave back on the ground after Rust moved their origin.
- Rust moved the origin of these monuments down inside the prefab (silo 46 m, military tunnel 50 m, large sewer cave 30 m). A map saved before that update still has the old position, so the monument floats above the ground, in the game as well. Newly generated maps are fine.
- When you open such a map, a window lists the monuments and how far each one is too high. Click Fix to move them down by exactly that amount, or Not now to leave the map as it is.
- Later: Tools ▸ Generation ▸ Fix Moved Monument Origins… checks again and offers the same fix. Double Check lists them too.
- The fix is one undo step. Save the map to keep it.
TipNothing is moved without asking: the server places map prefabs exactly where the file says, so the map only changes when you click Fix.
TipOnly the monument itself moves; its terrain is left alone (it already matches).
Rerun Generation Steps
Tools▸Generation▸Rerun Generation Steps (open map)…
Run chosen generator steps on the open map, for example add rivers, roads, monuments or rocks to a hand-made map, or redo the biomes.
- Open a map, then Tools ▸ Generation ▸ Rerun Generation Steps… (or click Rerun Generation Steps (open map) at the top of the New Procedural Map window). The line under the buttons says that the open map will be changed.
- The Steps to Run tab opens first. It shows the size of the open map (the steps always run at that size) and the seed from the Map tab; step number i uses seed + i, as in a new map.
- Tick the steps to run. All steps / No steps tick or untick everything; each group (Terrain, Rivers, Monuments, Roads…) has its own all / none. Hover a step to see what it does and which steps it needs.
- Optionally tick the extras: Cargo path or Double check, and the Custom Prefabs step at the end of the list (Choose… opens Custom Prefabs). With no steps ticked, the button runs only the extras.
- Change any other tab (Multi Island, Monuments, Roads…) if you like: they are the same settings as for a new map.
- Click Run N Checked Steps. Terrain, prefabs and paths come back as one undo step: Edit ▸ Undo takes it all back.
TipSteps whose result is already on the map (from Set Up the Terrain, New Procedural Map or an earlier rerun) say so in the list, and the confirmation lists what will happen to them: rivers, roads, rails and power lines already on the map are kept and their steps skipped (a second set would cross the first), and the river topology, terrain and texture steps don't carve or paint the rivers again over the roads and rails built since (unless Topology Map, Height Map or Splat Map runs too); rocks, cliffs and decor are removed and placed again, so the map never gets two sets. Set Up the Terrain follows the same rules.
TipStep by Step… runs the ticked steps one at a time and pauses after each, so you can look at the result and run a step again with other settings.
TipSteps build on earlier ones and always run in the game's order. Run Splat Map after Biome Map (the ground textures follow the biomes) and Cliff Topology after Topology Map. Road, rail, river and power line steps need their Layout step in the same run, or those paths already on the map.
TipMonuments, roads and rails already on the map are taken into account: new monuments keep clear of them and new roads connect to them.
TipWhen a run will take 20 seconds or more, a window shows the estimate first. Cancel in the progress window leaves the map unchanged.
Dungeon Generator
Tools▸Generation▸Dungeon Generator…
Build big tunnel mazes from the game's event dungeon pieces (Halloween mine tunnels, Christmas tunnels) or a sewer system from the game's sewer tunnels, anywhere on the map.
As a generator step. New Procedural Map and Rerun Generation Steps can build dungeons or sewers in free spots as a step (Dungeons / sewers, see New Procedural Map), with this window's settings.
The pieces join the way the game joins them in the event dungeons: a grid of 12 m cells, and each cell gets the piece whose open sides match its neighbours, so every tunnel lines up with the next one. The game only makes small 6 × 6 dungeons; here the size and the shape of the maze are up to you. The pieces are saved with the map as normal prefabs, so the game loads them like any other prefab. There is no Easter dungeon in the game files, so there is no Easter set.
Sewer tunnels build on a 6 m grid from the sewer tunnel, bend, T-junction, crossing and end pieces, turned so their ends meet exactly. Tube ends that lead nowhere are closed with concrete cubes.
Ladder entrances (sewer) put the game's high sewer ladder into straight tunnels. Its shaft comes up through a manhole with a patch of ground around it; the terrain is raised or lowered to that patch so the manhole sits flush, and opened only under the manhole's opening. A ring of terrain blend cubes lies just under the patch, from the manhole's concrete collar outwards, so the faded outer edge of the patch never shows the hole in the terrain; on big maps, where the terrain hole cannot be made that small, the ring reaches past the patch. The ground around each manhole is painted with Building topology, as monuments do. With Depth ticked the sewer floor is set so the ladders come out exactly at ground level. The window warns when an entrance would come out under water or when the ground has to be raised or lowered a lot. Rocks, cliffs, trees and decor next to a manhole that the levelled ground leaves floating or buried are removed (small things move with the ground), and Undo brings them back.
Manholes only on clear ground. A manhole levels the ground for about 12 m around it, so it is only put where that whole area, plus a margin, is free: no road, rail line, river or power line (with room for their verges and embankments), no water, beach, swamp or sea shore, no monument (and 20 m from its edge), no other prefab (rocks, cliffs, signs, poles, bridges, tunnel portals, another manhole, a cave entrance…), no tree or bush on the manhole itself, no tunnel, cave or other sewer just below, and no slope steeper than about 18°. When a spot is not clear the entrance moves along its route (a slope more or less) or to another tunnel or edge of the sewer; if no clear spot is left the entrance is left out, and the line under the settings says how many spots were passed over and why. In New Procedural Map a sewer that would get no entrance at all is built in the next free spot instead.
Manholes kept clear. Rocks, cliffs, trees and other decor over a manhole, its ground patch or the head room above it are removed after the sewer is built, and again by New Procedural Map and Rerun Generation Steps after the last step that places rocks, so nothing ever covers a way in.
Depth below ground (sewer) puts the sewer deeper than one ladder reaches. Each level adds one of the game's sloping sewer tunnels (15 m long, climbing 6 m), so the floor lies 6 m deeper: 8.9 m below the manholes at 0 levels, 14.9 m at 1, 20.9 m at 2. With 1 level or more the ladder entrances branch off at the edge of the sewer and climb up the slopes to their ladders, each with the number of slopes that brings its manhole closest to its own ground. Large big rooms are buried completely from 1 level on.
Big rooms are the game's big sewer rooms: Small (15 × 40 m, one floor) or Large (24 × 42 m, 12 m high with an upper walkway). Tunnels join their side openings the way the Sewer Branch does; unused openings are closed and a concrete roof is added on top.
Buildable rooms are made of cubes (floor, walls and ceiling, in the cube you pick) with a doorway into a sewer tunnel. An invisible collider lies on the floor so players can put foundations down and build a base. The sewer keeps one empty cell around each buildable room, with only a straight tunnel leading to the doorway, so the sewer's dark lighting and fog cannot come through the walls.
Always under the ground. Before anything is placed, every piece (tunnels, rooms, the sloping entrance tunnels and the ladders) is checked over its whole footprint: there must be at least 3 m of ground above it (measured on the ground as it will be once the manholes are levelled), and it may not touch another prefab, such as a monument, a road or train tunnel, a cave, an underwater lab, another dungeon, or a rock or cliff that reaches below the ground. Road and train tunnels, caves, other sewers and dungeons, underwater labs and monuments must also stay at least 20 m away in every direction. If the ground is too low anywhere, the whole sewer goes deeper. Pieces under a valley that would need it more than 24 m deeper, and pieces that touch another prefab, are left out, and the rest stays one connected network. An entrance tunnel that would come out of a slope, end under water or run into a prefab is moved to another edge. Only the manholes reach the surface. The plan that is placed is always the one that passed the check; when no part of the sewer fits at a spot (for example inside a monument), nothing is placed and the window says why. The line under the settings says what was changed.
Moved or turned afterwards. Select any piece of a sewer and the Inspector says whether all its pieces are still under the ground. If you move or turn the sewer so that some pieces come out of the ground, it lists how many, how far they stick out and where; Show the highest one takes the camera there.
Trigger volumes: the whole sewer and its rooms are covered with terrain_trigger_noenv and water_trigger_noenv boxes. On a server players inside are not kicked for being inside the terrain, and the tunnels never fill with water, even under the sea. They do not change the lighting.
- Open Tools ▸ Generation ▸ Dungeon Generator…. The dungeon is centred under the camera; Camera moves it there again, or type the Centre X / Z.
- Pick the Pieces: Halloween mine tunnels, Christmas tunnels or Sewer tunnels.
- Set the Size in cells (the window shows the size in metres) and the maze shape: Fill, Branching, Loops, Dead ends kept, and the number of Entrances (event sets) or how sewer Dead ends are closed (end piece or concrete cube).
- Sewer tunnels only: set the number of Ladder entrances, the Depth below ground in levels, Big rooms and their size, Buildable rooms with their Room size (cells and height) and Room walls cube, and whether to add the server trigger volumes.
- Set the Height: metres above the ground at the centre (negative = below it), or tick Absolute for a world height.
- The outline in the world shows the layout as you change settings: corridors orange, entrances green, dead ends red, ladders yellow, sloping entrance tunnels light blue, big rooms blue, buildable rooms green. The line under the settings counts cells, prefabs, junctions, loops and dead ends. Change the Seed or click Random for another layout.
- Click Build Dungeon. A progress window shows the pieces being placed (Cancel places nothing). The whole dungeon is one undo step, and in a co-op session everyone gets it.
All 9 controls
| Control | What it does |
|---|
| Fill | how much of the area the tunnels cover; 100 % fills every cell |
| Branching | low: long winding corridors; high: many short side branches |
| Loops | chance that corridors next to each other are joined, so there is more than one way round |
| Dead ends kept | the other dead ends join a neighbouring corridor or are cut back to the last junction |
| Group the pieces | a click selects the whole dungeon so you can move or delete it in one go; double-click one piece to edit it alone |
| Seed | the same seed and settings always give the same dungeon |
| Depth | sewer: place the floor so the lowest ladder comes out at ground level (Height is then set for you) |
| Depth below ground | sewer: sloping tunnel levels between the sewer and its ladders; each level puts the sewer 6 m deeper |
| Room size | buildable room floor in 6 m cells and its height from floor to ceiling |
TipIf the line under the settings says the floor went deeper or cells were left out, move the sewer to flatter ground or away from monuments and cliffs to keep it whole. Large big rooms need about 13 m of ground above the sewer floor: set Depth below ground to 1 level or more.
TipBig dungeons have many pieces: 30 × 30 cells is about 750 prefabs. Keep an eye on the prefab count line before you build.
TipThe event pieces are open at the top like in the game. Build them on flat ground, raise them above the terrain, or put them below the ground and leave the entrances at the surface.
TipSettings are remembered for next time.
Cave Generator
Tools▸Generation▸Cave Generator…
Build big underground cave networks from the game's own cave pieces, with building pockets where players can build and sinkhole entrances that open the ground.
As a generator step. New Procedural Map and Rerun Generation Steps can build caves in free spots as a step (Caves, see New Procedural Map), with this window's settings.
The caves are made from the same rock tunnels, junctions, slopes, building pockets and sinkhole entrances as the game's small, medium and large caves, but they can be much bigger and more tangled: loops, several floor heights and as many pockets as you like. Every tunnel end meets the next one exactly, so there are no gaps to fall through, and the caves are saved with the map as normal prefabs.
Building pockets are the open rooms of the game's caves (small, medium and large, with the wooden guide logs on the floor). Players can build in them just like in the game; the tunnels themselves block building, as they do in the game.
Entrances leave the edge of the cave, climb to the surface and end in a sinkhole. The ground around each sinkhole is shaped to its rim and a hole is cut in the terrain, so players can walk in from the surface. By default each sinkhole sits about 10 m below the surrounding ground (Entrance depth offset, -10 m): the ground slopes gently down to the opening and the rocks follow it, so the entrance lies hidden in a hollow instead of standing out on a mound. Set it to 0 to centre the rim on the ground as before. A sinkhole is only put on dry, open ground: never in or next to the sea, a beach, a river, a lake, a swamp or any water, never on or next to a road or a rail line, never near a monument and never on steep slopes. Bridges, signs, poles, tunnel portals and other structures must stay clear of the sinkhole, and no power line may run over it. If the cave's layout leads an entrance to such a spot, the next seed is tried (the result line says which seed was used); if no layout fits, nothing is built and the line says why, so you can move the cave or use fewer entrances. The hole is cut a little inside the sinkhole's rock edge and the ground meets the edge exactly, so no gap shows between the rock and the terrain.
Rocks around the entrances: the game's own cave monuments hide the edge of each sinkhole with rock formations and ledges. The generator puts the same rocks round every entrance, copied from one of the game's caves (a different one for each entrance, picked by the seed), set onto the ground and kept out of the tunnels. They take on the look of the biome they stand in, like any rock.
Nothing left floating. Rocks, cliffs, trees, bushes and other decor that stood where the ground was reshaped are checked afterwards: trees, bushes and small things move up or down with the ground, and rocks or cliffs the new ground leaves hanging in the air or swallows are removed. The result line says how many. Undo puts them back with the terrain.
Room around the cave. Every part of the cave (tunnels, slopes, building pockets, entrance tunnels and sinkholes) stays at least 20 m away, in every direction, from road tunnels, train tunnels, sewers and dungeons, underwater labs, monuments and other caves. An entrance tunnel that would come closer takes another route; if the cave itself would come closer, other layouts are tried and, if none fits, nothing is built and the line says what is in the way, so you can move the cave or make it smaller. It doesn't matter which is built first: the sewer and road tunnel generators keep the same distance from caves already on the map.
Entrances kept clear. No cliff, rock, tree, bush or other decor may cover or block an entrance: anything whose shape reaches into the opening (with room above it to climb out), the sinkhole hollow or the way down to it is removed after the cave is built. The cave's own rocks round the rim stay. New Procedural Map and Rerun Generation Steps check every entrance again after the last step that places rocks.
Check Exposure looks for places where players could see or fall into the cave from above: a cave ceiling that pokes out of the ground, less ground over a tunnel than the Min. ground above you set, or a hole in the terrain over the cave away from the entrances. It runs by itself after every build. Each spot is listed with a Go to button and a numbered marker in the view (red: a hole or the cave out of the ground; orange: too little ground). Raise Terrain lifts the ground over one spot (or Raise Terrain at All) and closes holes there; Rebuild Deeper builds the cave you just made again, lower by what the worst spot needs. Both are one undo step.
- Open Tools ▸ Generation ▸ Cave Generator…. The cave is centred under the camera; Camera moves it there again, or type the Centre X / Z.
- Set the Size in 15 m cells (the window shows the size in metres) and the shape: Fill, Branching and Loops.
- Choose how many Building pockets you want and their size (Small, Medium, Large or Mixed). Each pocket needs a free block of the area; the line under the settings says how many fit.
- Set Slopes and Height range for tunnels that climb and drop between floor levels, the number of Entrances and their sinkhole style, and the Depth of the cave floor below the ground.
- Leave Rocks around the entrances ticked to hide the sinkhole edges with rocks like the game's caves.
- The outline in the world shows the cave as you change settings, drawn through the ground: tunnels orange, slopes yellow, pockets green, entrances and sinkhole rims blue. Change the Seed or click Random for another cave.
- Click Build Cave. A progress window shows the pieces being placed (Cancel places nothing). The pieces, the rocks, the shaped ground and the terrain holes are one undo step, and in a co-op session everyone gets them.
- Read the exposure line under the build button. If it lists spots, click Go to to look at one, then Raise Terrain or Rebuild Deeper. Check Exposure runs the test again at any time, also after you sculpt the ground over a cave, and Clear Markers removes the markers.
All 12 controls
| Control | What it does |
|---|
| Fill | how much of the area the tunnels cover |
| Branching | low: long winding tunnels; high: many short side branches |
| Loops | chance that tunnels next to each other are joined; dead ends are always joined up, because no cave piece closes a tunnel |
| Building pockets | number and size of the buildable rooms |
| Slopes / Height range | how many tunnels climb or drop 3 m, and how many 3 m steps the floor may move from the centre |
| Depth | floor depth below the ground at the centre; deeper caves get longer entrance tunnels |
| Entrance depth offset | how far below the surrounding ground each sinkhole sits (-10 m by default; 0 = the rim centred on the ground); the ground slopes down to it over a wider area the lower it is |
| Open the terrain at the entrances | shape the ground to each sinkhole and cut the hole in the terrain |
| Rocks around the entrances | ring each sinkhole with the rocks the game's cave monuments use there, so the edge of the terrain hole can't show gaps |
| Min. ground above | less ground than this over a cave piece is reported by Check Exposure (1 m by default) |
| Group the pieces | a click selects the whole cave so you can move or delete it in one go; double-click one piece to edit it alone |
| Seed | the same seed and settings always give the same cave |
TipIf the line under the settings says that pieces reach above the ground, add some depth or move the cave away from valleys. After building, Check Exposure shows exactly where.
TipThe rocks are normal prefabs in the cave's group: select one with a double-click to move or delete it.
TipCaves are dark inside: use the flashlight (View ▸ Flashlight, or F in play mode) to look around, and walk through them in play mode.
TipSettings are remembered for next time.
Road Tunnel Generator
Tools▸Generation▸Road Tunnel Generator…
Build an underground road from the game's road tunnel pieces, with a portal at each end: join the biggest islands under the sea, or join two points you pick.
The tunnel is made from the game's two-lane road tunnel pieces: 36 m straights, 72 m slopes (6 m and 9 m drop), 90° bends and the portal with its headwall and wing walls. The pieces have fixed lengths, so the tunnel is planned in whole pieces and every end meets the next one exactly.
No holes to fall into. The tunnel roofs can only be seen from inside, so a piece close to the surface would be a see-through hole in the ground. The generator uses slope pieces to take the tunnel deep enough that there is always at least the Minimum cover of ground or seabed over every roof, also under the sea. Only next to the portals may the ground be raised a little over the tunnel to cover it.
Portals. Each portal is buried only at the back: its front half stands in the open, with the side walls set in the ground, so players are already inside the portal before any ground could reach them. The ground along the outside of both side walls always reaches the foot of the wall, also on steep slopes, so no wall floats. In front of the headwall the ground is shaped into a road at floor height that ramps to the ground (a cutting or an embankment). A slab of terrain blend cubes (drawn with the ground's own textures on every face) covers the portal's hump from just behind the headwall to its back; on a side where the hill is higher the slab is made thicker so it meets the hill. Rocks and cliffs from the game, stretched and turned to fit, then hide the cubes and blend the portal into the hill: big rocks over the headwall that hang a little over its top, flat rocks over the rest of the slab, big rocks over its ends and back, rocks along the sides of the cutting (leaning with the slope) and small ones at the foot of the wing walls. Every rock rests on the ground or the cubes under it by its own shape, not just its outline, so none floats or hangs in the air. Most of the game's rocks are open underneath, so each one is leaned with the ground and set in until its whole bottom edge is in the ground or on the cubes: there is no gap to see under a rock or into it from the road or the hill (big rocks over the headwall may lean out over its top, but their open bottom stays on the cover behind it), and none reaches into the road opening, over the road or the ramp, onto another road or into another prefab. Rock density sets how many there are and Rock style which rocks are used; the Seed picks a different arrangement. A big cliff rock still lies on each side of the hump. A concrete ramp leads the road smoothly up onto the portal floor. A concrete block lies under each end of the wing walls, its top just under the portal floor and sunk into the ground, so next to a cliff or a steep slope there is no gap under the walls to look through; it never reaches over the road or the ramp. Terrain holes cover the whole road opening, but only where the portal, the cubes or the ramp hide them: where the hill stands above the cover no hole is made, so you never see an open hole from the road, the side or above. An extra terrain trigger covers the whole road opening. Road / Roadside topology is painted at each portal, like the game's roads.
Roads. With Connect to the nearest road a road is added from each portal to the nearest road on the map. It goes around steep ground, water and monuments, crosses rail lines only when there is no better way, and joins the other road at one of its nodes. The ground along it is shaped like any road.
Above the sea. A portal is never placed at or below sea level: its floor stays a few metres above the water and the ground under its ramp and approach road must be dry land, for found tunnels, picked points and the generator step alike.
As a generator step. New Procedural Map and Rerun Generation Steps can run this generator as a step (Road tunnels (early), see New Procedural Map): the tunnels are built before the monuments and everything else keeps clear of them.
Nothing in the way. A tunnel whose portals would touch a monument, a building, another tunnel or a rail line is not offered, nor one that would come within 20 m of a cave, a sewer or dungeon or an underwater lab already on the map. Trees, bushes and rocks in a portal's cutting or on a new road are removed. Rocks and cliffs already on the map that the new ground around a portal or along a new road would leave floating, hanging or buried are removed too, and trees, bushes and small things move up or down with the ground. When the tunnels are a generator step, the portal rocks are checked again after the roads to the nearest road are made.
- Open Tools ▸ Generation ▸ Road Tunnel Generator….
- Join islands: set Join the largest islands (2 joins the two biggest) and Tunnels per joined island, then click Find Tunnels. The tunnels found are drawn on the map (straights orange, slopes yellow, bends blue, portals green).
- Join two points: click Pick Entrance and Exit… and click the entrance on the ground. The portal faces down the slope; press R / Shift+R to turn it.
- Move the mouse along the way the tunnel should go. Green arrows mark every exit that whole pieces can reach at a safe depth, and the tunnel snaps to the nearest one; press R to switch between an exit facing straight on and one facing sideways (after a bend). Click to choose the exit, or Esc to go back.
- Click Generate. The pieces, the shaped ground, the terrain openings, the topology, the cubes and rocks and the roads are one undo step, and in a co-op session everyone gets them.
All 11 controls
| Control | What it does |
|---|
| Join the largest islands | how many of the biggest islands to join; they are linked along the shortest stretches of water |
| Tunnels per joined island | tunnels between each pair of joined islands, spread apart |
| Minimum cover | ground or seabed needed over every tunnel roof (4 m by default) |
| Max ground raise at portals | how much the ground may be raised over the tunnel next to a portal |
| Fit the ground at the portals | back half of each portal buried, front half in the open, road and concrete ramp in front of it |
| Seed | picks the rocks at the portals; the same seed gives the same rocks |
| Rock density | how many rocks dress each portal (0 to 2, 1 by default; 0 = only the cubes and the two side cliffs) |
| Rock style | Rock formations (grey stone), Grassy cliffs (hill cliffs with grass on top) or Mixed |
| Cubes and rocks over the portals | a slab of cubes over each portal's hump, meeting the hill beside it, covered by rocks and cliffs |
| Connect to the nearest road | a road from each portal to the nearest road on the map (on by default) |
| Group the pieces | a click selects the whole tunnel |
TipIf no exit is offered, try a longer tunnel or another direction: the tunnel needs room to get deep enough before it passes under low ground or the sea. The message under the tool says what stops the routes there.
TipPortals stay above sea level, so the road out of a tunnel never floods.
TipSettings are remembered for next time.
Rebuild Underground Rail Network
Tools▸Generation▸Rebuild Underground Rail Network…
Build a new train tunnel network under the map you have open: tunnels, a station under every tunnel entrance and the stairs up to the entrances, like the game's generator, with more loops if you like and joined across islands under the sea. It replaces the tunnels already there.
- Click a monument with a train tunnel entrance (an entrance bunker or the trainyard) and click Rebuild underground rail network… in the Inspector, or open Tools ▸ Generation ▸ Rebuild Underground Rail Network….
- Set the Seed (Random picks one) and the Density: 0 is the game's layout, the shortest tunnels that join every entrance; higher values add loops between tunnels that are close on the map but far apart underground, so trains have more ways round.
- Leave Use the whole map: join islands under the sea ticked to let tunnels cross under the sea to entrances on other islands where the sea is no deeper than the Deepest sea floor and no wider than the Longest crossing. Islands past deeper or wider sea get their own tunnel network.
- Tick Add tunnel entrances where there is room (every island) to first place more entrance bunkers, at least 500 m apart, so stations spread over the whole map.
- Click Rebuild. The old tunnels go, the new network is built, and the line under the settings tells you how many pieces, entrances and loops it made. Everything is one undo step: Ctrl+Z brings the old tunnels back.
TipAll train tunnels on a map share one depth, so a tunnel under deep water pulls every tunnel down and makes the stairs to the entrances long; that is what the sea limits are for. Extra loops never make the tunnels deeper.
TipTunnel exits that climb up to the rails on the surface are not rebuilt (the rails that led down to them stop at the surface); a new procedural map makes them with the rail lines.
TipThe same settings are in the generator's
Underground tab for new maps and Rerun Generation Steps (see
New Procedural Map). Defaults keep the game's layout.
Island Link
Tools▸Generation▸Island Link…
Join two islands across the water between them: a rail through a covered trench under the strait, joined to both islands' rail lines, and zip lines between two power line platforms. The cargo ship and boats still pass over it.
Islands on a map are often kept apart so the cargo ship can sail between them, but then trains can't get from one island to the other. Island Link builds the crossing the way a hand-made "mega tunnel" does it: a straight trench in the seabed with walls and a roof, kept dry inside, with the rail running through it.
Under the strait. The rail floor lies at the Tunnel depth under the ship lane and climbs on ramps (no steeper than the Ramp slope) to the first land on each side. It is one straight join between two beaches: each ramp comes out on a beach or low coast facing the other island (no more than 200 m inland and 15 m above the sea), never high up in the hills, so a crossing on a steep coast is skipped for a beach further along. The roof always leaves at least 8 m of water over it, or as much water as there was before where the sea was shallower, so the cargo ship, boats and subs pass over it. Inside the walls the ground is the tunnel floor; terrain blend cubes form the walls and the roof (on land the roof is flush with the ground, so roads and rails can cross over it), and water triggers keep the trench dry below the sea. Where the rail comes up near the shore the trench is an open cut with retaining walls.
Room for the big train. The tunnel fits the above-ground locomotive with any of the game's wagons, not just the workcart: the default 16 m wide, 10 m high inside is about twice the width and more than the height of the game's own train tunnels, and the floor is level from wall to wall. Every change of slope (at the foot of the ramps, at the portals and along the land routes) is a long, smooth curve, so the long cars never scrape the floor or a crest, and the roof follows the floor without dipping. Check it with Train Test ▸ Instant check.
Joined to the rails. On each island the new rail runs over the land from the portal to the nearest suitable rail line near the shore, in smooth curves on one even slope (it never climbs over a hill and drops down again), with the ground shaped under it. A rail line a little further along the coast is reached the same way as long as the low coastal land allows it; otherwise the window says why the islands can't be linked. Both ends sit exactly on a node of the existing rail and run along it, so the game turns them into junctions and trains can switch onto the link.
Zip lines. A power line platform goes on each shore beside the crossing, turned so that each platform's zip line reaches the other one (the game picks the cables by itself when the server starts; View ▸ Overlays ▸ Zip Lines (check pylons) shows them). A zip line reaches about 330 m, so a wider strait gets only the rail.
Nothing in the way. A crossing that would cut through a monument, a building or a river, or leave a road or rail at the edge of the open cut, is not offered. Trees, bushes and rocks on the way are removed.
Finding the islands. Land is everything above the sea, read on a fine grid so even narrow straits keep islands apart. Islands joined only by a beach, a sand bar or a neck of land narrower than Split at necks (150 m by default) count as two islands. The window lists every island with its size, whether it has a rail, whether it touches the map edge and which islands it is joined to by land, and numbers float over the islands while the window is open. Click Pick first or Pick second and then an island in the view to choose it.
As a generator step. New Procedural Map and Rerun Generation Steps can run it as a step (Island link, see New Procedural Map): after the generator, so the rails exist, it joins the two closest islands. If the rail can't be placed there, it still adds the zip lines.
- Open Tools ▸ Generation ▸ Island Link….
- Choose the two islands from the lists or with Pick first / Pick second and a click on the island, or leave both on Auto to join the two closest islands (with a rail on both when you build a rail).
- Choose what to build under Link: Rail tunnel, Zip lines or both, and set the Tunnel width, Tunnel depth and Ramp slope.
- Click Find to see the best crossing on the map: covered trench green, open cut yellow, the new rail over land blue and the zip line platforms pink. The line under the buttons tells you its length and how much water stays over the roof, or why no crossing works. With Rail tunnel + zip lines, if the rail can't be built (for example an island has no rail), the zip lines alone are offered and the line says why the rail was left out.
- Click Build. The ground, the rail, the cubes, triggers and platforms are one undo step, and in a co-op session everyone gets them.
All 8 controls
| Control | What it does |
|---|
| First / Second island | the islands to join; Auto picks the closest pair |
| Pick first / Pick second | then click an island in the view to choose it (Esc cancels) |
| Split at necks | land joined only by a beach, a sand bar or a neck narrower than this counts as two islands; 0 = only water separates islands |
| Link | rail tunnel, zip lines, or both |
| Tunnel width | inside width of the trench between its walls (16 m by default) |
| Tunnel depth | rail floor below the sea level under the ship lane (30 m by default) |
| Ramp slope | steepest climb of the rail on the ramps and the land routes (25 % by default) |
| Group the prefabs | a click selects the whole link |
TipA deeper tunnel needs longer ramps; if the ramps can't reach land, try a smaller depth or a steeper slope.
TipIf no crossing is found, the message names what stopped it most often: a monument or river in the way, a road at the open cut, or no rail close enough to the shore.
TipWalk or drive through it in play mode to look inside; it is dark, so use the flashlight.
TipSettings are remembered for next time.
Underwater Lab Generator
Tools▸Generation▸Underwater Lab Generator…
Build underwater labs where you want them, with your own settings for every part: size, floors, which modules and how many, branching, entrances, legs, hatches, crates and NPCs.
The labs are put together exactly the way the game builds the underwater labs of a procedural map: a main moonpool sits on the sea floor and rooms, corridors and tubes grow from it, joined socket to socket. Every open end is closed with the game's end caps, legs reach down to the sea floor and hatch doorways go where a room meets a corridor. Modules are only placed where the sea floor stays below them, like in the game, so the lab never cuts into the ground.
Instead of the game's fixed rules you choose the shape: how many modules, how far the branches reach, how many floors, which room and corridor types are used and how often, how many extra moonpool and ladder entrances there are, and whether the lab has legs and hatches. The pieces are saved with the map as normal prefabs.
The modules bring the game's crates and underwater dwellers with them. Untick Loot crates or Dwellers (NPCs) to have the RustBuildHelper server plugin switch them off for that lab on your server.
- Open Tools ▸ Generation ▸ Underwater Lab Generator…. The lab is placed under the camera; click Pick and then the sea floor to put it somewhere else, or type the Centre X / Z.
- Choose the Main moonpool (one of the game's four, or Random) and its turn.
- Set the size: Max modules, Min modules, Reach (how far branches grow), Floors and Branching.
- Under Module types, tick the rooms and corridors you want, how often each is picked (weight) and how many of each a lab may have.
- Set the Entrances (the game rule, or your own number of moonpool and ladder entrances), Legs, Hatches, and the water depth to check.
- The preview shows the lab as you change settings, drawn through the water and the sea floor: rooms blue, corridors orange, moonpools green, end caps grey, hatches yellow and pieces with a problem red. Warnings are listed under the settings.
- Click Generate. The whole lab is one undo step, and in a co-op session everyone gets it. Regenerate (new seed) picks a new seed and replaces the lab you just made.
All 13 controls
| Control | What it does |
|---|
| Place | one lab at the centre point, or several labs at random deep-water spots away from land, other labs and oil rigs |
| Max / Min modules | the most rooms and corridors a lab may have, and the fewest it should have (0 = no limit) |
| Reach | how far branches grow from the main moonpool (the game uses 3) |
| Floors | how many floors ladder modules may stack (the game uses 2) |
| Branching | 100 % like the game; lower gives longer, thinner labs with fewer side branches |
| Module types | on / off, weight and the most per lab for every room, corridor and tube type |
| Extra entrances | the game rule (one or two moonpools at the far ends of a big lab) or your own number of moonpool and ladder entrances |
| Legs / Hatches | pillar legs down to the sea floor, and hatch doorways between rooms and corridors |
| Min / Max water depth | warn when the water at the lab is too shallow or too deep; automatic placement only uses spots in this range |
| Allow modules into the sea floor | off: modules stay clear of the ground like in the game; on: they may cut into it (warned) |
| Loot crates / Dwellers | untick to switch the lab's crates or NPCs off on your server |
| Group the pieces | a click selects the whole lab so you can move or delete it in one go |
| Seed | the same seed and settings always give the same lab |
TipWarnings tell you when the water is too shallow, when pieces cut into the sea floor or reach above the water, and when the lab overlaps other prefabs.
TipA lab needs room: the game puts them at least 20 m deep and far from land.
TipSettings are remembered for next time.
Iceberg Build Rooms
Tools▸Generation▸Iceberg Build Rooms…
Turn the flat underside of icebergs into underwater rooms where players can build: ice walls and ceiling, a dry inside and a floor that takes foundations.
Every iceberg has a flat underside under the water. This tool fits a room under it: walls and a ceiling of tiled ice, an ice floor, and the two invisible parts the game needs before players can build there: a water volume that keeps the inside dry (no water, players breathe and stand), and a ground collider on the floor so foundations can be placed. A hole in the floor near one wall lets players swim up into the room.
It works on the icebergs already on the map (the generator's arctic icebergs and the game's iceberg_a … iceberg_f placed from the Prefab Library) or only on the selected ones. Each room is as big as you ask but never larger than its iceberg's flat underside: under a small iceberg the room is made smaller to fit, and when the sea floor is close the room gets lower. Tilted icebergs, icebergs resting on the sea floor and icebergs that already have a room are skipped, with the reason in the list.
The rooms are normal prefabs saved with the map, built as one undo step; in a co-op session everyone gets them.
- Open Tools ▸ Generation ▸ Iceberg Build Rooms….
- Set the Room size (inside width × length), Room height and Wall thickness.
- Choose the parts: Ice ceiling under the iceberg, Ice floor and the Entrance hole in the floor with its size.
- The list shows every iceberg found with the room it gets and the largest room that would fit, or why it is skipped; Fly takes the camera there. Green boxes show the rooms through the water, red crosses the icebergs that get none.
- Click Build Rooms. All rooms are one undo step.
All 9 controls
| Control | What it does |
|---|
| Room size | inside width × length; made smaller to fit the iceberg's flat underside |
| Room height | inside height; lowered when the sea floor is close |
| Wall thickness | of the ice walls, floor and ceiling |
| Ice ceiling under the iceberg | an ice slab that closes the room at the top; off: the iceberg is the ceiling |
| Ice floor | an ice floor slab (the ground collider players build on is always there) |
| Entrance hole in the floor | a square hole to swim up through; off: a closed room |
| Group each room | a click selects the whole room |
| Only the selected icebergs | off: every iceberg on the map |
| Find Icebergs | look again after placing or deleting icebergs |
TipAlso a step of
New Procedural Map and Rerun Generation Steps:
Build rooms under icebergs, with these settings.
TipIcebergs only appear in arctic water, so the generator places them on maps with snowy coasts.
TipSettings are remembered for next time.
Procedural Terrain (noise)
Tools▸Generation▸Procedural Terrain (noise)…
Replace the height map with layered noise (shape, base, lakes, dunes, plains, hills, mountains), fading to ocean at the edges.
- Pick a Preset (Default, Archipelago, Mountains, Plains) and click Apply, or edit the octaves / frequency / amplitude / offset per layer.
- Set the Seed or click Randomize.
- Click Generate (undoable). Save your own presets by name.