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)
- Unpack CustomGenerator-<version>.zip into any folder, for example on your desktop. This is the mod folder: config, monuments, maps and previews live here.
- Run CustomGeneratorLauncher.exe. The editor opens in your browser.
- 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
- Build your monument in RustEdit. The first object in the hierarchy is the anchor: the original monument prefab or a SpawnPoint at its center.
- Save it as <vanilla prefab name>.prefab.map, for example fishing_village_c.prefab.map.
- Put it into maps/prefabs/ of the mod folder.
- Enable Swap Monuments in the editor and generate.
Examples are in the CustomPrefabs and Examples folders on GitHub.
Custom Monuments
- Save your monument in RustEdit as .map (first object = anchor) or with Save as prefab (.prefab, terrain files next to it are used too).
- Put it into maps/custom/ of the mod folder. The editor offers the files there in one click.
- 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.
