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Topology#551602

<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 | Topology Name | Description | | ------------- | ----------- | | Field | Spawns all collectable resources (wood, rocks, hemp) and bushes, cactus and small palms | | Cliff | Prevents everything from spawning | | Summit | ... | | Beachside | Spawns some bushes | | Beach | Spawns driftwood, small mossy rocks and boats. Required for making a valid spawn area | | Forest | Spawns forest fauna (requires a "Forest" splat) and mushrooms/potatos | | Forestside | Spawns harvestable wood, small rocks and bushes | | Ocean | Spawns underwater clutter, rock formations and sunken ships with loot | | Oceanside | Spawns collectable wood | | Decor | Spawns harvestable ores and decorative rocks | | Monument | Prevents animals, ores and decor from spawning in this area | | Road | Prevents any player buildings, spawns grass on asphalt | | Roadside | Spawns vehicles and junk piles | | Swamp | Spawns swamp trees but disables spawn of any ores or other trees | | River | Makes river water drinkable and adds some decor (mostly reeds) | | Riverside | Spawns pumpkins/corn and various decor | | Lake | Makes lake water drinkable (?) | | Lakeside | Spawns collectable pumpkins/corn & wood, adds some decor | | Offshore | Spawns driftwood and miscellaneous decor | | Powerline | Spawns some junk piles | | Runway | Used for spawning helis before the July 2020 update | | Building | Prevents trees and ores from spawning in this topology | | Cliffside | Spawns harvestable ores | | Mountain | Prevents animals, ores and decor from spawning in this area, adds loot barrels | | Clutter | Spawns harvestable ores and decorative rocks | | 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, crates will have better loot | | Tier 2 | Defines the tier 2 area on a map, crates will have best loot | | Mainland | Defines the playable area. Required to prevent airdrops falling into the ocean | | Hilltop | ... | #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 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" />⤶ 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: **Tier0, Beach, and Mainland**. <note>• If the map doesn't have any valid spawn areas then players will spawn at (0,0,0), and probably kicked for InsideTerrain Violation.</note>⤶ ⤶ <upload src="9f298/8dbb0b4addc9850.png" size="16980" name="8d81f8.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