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!