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What it does

Everything listed here is built and reachable from the editor.

Terrain

Sixteen sculpt kernels, each with its own parameters and modifier keys.

  • Raise and lower
    Alt inverts the stroke.
  • Smooth
    Averages within the brush kernel.
  • Flatten
    Ctrl and right click samples the target height.
  • Erode height
    Wears down exposed edges.
  • Slope flatten
    Levels toward the local gradient.
  • Ridge erode
    Cuts ridgelines rather than whole areas.
  • Sharpen
    Increases local contrast in the height field.
  • Terrace
    Steps the terrain into bands.
  • Pinch
    Shift bulges instead of pinching.
  • Twist
    Shift reverses the direction.
  • Smudge
    Follows the direction of the stroke.
  • Clone
    Shift and click sets the sample area.
  • Stamp
    Places a heightfield; Alt inverts it.
  • Bridge
    Shift and click sets the start, then one shot.
  • Hydraulic erosion
    Droplet simulation that also paints its sediment into the splat layer.
  • Set height
    Writes an absolute elevation.

Painting

Splat, biome, topology and alpha, with conditions that restrict where a stroke may land.

  • Paint brush
    Any of the four paintable layers.
  • Eraser
    On topology and alpha.
  • Blend brush
    Averages from a snapshot, so blended texels cannot feed back into their neighbours.
  • Replace brush
    Moves weight between channels rather than copying it, so the texel total is preserved.
  • Paint clone
    Reads the whole source first, so a clone overlapping its own source copies the original.
  • Conditional paint
    Height range, slope range and splat, biome and topology filters, all applied together.
  • Multilayer topology
    Paint several topology bits in one stroke.
  • Topology presets
    Save and reapply named bit masks.

Prefabs and entities

Everything the map stores beyond terrain.

  • Prefab placement
    Position, rotation and scale, with an undo stack.
  • Prefab brush
    Scatter from a palette with per-item scale and rotation.
  • Custom prefabs
    Load and place saved prefab files.
  • IO wiring
    Connections are stored by path and position, as the game reads them.
  • Loot and vending
    Profiles you can edit and assign to a selection.
  • NPC spawners
    Typed spawners the server extension honours.

Paths and water

Roads, rivers and rail, resampled the way the game expects.

  • Road, river and rail
    Authored from the editor with full node handles.
  • Node editing
    Add, insert, delete, split and drag, with per-node bezier handles.
  • 7.5 m preview
    Shows the resampled nodes the game will actually use.
  • Water from rivers
    The water layer is rewritten on save from the river paths.

Format and compatibility

The part that decides whether a map loads on a server at all.

  • Full .map read and write
    All seven layers, prefabs and paths.
  • RustEdit blobs
    Fully compatible, including encrypted blob names.
  • Map operations
    Rotate, resize and merge a region from another map.
  • Layer import and export
    Single layers as .redata, heightmaps as images.
  • Map image export
    Rendered overview with biomes, monuments and a grid.
  • Auto save
    On a clock, writing extension edits before the backup.