About Custom Generation
FCustomGeneration — Quick Reference
All changes apply when generating 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, labs
- global prefab 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 modify anything inside Values, make sure
- Apply values? : true is set — otherwise changes will NOT apply.
Main Parameters
- TargetCount
- Target number of objects to place.
- ⚠ Not guaranteed — depends on map size, filters, and placement limits.
- MinDistanceSameType
- Minimum distance between identical objects.
- MinDistanceDifferentType
- Minimum distance from other object types.
- DistanceSameType / DistanceDifferentType
- Max — prefer placing as far as possible
- Min — prefer placing closer (within limits)
- Any — any valid position
- ObjectDensity — object density (higher = more objects)
- ObjectDistance — spacing between objects
- ObjectDithering — randomness of placement
- MinWorldSize — minimum map size required
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 restriction
- TopologyAny — at least one required zone
- TopologyAll — all listed zones required
- TopologyNot — forbidden zones
- Common zones:
- Beach, Ocean, Road, River, Lake, Rail, Monument, Building, Mountain.
🏝 Shallow Water
- Coastal smoothing settings:
- beach depth
- smoothing radius
- transition softness
- Key Points
- Enabled disables the stage completely
- Apply values? enables your custom changes
- TargetCount is not guaranteed
-
Filters directly affect spawn success
Custom Monuments
The plugin comes in an archive along with a data file and a `.map` file that contains a sample custom Compound.
Custom monuments are based on a map (same as on RustMaps), where the required monument must exist (specifically, the first prefab on the map).
The plugin also allows you to create custom versions of any monuments, such as:
- Bandit Camp
- Fishing Village
- Labs
- 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 ideas and demand arise, the plugin will continue to develop, and new features will likely become available.
Plugin uses Harmony & Reflection!