Rust cliffs and rocks on a custom map
Getting RustEdit to place cliffs means running its topology passes, and those reset every custom topology layer on the map. So the choice used to be RustEdit’s cliffs, or the topology you authored, never both.
Crucible places the cliffs itself. It puts Rust’s real models on your terrain and writes them into the .map file directly, so nothing has to be regenerated and nothing you made gets thrown away.
What gets placed
Section titled “What gets placed”Three kinds of thing, on the ground that suits each:
- Tall cliff walls on genuinely sheer faces, standing in chains along a ridge or a headland the way they do in game.
- Hill cliffs, the smaller rock faces that break up a steep hillside.
- Rock formations and scattered rock, clustered rather than sprinkled evenly, so they read as outcrops.
These are Rust’s own models, not stand-ins, in a mix that looks right rather than repetitive.
Cliffs are placed across the whole map, not just the coast. Inland mountains and lake shores get tall walls too, wherever the ground is steep enough with enough height behind it. Coastal-only cliffs are one of the clearest signs of a generated map.
The two switches, and why they are different
Section titled “The two switches, and why they are different”There are two separate controls and they do different jobs. (A third checkbox, Generate lava, works the same way for a volcano.)
Generate cliffs (Worldgen panel)
Section titled “Generate cliffs (Worldgen panel)”This is a preview switch. Tick it and the cliff models stand up in the in-game view, so you can fly around and look at them on your actual terrain.
It is off by default.
With it on, part of the in-game view locks: the terrain brush, the biome and topology brushes, and dragging islands. Those all reshape the ground the cliffs are standing on. Conjure, salt, randomize and splat painting all keep working, along with the camera, sun and overlays. Switch to the 3D view for anything that is locked.
Keep peaks (under Generate cliffs)
Section titled “Keep peaks (under Generate cliffs)”Where a mountain or caldera peak rises above the tall cliffs ringing it, the cliffs cut it down to their own flat tops, so you never get a pointed summit poking out of a ring of cliffs. Volcanoes keep their whole cone and crater.
The cut shows wherever cliffs do: in the 3D and in-game views once the world is generated, and in every .map output that carries cliffs. The outputs without cliffs keep the original peaks. Tick Keep peaks to leave the peaks standing instead.
All layers (the .map row of the Export panel)
Section titled “All layers (the .map row of the Export panel)”This is the export, and it is the default output. It generates the cliffs at export time regardless of whether the preview switch is on.
So you do not have to turn the preview on to ship a map with cliffs. Leave it off, keep the viewer light while you work, and export the All layers .map at the end. No cliffs is the cliff-free version of the same world, Lakes ships the lakes on their own, and Cliffs ships the cliffs without the lakes.
What arrives in RustEdit
Section titled “What arrives in RustEdit”The cliff and rock models are written into the .map as real placed objects. Open the file in RustEdit and they are already standing, on a map that still has the biomes, topology, ground textures and lakes you generated.
Do not run RustEdit’s cliff generation on top of it. Ticking Cliff topology alone generates nothing, so to get cliffs out of RustEdit you also have to tick the pass it simply calls Topology and the cliff types at the bottom of that menu, and that resets every custom topology layer on the map. You would lose the cliffs already in your file and your lakes with them, since lakes are Lake and Lakeside topology.
Biomes and ground textures are not affected. They have their own checkboxes in that menu, so generating those is safe. See export a Rust .map file.
Where cliffs come from
Section titled “Where cliffs come from”Cliffs sit on the Cliff and Cliffside topology that the worldgen gives your terrain, so the order matters:
- Finish the terrain.
- Generate the world.
- Then cliffs.
Reshape the land afterward and the cliffs no longer fit it, which is why the terrain brush is locked in the in-game view while cliffs are standing.
Cliffs also drive the ore you can mine: Rust spawns metal, stone and sulfur nodes around them. So placing cliffs properly is not only how the map looks, it is part of how it plays.
- Leave Generate cliffs off while you are shaping. Turn it on when you want to look at the finished thing.
- Fly the coastlines and the interior in the in-game view. Inland cliffs are easy to forget and they are half of what makes the map feel real.
- If a lake came out ringed with rock and another did not, that is intended. See lakes.
- Export the All layers
.mapunless you have a specific reason not to. It is the default for a reason.