Rust Wiki

Custom Maps

This page is very unfinished and very likely will be changed in the near future.

Custom Maps in Rust allow us to make our own unique variant of the Rust world within the game boundaries.


All interactions with map data requires using Rust.World SDK. It is a foundation for writing your own tools, allowing you to visualize, edit and save data within .map files.

At this moment SDK allows you to modify this data: (to-do: change the list if it's not accurate? add actual links to articles about these things?)

  • Terrain (land/water height data)
  • Splat (textures, biome, alpha, topology data)
  • Prefabs (ID, position, rotation, scale)
  • Paths (rivers/roads: position, width, texture type for roads?)

Prefabs limitations

This should go to "Prefabs" article but I'll leave it here for now.

At this moment SDK has some limitations that you should keep in mind while working with your custom map.

Networked entities cannot be rescaled

All doors, IO entities, deployable objects (for example, Work Bench Level 3 or Bed) cannot be rescaled and will remain at values 1, 1, 1 no matter what.

Some building elements won't spawn with stability enabled on your server

Almost all items from Construction category that you can insert into building blocks like Reinforced Glass Window or Netting won't spawn as long as you have building stability enabled on your server. Make sure to disable it if you want to use any of these prefabs.

Deployable objects will decay

Furnaces, wooden signs, and many other prefabs (usually they have "Deployed" in their name) will decay. If you want to use them as a decoration for your maps but don't want them to disappear, you have to disable decay on your server.

Hosting Custom Maps

See Hosting a custom map.

Page Links

Special Pages



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