Revision Difference
Custom_Maps#528992
<cat>Dev.World</cat>
<title>Custom Maps</title>
<upload src="4b25c/8d88bd9035edad3.jpg" size="553450" name="wheatley3.jpg" />
<note>World Design section is still very WIP and whatever you see here is not a final version. Any help will be appreciated since we have a lot of uncovered information about topology and other custom map sections.</note>
Custom Maps in Rust allow us to make our own unique variant of the Rust world within the game boundaries.
#Overview
Full list of content available regarding custom maps for now:
<page>Terrain</page> – what is terrain and how it works, splat types (splat/biome/alpha/topology) information.
<page>Topology</page> – full list of topologies, tables and lots of other useful information how to work with it and make things on your map spawn properly.
<page>Volume Prefabs</page> – all available triggers that you'll need in some situations.
<page>Utility Prefabs</page> - technical prefabs that are not volumes but still can be useful for more customization on your maps. (drop zone, monument marker, spawn point)
<page>FAQ and Troubleshooting</page> - list of common issues and some tips.
<page>Map Editors</page> - list of currently available map editors that you can use>
<page>Map Data</page> – detailed article for nerds about how .map files and SDK work.
#SDK
All interactions with map data requires using [Rust.World SDK](https://github.com/Facepunch/Rust.World). 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?)
+ <page>Terrain</page> (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
<note>This should go to "Prefabs" article but I'll leave it here for now.</note>
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, [Workbench Level 3](https://wiki.facepunch.com/rust/item/workbench3) or [Bed](https://wiki.facepunch.com/rust/item/bed)) cannot be rescaled and will remain at scale values `1, 1, 1` no matter what.
All doors, IO entities, deployable objects (for example, [Workbench Level 3](/rust/item/workbench3) or [Bed](/rust/item/bed)) cannot be rescaled and will remain at scale values `1, 1, 1` no matter what.
##Some building elements won't spawn while stability is enabled on your server
Almost all items from **Construction** category that you can insert into building blocks like [Reinforced Glass Window](https://wiki.facepunch.com/rust/item/wall.window.glass.reinforced) or [Netting](https://wiki.facepunch.com/rust/item/wall.frame.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.
Almost all items from **Construction** category that you can insert into building blocks like [Reinforced Glass Window](/rust/item/wall.window.glass.reinforced) or [Netting](/rust/item/wall.frame.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 <page>Hosting a custom map</page>.
Information gathered provided by the [Rust Map Making](https://discord.com/invite/HPmTWVa) community.