Revision Difference
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.
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#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" />