Skip to content

Sliders reference

Crucible Heightmap shapes terrain with sliders, grouped in the sidebar. This page covers every slider: what it does and when to reach for it, with its range and default. Double-click any slider to reset it to its default, and you can save your own defaults (see Settings).

Heights map to Rust’s world height of 0 to 1000 meters, with sea level around 500, so the elevation sliders are in meters on that scale.

The Crucible Heightmap sidebar showing the Shape and Placement and Terrain Character slider groups, the map size selector and the seed field

These set the island’s overall shape, size, and where it sits on the map.

  • Shape variant (0 to 1, default 0): morphs the island’s base outline into a different related shape. Use it to roll a different coastline without changing the seed.
  • Island size (10% to 120%, default 100%): scales the whole island up or down. Smaller leaves more open ocean, larger fills the map.
  • Position X and Position Y (-0.4 to 0.4, default 0): slide the island across the map. Use them to leave room for a second island or to off-center the land.
  • Rotation (-180 to 180 degrees, default 0): spins the island in place. Handy for orienting a coastline or a bay a certain way.

These control how the land feels: rugged or smooth, mountainous or flat, buildable or wild.

  • Landmass (0 to 1, default 0.35): raises or lowers the overall landmass elevation. Higher lifts the terrain up, lower sinks it down.
  • Mountains (0 to 1, default 0.65): how prominent the mountains are. Higher raises taller, bolder peaks, lower keeps the terrain low and rolling.
  • Cliff sharpening (0 to 1, default 0.35): how sharp and steep cliffs are. Higher gives crisp, dramatic cliff faces, lower softens them.
  • Smoother (0 to 1, default 0.35): smooths the terrain overall. Raise it to calm noisy terrain, lower it to keep fine detail.
  • Redistribution (0.5 to 2.5, default 1.25): redistributes the existing landmass. Lower values reduce terrain to create more beach space, higher values raise up the heightmap.
  • Buildable (0% to 100%, default 25%): targets how much flat, buildable ground the map has, the kind of ground players put bases on. Raise it for base-friendly maps, lower it for wild, vertical terrain.
  • Erosion (global) (0 to 1, default 0.35): adds random pattern variation and wavyness to the terrain. Use it to prevent flat or smooth areas from looking too plain. Higher increases the depth of the pattern.

A few of these sliders, low value on the left, high on the right:

Mountains slider comparison in Crucible Heightmap: low keeps the island low and rolling, high raises tall bold peaks Mountains: low (left) keeps terrain low and rolling, high (right) raises tall peaks. Mountains are chosen randomly based on a few of the highest peaks on each seed.

Buildable slider comparison in Crucible Heightmap: low gives wild vertical terrain, high gives more flat base-friendly ground Buildable: low (left) is more naturally wavy, high (right) adds flat, base-friendly ground. Most noticeable around where slopes converge with flat terrain.

These set the height band of your map in meters, on Rust’s 0 to 1000 scale (sea level around 500).

  • Ocean floor (100 to 490 m, default 450): how deep the ocean goes. Lower makes deeper water around the island. Avoid raising much higher than 450 or lowering below 400.
  • Land floor (500 to 995 m, default 500): the lowest land sits at this height. Raise it to lift the whole landmass. Not useful to change, but here if you find a use for it.
  • Land ceiling (505 to 1000 m, default 1000): the tallest peaks cap here. Lower it to flatten the highest terrain, raise it for towering peaks. Not much use for changing unless you want a hard flat cap on terrain peaks.

These shape stepped, terraced coastlines: the cliff-and-bench look Rust coasts often have. There is not much point to changing the defaults on these, but they are useful for island seeds with tall steep slopes that you want to soften a bit near a beach.

  • Step intensity (0 to 1, default 0.65): how strong the stepping is. Higher gives pronounced terraces, 0 turns it off.
  • Band width (0 to 500 m, default 100): how far inland the stepping reaches from the shore.
  • Cliff max rise (5 to 30 m, default 30): the tallest a single coastal cliff step can rise.
  • Bench min width (10 to 35 m, default 10): the narrowest a flat bench between cliffs can be. Wider benches give more walkable shelves.
  • Bench max angle (0 to 35 degrees, default 15): how steep a bench can tilt before it reads as a cliff instead.

These control the beaches and the underwater shelf around the coast.

  • Beach width (above) (1 to 150 m, default 20): how wide the sand is above the waterline.
  • Outward extension (0 to 150 m, default 12.5): how far the beach reaches outward past the shore.
  • Underwater shelf (1 to 150 m, default 15): the width of the shallow shelf just below the water.
  • Shelf height (100 to 499.9 m, default 499.2): how high the underwater shelf sits, just under sea level. Higher keeps the shallows shallow.
  • Deep transition (1 to 1000 m, default 125): how gradually the shelf drops off into deep water. Wider gives a gentler slope into the depths.
  • Coast coverage (0% to 100%, default 50%): how much of the coastline gets beaches. Lower means sharper drop-offs from beach to ocean floor, higher means more walkable typical Rust beaches.
  • Double-click any slider to reset it to its default.
  • Save a value you like as your own default in Settings > Slider Defaults.
  • These apply per island. When no island is selected, sliders affect all islands at once if you have multiple. When you combine island seeds, each island also carries its own slider values.