Custom Maps in Rust allow us to make our own unique variant of the Rust world within the game boundaries.
Full list of content available regarding custom maps for now:
Terrain – what is terrain and how it works, splat types (splat/biome/alpha/topology) information.
Topology – full list of topologies, tables and lots of other useful information how to work with it and make things on your map spawn properly.
Map Data – detailed article for nerds about how .map files and SDK work.
Volume Prefabs – all available triggers that you'll need in some situations.
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?)
At this moment SDK has some limitations that you should keep in mind while working with your custom map.
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.
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.
See Hosting a custom map.
Information gathered provided by the Rust Map Making community.