Rust Wiki

Revision Difference

Topology#561583

<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.⤶ - If water is fresh or salty. - Where nodes can spawn. - Where animals can roam. #Topology List | Topology | Description | | ------------- | ----------- | | Field | Spawns resource pickups, bushes, and some trees | | Cliff | Blocks everything from spawning | | Summit | Reduces Tree Spawns (Unconfirmed)| | Beachside | Spawns some bushes | | *Beach | Spawns driftwood and boats | | Forest | Spawns Trees, Mushrooms, Berries, Logs, | | Forestside | Spawns small trees and bushes | | Ocean | Defines the ocean area, spawns sea grass | | *Oceanside | Spawns driftwood (Unconfirmed) | | Decor | Spawns harvestable ores and decorative rocks (Unconfirmed) | | Monument | Spawns barrels and food crates | | Road | Prevents any player buildings and blocks everything from spawning | | Roadside | Spawns junk piles and bushes | | Swamp | Spawns swamp trees and sulfur pickups | | River | Makes water drinkable and adds reeds | | Riverside | Spawns Pumpkins/Corn and some decor | | Lake | Makes lake water drinkable | | Lakeside | Spawns Pumpkins/Corn and some decor | | Offshore | Spawns underwater clutter, rock formations and sunken ships with loot | | Rail | Prevents any player buildings and blocks everything from spawning | | Railside | Spawns dense bushes | | Building | Blocks everything from spawning | | Cliffside | Spawns ore nodes and blocks junkpiles from spawning | | Mountain | Prevents animals, ores and decor from spawning in this area, adds loot barrels (Unconfirmed) | | Clutter | Spawns harvestable ores and decorative rocks (Unconfirmed) | | Alt | Spawns Birch/American Beech trees | | *Tier 0 | Defines the tier 0 area on a map | | Tier 1 | Defines the tier 1 area on a map, vanilla monuments will spawn better crates | | Tier 2 | Defines the tier 1 area on a map, vanilla monuments will spawn even better crates | | *Mainland | Defines where animals can roam and where airdrops can land | | Hilltop | Unknown/No Use | *Required to make a player spawn point ⤶ #Notes & Tips:⤶ - Field Topology defines scrap heli spawns when using the scraptransporthelicopter.population convar⤶ ⤶ - Road Topology defines minicopter spawns when using the minicopter.population convar⤶ ⤶ - Remove mainland from lakes to prevent animals from walking through!⤶ ⤶ - Use Building topology to prevent grass/decor from spawning on underground entrances!⤶ ⤶ - Forest topology requires Forest splat in Temperate, Arid, and Tundra biomes, and requires Snow splat in the Arctic biome⤶ #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: **Tier0, Oceanside, 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="b5542/8dc3d29216da35e.png" size="20427" name="next_spawn.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⤶ ⤶ ⤶ Topology Information provided by: ⤶ [Rust Map Making](https://discord.com/invite/HPmTWVa)⤶ [The Hapis Community](https://discord.gg/hapisrust)⤶