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 lowerAlt inverts the stroke.
- SmoothAverages within the brush kernel.
- FlattenCtrl and right click samples the target height.
- Erode heightWears down exposed edges.
- Slope flattenLevels toward the local gradient.
- Ridge erodeCuts ridgelines rather than whole areas.
- SharpenIncreases local contrast in the height field.
- TerraceSteps the terrain into bands.
- PinchShift bulges instead of pinching.
- TwistShift reverses the direction.
- SmudgeFollows the direction of the stroke.
- CloneShift and click sets the sample area.
- StampPlaces a heightfield; Alt inverts it.
- BridgeShift and click sets the start, then one shot.
- Hydraulic erosionDroplet simulation that also paints its sediment into the splat layer.
- Set heightWrites an absolute elevation.
Painting
Splat, biome, topology and alpha, with conditions that restrict where a stroke may land.
- Paint brushAny of the four paintable layers.
- EraserOn topology and alpha.
- Blend brushAverages from a snapshot, so blended texels cannot feed back into their neighbours.
- Replace brushMoves weight between channels rather than copying it, so the texel total is preserved.
- Paint cloneReads the whole source first, so a clone overlapping its own source copies the original.
- Conditional paintHeight range, slope range and splat, biome and topology filters, all applied together.
- Multilayer topologyPaint several topology bits in one stroke.
- Topology presetsSave and reapply named bit masks.
Prefabs and entities
Everything the map stores beyond terrain.
- Prefab placementPosition, rotation and scale, with an undo stack.
- Prefab brushScatter from a palette with per-item scale and rotation.
- Custom prefabsLoad and place saved prefab files.
- IO wiringConnections are stored by path and position, as the game reads them.
- Loot and vendingProfiles you can edit and assign to a selection.
- NPC spawnersTyped spawners the server extension honours.
Paths and water
Roads, rivers and rail, resampled the way the game expects.
- Road, river and railAuthored from the editor with full node handles.
- Node editingAdd, insert, delete, split and drag, with per-node bezier handles.
- 7.5 m previewShows the resampled nodes the game will actually use.
- Water from riversThe 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 writeAll seven layers, prefabs and paths.
- RustEdit blobsFully compatible, including encrypted blob names.
- Map operationsRotate, resize and merge a region from another map.
- Layer import and exportSingle layers as .redata, heightmaps as images.
- Map image exportRendered overview with biomes, monuments and a grid.
- Auto saveOn a clock, writing extension edits before the backup.