Topology painting
Topology is Rust’s terrain type layer: the tags that say this ground is forest, that slope is a cliff, this strip is beach. Rust reads them to decide what belongs where. The worldgen derives them from your terrain automatically, and the topology brush is how you overrule it in a specific spot.
Open it with the topology brush button in the toolbar or press K.

The teal there is the Forest layer: the stands the worldgen already grew, plus the stroke being painted into them.
Topology is a set of layers, not a colour
Section titled “Topology is a set of layers, not a colour”This is the one thing to get straight before you start. A ground texture is one value per spot: a cell is sand or grass. Topology is not like that. A single spot can carry several tags at once. A patch can be Cliff and Forest and Tier2 together, and that is normal.
So you never paint “topology”. You pick one layer and paint that layer on or off, and everything else in that spot is left alone.
Before you can paint
Section titled “Before you can paint”The map has to be generated first, same as the biome brush. Clicking the brush on an ungenerated map generates it for you.
Where it works:
- The 3D view: always.
- The in-game view: only while Generate cliffs is off. A topology stroke moves the ground the cliffs were placed from, so the two are mutually exclusive.
- The 2D view: not at all.
Painting
Section titled “Painting”- Press K.
- Pick the layer you want from the grid.
- Paint to set it. Hold Alt to clear it.
When you pick a layer, the overlay switches to show only that layer, so you can see what you are editing instead of a wash of everything. Close the brush and your previous overlay comes back.
The dock:
- Size: how wide the brush is. Topology work tends to be finer than biome work, so it starts smaller. It remembers its own size separately from the biome brush.
- Rotation and Spacing: as the other brushes.
- Type: Round, Square or Streak.
- Topology: all 22 layers in a grid, each with its overlay colour.
Hold Alt to erase, which clears the layer you have selected from the ground you paint over. It does not touch the other layers there.
Handy keys:
- Tab / Shift + Tab cycle the layer you are painting.
- Alt + right-click eyedroppers a layer under the cursor, preferring one that is currently shown.
- Ctrl + Z undoes a stroke.
- Escape closes the dock.
The layers, and which ones you would actually paint
Section titled “The layers, and which ones you would actually paint”All 22 are listed, but they are not equally useful to hand-paint. The ones worth knowing:
- Forest: where trees grow. The most commonly hand-painted layer by far. Add a wood where you want one.
- Cliff and Cliffside: the steep faces, and the ground beside them. Rust decorates these, and it is what cliff generation reads to place real cliff models.
- Beach and Beachside: the shoreline strip. Players spawn on beaches, so this matters for where people land.
- Field: open ground that grows grass and foliage.
- Ocean, Oceanside, Offshore: the sea and its shelf. These are how Rust knows where water goes.
- Lake and Lakeside: land-locked water and its ring.
- Decor and Clutter: the bands where Rust scatters rocks and where ore nodes spawn.
- Mountain, Hilltop, Summit, Alt: the high ground bands.
- Tier0, Tier1, Tier2: the difficulty bands. Set these with the tier sliders rather than by hand; they are a whole-map structure and painting them piecemeal fights the generator.
- Mainland: the interior landmass.
- Forestside: the fringe around a forest.
If you are unsure, leave it. The derived topology is a correct Rust world, and the most common good use of this brush is simply “put a forest here”.
What the brush does and does not stick to
Section titled “What the brush does and does not stick to”Same rules as the biome brush:
- Topology paint belongs to the whole map, not to an island, so it does not travel when you move an island.
- It is not sticky against a re-derive. Regenerate the map, or roll salt with Topology included, and the layers rebuild from the terrain and take your painting with them.
- It does ride undo and save into your project.
Finish the terrain, generate, then paint.
Clear painted topology
Section titled “Clear painted topology”Clear painted topology discards your painting and restores the generated topology. It does not blank the layers and it does not touch your painted biome. It is an undo for your hand work.
Why topology matters
Section titled “Why topology matters”Topology is the difference between a map that looks right and a map that plays right. It decides whether a slope gets decorated as a real cliff or left bare, whether water behaves as open ocean or an inland lake, whether ground grows a forest or stays open field, and where players spawn.
The automatic derive gets this right for generated terrain, which is the whole point of it. The brush is there for the cases where you know better than the generator.
Getting topology into RustEdit
Section titled “Getting topology into RustEdit”It comes with the map. Export a MAP File (or MAP File + Cliffs) and the topology opens in RustEdit with the terrain, the biomes and the ground textures. See export a Rust .map file.
- Paint Forest first. It is the layer that most changes how a map feels, and the easiest to judge by eye.
- Use the overlay. Painting a layer you cannot see is guesswork.
- Set tiers with the sliders, not the brush.
- If you find yourself repainting the same thing after every regenerate, change the worldgen settings instead. That is what they are for.