Changelog
What changed in each release, newest first.
v0.1.1
Section titled “v0.1.1”- Creator checks your Crucible license when it starts. Every start, however you open Creator, it checks the license the Crucible launcher saved, the same way Crucible Heightmap does. With no license, or one that is not active, it shows a license window where you can enter a key, buy a subscription or quit. With no connection it keeps working for 3 days from the last successful check.
- One agreement, not two. If you accepted the license agreement in the Crucible launcher, Creator no longer asks you to accept its own agreement again.
- No warning about the launcher’s
--appargument. Starting Creator from the Crucible launcher no longer shows an “Unrecognised command-line flag” warning.
v0.1.0
Section titled “v0.1.0”- Open a Rust map. Creator opens a Rust
.map, including maps made in RustEdit, and shows its terrain, water, monuments and prefabs in 3D using the game’s own art from your Rust install. - Generate a map. Rust’s own procedural generation builds the terrain, monuments, roads, rivers, rails, powerlines, train tunnels, rocks and cliffs, with a loading screen that shows each step as it runs.
- Edit the map. Sculpt and paint brushes, stamps,
.rawheightmap import, path editing, trigger volumes, custom prefabs with sockets, and map operations: rotate, resize, resample and merge. - Preferences. Rebindable keys, graphics quality levels, and time of day and weather.
- Your own copy of the game content. Creator keeps a snapshot of the Rust content it needs, so a Steam update does not change a map you are working on until you sync again.
- Content freshness warning. Creator tells you when its snapshot is older than the Rust version Steam has installed, so a missing monument does not catch you by surprise.
- A sync waits for Steam to finish. While Steam is downloading or applying a Rust update, a content sync says so and waits, then starts by itself when Steam is done. A copy that Rust changed under is thrown away and done again, so a snapshot never mixes two Rust versions. From the command line,
-synccontentwaits the same way and exits with code 25 if Rust is still updating after an hour. - Visible sync progress. A content sync shows what it is doing and how many gigabytes and files are left, on the start screen, in Preferences and in the window
-synccontentopens. It copies at background disk priority, so the PC stays usable while it runs. - “Rust has updated since this version of Creator was tested.” When the Rust you have installed is newer than the build this release was tested on, Creator says so once for that Rust build, with both build numbers. You can keep working; anything that looks wrong on the newer build is worth reporting.
- A wrong
-bundles=path is refused by name. A-bundles=value that names no readable Rust content stops with a message naming it (exit code 27 from the command line) instead of quietly using your snapshot. A folder is accepted when it holds theBundlesfile. - Content cleanup from the start screen. A list of your snapshots, the disk space they use (each is around 50 GB) and a prune button that keeps the active snapshot plus the newest spare.
- Server extension. An optional extension for Oxide and Carbon servers applies the parts of a Creator map the standard map format has no room for.
- Support bundle. CREATE SUPPORT BUNDLE in HELP builds one
.zipwith the app version, the content snapshot state, system information, the most recent diagnostic report and part of the log, so a bug report is one attachment. It works with no map loaded, and your Windows user name and folder names are replaced with placeholders before anything is written. - The license is accepted on first run.
EULA.txtships beside the program and Creator asks you to accept it once, before anything else. If the terms change you are asked again. Declining closes the program. - Third-party notices.
THIRD_PARTY_NOTICES.txtbeside the program lists the third-party software and fonts Creator, its MCP connector and its server extension contain, each with its license. - The version line identifies the build. The start screen footer and HELP both read
Creator 0.1.0 (<commit> <build time>), with a COPY button. Quote that line in every bug report. - Your earlier files come with you. Maps, autosaves, brushes, stamps and preferences left by an earlier name of the app are carried forward on first launch, newest copy first. The originals are kept, renamed with a
.migratedsuffix. - Standard Mode and Creator Mode. A switch at the top of the Procedural Generation panel. Standard Mode is Rust’s own generator and nothing else, and it ignores any beyond-vanilla settings saved with a map. Creator Mode (outlined in red, with a CREATOR MODE badge) generates on land you bring: the open map’s terrain, a
.rawheightmap imported in the panel, or Rust’s own island. A Creator run’s settings are saved with the map, and the panel opens in Creator Mode on that map. - Generate on your own heightmap. Creator Mode checks the land before it runs and offers two one-click fixes, one undo step each: SET SEA LEVEL for a heightmap that is all land, and SINK THE MAP EDGE for land that reaches the edge.
- Island groups. Each island gets a share of each monument family, each island of at least 0.25 km2 gets its own roads on maps of 4000 m and larger, and bridges and one road loop join the group. At map sizes that lay rail, the railway runs as one loop over all the islands, crossing each bridge; the command-line switch
-noarchipelagorailgives each island its own rail ring instead. The road and rail loops are planned together, so both are built or neither is. - Bridge and island controls. Bridges on or off, one loop or a ring per island, rail on the loop at 4250 m and larger, the longest bridge, the deck clearance and the bridge style, with the result of the last run in words. Creator Mode also has a Biome preset (Winter, Arid, Jungle).
- Choose which monuments generate. Creator Mode lists every monument in your Rust content by family, with search, ALL and NONE. An unchecked monument is never placed; a checked one follows Rust’s own placement rules. A pin puts one of a family’s monuments on the island you name.
- Custom monuments. Creator Mode can place your own prefab packs from the prefab workspace as monuments: how many, which biomes, the distance to other monuments, the steepest ground, land only, and beside a road or on their own. A roadside one faces the road, and the road passes it without connecting to it; one with no roadside spot is placed clear of roads instead. Each one carries the pack’s name on the in-game map, and the map’s recipe remembers each pack by name and fingerprint.
- Custom monuments stand on dry land and take the ground they land on. Every spot tried is on dry land, never on a small islet, and clear of rail lines and rivers. The pack blends into the land the way Rust’s own monuments do, and the natural ground under it (grass, sand, snow) is the map’s own, so it suits the biome it lands in; paths, pads, gravel and rock keep what you painted.
- When a custom monument does not fit, the log says why. It names what refused the spots, and when a pack places none, how much clear dry ground it needs against the largest this map has. A small map may have no room for a large pack.
- Biome defaults match Rust’s. Jungle defaults to 0.50, as on a Rust server, and moving one of the four base biomes rebalances only those four.
- Your assistant knows the mode. Asking Claude for anything beyond vanilla switches the recipe to Creator Mode and says so, and Claude can list and leave out individual monuments.
- Name a monument on the in-game map. Select a monument and type in Map Name in the transform inspector. Players see the name on any server; with the server extension, the server’s monument list and the Rust+ app use it too. The name moves and deletes with the monument, and the Map Overview shows it.
- Break a monument into its pieces. Right-click a monument and choose Break Monument Into Prefabs. A monument built from placeable prefabs becomes those prefabs, grouped as one object. Its map marker, loot, NPC spawns, puzzles and triggers do not come with them, and a monument with geometry of its own is left untouched. One undo puts it back.
- Grouped custom prefabs select as one object. Clicking any piece of a pack placed by an imported map, or of a broken monument, selects the whole group. Hold
Altfor one piece; Ungroup Custom Prefab on the right-click menu releases them. - A generation that hits an internal error stops cleanly and says which step failed. A command-line run exits with code 24 after writing its crash report.