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  • Update details
    v1.0.9
    Released
    Download size109.75 kB
    Total versions9
    Time between versions 11 days
    Typical update pace About every 24 days
    Freshness 6 days ago

About Custom Generation

FCustomGeneration — Quick Reference

All changes are applied when creating a new map.

🌱 Grass

  • The plugin can generate maps without grass and disables bushes.

🌍 WorldConfig

  • Global map settings:
  • Biome percentages
  • Tier distribution
  • Roads, rivers, rails, laboratories
  • Global blacklist / whitelist (www.corrosionhour.com/rust-prefab-list)

🧩 Components — Generation Stages

  • Each stage can be:
  • Enabled — fully enabled or disabled
  • Apply values? — allows your custom parameters to be applied
  • ⚠️ If you change anything inside Values, make sure that
  • Apply values? : true is set — otherwise the changes will not be applied.

📦 Main Parameters

  • TargetCount
  • Target number of objects to place.
  • ⚠️ Not guaranteed — depends on map size, filters, and placement restrictions.
  • MinDistanceSameType
  • Minimum distance between identical objects.
  • MinDistanceDifferentType
  • Minimum distance from other object types.
  • DistanceSameType / DistanceDifferentType
  • Max — prefer placing as far away as possible
  • Min — prefer placing closer, within the allowed limits
  • Any — any valid position
  • ObjectDensity — object density, higher = more objects
  • ObjectDistance — distance between objects
  • ObjectDithering — placement randomness
  • MinWorldSize — required minimum map size

🔎 Filter — Placement Rules

  • Defines where objects can spawn.
  • BiomeType — allowed biomes
  • Arid, Temperate, Tundra, Arctic, Jungle, -1 = everywhere
  • SplatType — surface type
  • Snow, Sand, Grass, Rock, -1 = no restrictions
  • TopologyAny — at least one required zone
  • TopologyAll — all listed zones are required
  • TopologyNot — forbidden zones
  • Common zones:
  • Beach, Ocean, Road, River, Lake, Railway, Monument, Building, Mountain.

🏝 Shallow Water

  • Coastal smoothing settings:
  • Beach depth
  • Smoothing radius
  • Transition softness
  • Key Points
  • Enabled fully disables or enables the stage
  • Apply values? activates your custom changes
  • TargetCount is not guaranteed
  • Filters directly affect spawn success

🏛️ Custom Monuments

The plugin comes in the archive together with a data file and a .map file containing an example custom Compound.

Custom monuments are based on a map, similar to RustMaps, where the required monument must exist, specifically the first prefab on the map.

The plugin also allows creating custom versions of any monuments, for example:

  • Bandit Camp
  • Fishing Village
  • Laboratories
  • Oil Rig
  • etc.

It also supports not only monuments, but any world objects:

  • Rocks
  • Oases
  • Icebergs
  • Caves
  • etc.

When saving a map with a custom monument, the file must be named strictly after the main prefab of that monument.

Example:

assets/bundled/prefabs/autospawn/monument/medium/bandit_town.prefab → bandit_town.map

https://youtu.be/fX5Br0YQbxc
https://youtu.be/gLgld8NHvDw
https://youtu.be/Ui5QcXyz9yw

If there are ideas and demand, the plugin will continue to develop, and new features may likely be added.

The plugin uses Harmony and Reflection!

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