Jump to content

Harmony Custom Generator 0.3.0

   (0 reviews)
Message added by aristocrats,

v0.3.0 is out: a launcher with a browser config editor, custom RustEdit monuments, generation reports and more — see What's New.

Some features are new or experimental (RustEdit IO in particular), so expect rough edges. I'm busy with other projects and can't give this one much time, so fixes may be slow. The source is open on GitHub: fork it, change it, fix it for yourself, and pull requests are welcome.

Windows servers only. The launcher, the map preview and the mod are built and tested on Windows.

1 Screenshot

  • 5.1k
  • 609
  • 311.07 kB
  • Update details
    v0.3.0
    Released
    Download size 311.07 kB
    Total versions 5
    Typical update pace About every 117 days
    Freshness Updated 16 days ago

Custom Generator lets you generate semi-custom maps with the default Rust procedural generator: control roads, rails, rivers, biomes and monuments, add your own monuments from RustEdit, and tune everything in a browser editor. Generate maps with one click from a launcher, and your Rust server stays untouched.

For support, bug reports and feature ideas, join our Discord!

Features

Launcher & Config Editor
- Unpack anywhere, double-click CustomGeneratorLauncher.exe, set your Rust server folder, and you're done
- The server gets the mod only for the time of a generation, so it can't be left installed on a live server by accident
- Browser editor for the whole config: descriptions for every option, toggles, biome/topology chips, validation (invalid values can't be saved)
- Generate maps from the browser: size and seed, random seeds, a queue of several maps, live log, stop button
- Last run tab: map preview, placed monuments per group, custom monuments, swap results and the full report
- Real prefab names of every monument group to pick from, instead of typing them from memory
- Draggable tier and biome bars that always add up to 100
- Presets: no rivers with rings, more snow, 5 harbors, no lighthouses, clean roads and more, each with a preview of what it changes
- English and Russian UI, light and dark theme

Map Settings
- Generate maps over the default size limits
- Generate a new map every time
- Custom map folder and file name ({size}, {seed} placeholders)

Generator
- Ring road and ring rail on any map size, or disable them
- Enable/disable roadside monuments and roadside objects
- Enable/disable railside monuments
- Remove car wrecks near roads
- Remove rivers or scale their width
- Remove tunnel entrances or all underground tunnels
- Remove large powerlines
- Tier percentages (Tier0, Tier1, Tier2)
- Biome percentages (Arid, Temperate, Tundra, Arctic + Jungle)
- Unique environment (oases, canyons, lakes) on any map size

Monuments
- Every monument group of the game, detected automatically and kept in sync after Rust updates
- Count, minimum map size, distances to the same and to other monuments
- Placement filters: biome, splat, topology
- Choose which prefabs of a group spawn (include/exclude), how many copies, override the group folder
- Ignore the vanilla world-size multiplier to get exactly the count you set

Custom Monuments
- Place your own RustEdit monuments (.map or .prefab) at new spots, together with their terrain
- Stamp or flatten the terrain with a smooth blend ring, copy textures, topology and terrain holes
- Placement checks: height range, slope, distances, biome/topology filter
- Roads and rails are built around them, and they show up on the map preview

Monument Swapping
- Replace vanilla monuments with your own versions at their exact positions
- Keeps the original road and rail connections
- Save both map versions (with and without swaps)
- Clear log of what was replaced and which files matched nothing

RustEdit IO (experimental)
- IO wiring of custom and swapped monuments (generators, switches, lamps, card readers, doors, timers, RF, counters…) is saved into the map
- CustomGenerator.Server.dll on the live server wires everything up on start, and doesn't need Oxide or Carbon
- Not yet: vending machine shops, turret weapons, elevator floors, door effects; wires work but aren't drawn

Map Image
- Splat/height preview with monument names and grid
- Configurable scale and ocean margin, or turn it off

Quality of Life
- AI navmesh generation disabled on the generation server
- Generation report next to every map: size, seed, time, monuments placed per group, custom monuments, swaps, warnings
- Config validation with clear warnings, automatic backup on update, broken configs are kept and never lost
- JSON Schema for the config: hints and autocomplete in VS Code
- Config in English or Russian

Installation

With the launcher (recommended)

  1. Unpack CustomGenerator-<version>.zip into any folder, for example on your desktop. This is the mod folder: config, monuments, maps and previews live here.
  2. Run CustomGeneratorLauncher.exe. The editor opens in your browser.
  3. On the Generate tab, set your Rust dedicated server folder (the one with RustDedicated.exe), pick a size and a seed and press Save & generate.

Maps go to maps/, previews to mapimages/, logs to HarmonyConfig/logs/, all inside the mod folder. A separate server copy for generation is best, and the launcher won't touch a server that is currently running.

The mod is for map generation only: it shuts the server down after saving the map. Put the generated .map on your live server with server.levelurl.

Live server (for RustEdit IO)
Put live-server/HarmonyMods/CustomGenerator.Server.dll into the live server's HarmonyMods/.

Monument Swapping

  1. Build your monument in RustEdit. The first object in the hierarchy is the anchor: the original monument prefab or a SpawnPoint at its center.
  2. Save it as <vanilla prefab name>.prefab.map, for example fishing_village_c.prefab.map.
  3. Put it into maps/prefabs/ of the mod folder.
  4. Enable Swap Monuments in the editor and generate.

Examples are in the CustomPrefabs and Examples folders on GitHub.

Custom Monuments

  1. Save your monument in RustEdit as .map (first object = anchor) or with Save as prefab (.prefab, terrain files next to it are used too).
  2. Put it into maps/custom/ of the mod folder. The editor offers the files there in one click.
  3. Enable Custom Monuments, set the count and the placement rules, and generate.

License

MIT with the Commons Clause: free to use, change and share, including on servers that make money. Selling the mod itself, or a paid product or service built mostly on it, isn't allowed.

  • Love 4

User Feedback

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.2m
Total downloads
Customers
12.2k
Customers served
Files Sold
173.6k
Total sales
Payments
3.8m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.