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procedural_generation_customization#552522

<cat>Play.Hosting</cat> <title>Procedural Generation Customization</title> # world.configstring / world.configfile ⤶ <warning>The code is available in **WorldConfig.cs**. You can access it through Rust Dedicated Server's `Assembly-CSharp.dll`. Things might change in the future. </warning> ⤶ <warning>Just Added 03 August 2023, in the "Wounded" update. Things could change in the future. The code is available in **WorldConfig.cs**. You can access it through Rust Dedicated Server's `Assembly-CSharp.dll`.</warning> Create a new file in the server's `server.identity` folder and make your changes in JSON format. Launch the server with the configfile parameter: `+world.configfile "myConfig.txt"`. I assume `world.configstring` is just putting the json object as the parameter. ##The Default JSON File (Things that can currently be modified) ``` { "PercentageTier0": 0.3, "PercentageTier1": 0.3, "PercentageTier2": 0.4, "PercentageBiomeArid": 0.4, "PercentageBiomeTemperate": 0.15, "PercentageBiomeTundra": 0.15, "PercentageBiomeArctic": 0.3, "MainRoads": true, "SideRoads": true, "Trails": true, "Rivers": true, "Powerlines": true, "AboveGroundRails": true, "BelowGroundRails": true, "UnderwaterLabs": true, "PrefabBlacklist": [], "PrefabWhitelist": [] } ``` ##An Example File removing trails, and blocking roadside electrical boxes, and powerlines ``` { "Trails": false, "PrefabBlacklist": [ "electrical_box_", "powerline_poles" ] } ``` #Notes * This works when a map is first generated. If the map is generated in your folder and you try to make changes without removing it first I don't believe new changes will apply. (untested) * What this can do for you is disable things, including any prefabs/monument. * This changes how procedural maps are generated, you can change some default behaviors including blocking any prefabs/monument. * This works when a map is first generated. If the map is already present most new changes won't apply. Delete the .map file and regenerate. * Having little to no Tier0 topology will prevent your map from having spawn points. Players will be kicked for InsideTerrain Violation. * Some monuments require a specific Tier or Biome, lowering those percentages could prevent them from spawning. * `Powerlines` does not include the small telephone polls along the road. You would need to add those to the Blacklist. * The map must still be 4250 to get `AboveGroundRails`. The default value is already true, you will not get it on smaller maps. * Disabling `BelowGroundRails` will not remove the entrances at monuments, you will be left with big holes in your map. You must find a way to seal those up. (admin rocks?) * The Blacklist seems to take precedence over the Whitelist. I am unsure of a good use for the Whitelist - I'd love to see ideas. * If you set something in Whitelist everything else will be blocked except those prefabs. Use Blacklist OR Whitelist, not both. This is using the `Contains(String)` Method, you do not need a full path to match something. ⤶ #Barren Notes⤶ Barren is likely retiring very soon (end of 2023 or 2024), but this could be used to make a map very similar to Barren.⤶ <upload src="9f298/8dbe523469ae9f3.png" size="12432" name="rinBarren.png" />⤶ ⤶ ##Barren Example⤶ ```⤶ {⤶ "MainRoads": false,⤶ "SideRoads": false,⤶ "Trails": false,⤶ "Rivers": false,⤶ "Powerlines": false,⤶ "AboveGroundRails": false,⤶ "PrefabBlacklist": [⤶ "monument/cave/cave_",⤶ "iceberg/iceberg_",⤶ "ice_lakes/ice_lake_",⤶ "swamp/swamp_",⤶ "cliff",⤶ "rock_formation_",⤶ "bush_"⤶ ]⤶ }⤶ ```⤶ ⤶ You can blacklist dynamic things like bushes, but you will constantly get spam in your console because of it. (devs please fix?)⤶ <upload src="9f298/8dbe529384d451d.png" size="4981" name="image.png" />