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Topology#527591

<cat>Dev.World</cat> <title>Topology</title> <upload src="2f4/8d81f7bec597f30.png" size="286615" name="image.png" /> #What is Topology? Topology is the group of layers that make up the characteristics of the ground we walk on in-game. This includes things such as: - If the water is drinkable or seawater. - If ore nodes can spawn. - If it is the side of a road for junkpile spawns. Each of these topology have their own layer which can be on/off if you want that desired effect for that topology in that area of the map. #Topology List <note> Insert full list of topology here, each will link to somewhere else further down the page (if possible) </note> | Topology Name | Description | | ------------- | ----------- | | Field | needs some description | | Cliff | Prevents clutter from spawning, spawns collectable wood | | Summit | needs some description | | Beachside | needs some description | | Beach | Spawns driftwood, small mossy rocks | | Forest | Spawns forest fauna (requires a "Forest" splat) | | Forestside | needs some description | | Ocean | Spawns underwater clutter, sunken ships with loot | | Oceanside | needs some description | | Decor | needs some description | | Monument | needs some description | | Road | Prevents any player buildings, spawns grass on asphalt | | Roadside | Spawns vehicles and junk piles | | Swamp | needs some description | | River | Makes river water drinkable and adds some decor (mostly reeds) | | Riverside | Spawns pumpkins/corn and various decor | | Lake | Makes lake water drinkable (?) | | Lakeside | needs some description | | Offshore | needs some description | | Powerline | Spawns some junk piles | | Runway | needs some description | | Building | needs some description | | Cliffside | needs some description | | Mountain | needs some description | | Clutter | needs some description | | Alt | Spawns birch/american beech trees. Works only with Forest topology | | Tier 0 | Defines the tier 0 area on a map. Required for making a valid spawn area | | Tier 1 | Defines the tier 1 area on a map | | Tier 2 | Defines the tier 2 area on a map | | Mainland | Defines the playable area. Required to prevent airdrops falling into the ocean | | Hilltop | needs some description | <page>Topology#Example_Topology</page> (friendly brief on what it is) (Hopefully the page down link works as internal link, otherwise use internal) <page>Topology#Example_Topology</page> (friendly brief on what it is) <page>Topology#Example_Topology</page> (friendly brief on what it is) ##Example Topology Small image of topology used perhaps? Explanation of main use and possible use-cases. #Topology Summary (WIP?) <upload src="2f4/8d81f819e53cac9.png" size="324090" name="image.png" /> ##Unconfirmed <upload src="2f4/8d81f814596221a.png" size="69172" name="image.png" /> #Making a valid spawn point⤶ A spawn point is a random location on the map where a "new" character will "spawn" into the game. To make it working you'll need to make an area that has following topologies: **Mainland, Oceanside, Beach, Beachside and Tier0**. If map won't have a spawn point then new players will spawn at 0,0,0 coordinates. Avoid that. <upload src="2f4/8d81f870c9cb038.png" size="14689" name="image.png" />⤶ #Making a valid spawn area⤶ A spawn area is a random location on the map where a "new" character will "spawn" into the game. To make it working you'll need to make an area that has following topologies: **Mainland, Oceanside, Beach, Beachside and Tier0**. ⤶ <note>• If map doesn't have any valid spawn areas then players will spawn at 0,0,0 coordinated. Avoid that. ⤶ • Spawn area doesn't work in Snow biome.</note>⤶ ⤶ <upload src="2f4/8d81f870c9cb038.png" size="14689" name="image.png" />⤶ #Adding road junkpiles to your map Road junkpiles appear only on a "Roadside" topology. To make a valid spawn area for junkpiles you'll need to paint this topology on any part of the map. It can be done near your roads or somewhere far away from everything – choosing the area is up to you. Do not make the painted topology too thin – without enough space junkpiles won't spawn there. Keeping the same width as on procedural maps will be enough to get everything working as intended. Alternatively you can use "Powerline" topology but "Roadside" is still preferred. Information gathered provided by the [Rust Map Making](https://discord.com/invite/HPmTWVa) community