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Monuments

aristocratos edited this page Sep 27, 2026 · 1 revision

🇷🇺 Русская версия

Monuments (Монументы)

Getting the list

The mod fills MonumentList by itself on every run, whether Enabled is on or off.

  1. Run a generation once. MonumentList now has every monument group of the game (18 at the moment) with vanilla settings.
  2. Set "Enabled": true and edit the groups you need. Leave the rest alone: they have "ShouldChange": false and behave as in vanilla.

After a Rust update, new groups are added automatically (the log says Added N monument groups to the config), and the groups you edited aren't touched. A group that is no longer in the game stays in the list with a warning in the log, delete it by hand. To reset a group to vanilla values, delete it from the list: it's added back on the next run.

Groups

Each entry is a group of monuments, not a single monument. A group corresponds to a prefab folder in the game.

⚠️ These "folders" live inside the game's asset bundles (Bundles/), not on disk. The full path looks like assets/bundled/prefabs/autospawn/<Folder>/, for example assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab. There's no such folder in the server directory: you can't open it or put your own prefabs in it. Folder and OverrideFolder are paths inside the bundles. Your own monuments are added with custom monuments or the swap.

Folder Description What it is
monument/xlarge,monument/large,monument/medium,monument/small Main Monuments Main monuments: Launch Site, Airfield, Military Tunnel, Power Plant…
monument/harbor Harbors Harbors and the ferry terminal
monument/fishing_village Fishing Villages Fishing villages
monument/lighthouse Lighthouses Lighthouses
monument/military_bases Desert Military Desert military bases
monument/arctic_bases Arctic Bases Arctic research base
monument/tiny Tiny Monuments Tiny monuments
monument/cave Caves Caves
monument/swamp Swamps Swamps
monument/ice_lakes Ice Lakes Ice lakes
monument/jungle_ruins Jungle Ruins Jungle ruins
monument/underwater_lab Underwater Labs Underwater labs
tunnel-entrance Tunnel Entrances Underground railway entrances
mountain Mountains Mountains
unique_environment/... Canyons, Lakes, Oasis, Jungle Swamps Unique environment

This list comes from the current Rust version and may change. The up-to-date list is always the one in your MonumentList after auto-detection.

Group fields

{
  "ShouldChange": true,
  "Generate": true,
  "Description": "Harbors",
  "Folder": "monument/harbor",
  "MinWorldSize": 0,
  "TargetCount": 5,
  "distanceSame": "Max",
  "MinDistanceSameType": 300,
  "distanceDifferent": "Any",
  "MinDistanceDifferentType": 50,
  "Filter": { "Enabled": true, "...": "..." },
  "OverrideFolder": "",
  "IncludePrefabs": ["harbor"],
  "ExcludePrefabs": [],
  "PrefabCopies": { "harbor": 5 },
  "IgnoreWorldSizeMultiplier": true
}

Basics

Field Description
ShouldChange true applies the settings below. false keeps the group vanilla and ignores the other fields
Generate false means the group isn't generated at all (for example, no lighthouses). Works only with ShouldChange: true
Description, Folder The group's name and its path in the bundles. The mod finds the group by Folder, so don't change it. Use OverrideFolder to load a different path
MinWorldSize Minimum map size for the group to appear. 0 means any size
TargetCount How many monuments of the group to place. 0 means "every prefab of the group", as in vanilla. You may get fewer if there isn't enough room (see distances)

Distances

Field Description
MinDistanceSameType Minimum distance (m) to monuments of the same group
MinDistanceDifferentType Minimum distance (m) to monuments of other groups
distanceSame / distanceDifferent Placement preference: Max prefers far away, Min prefers close, Any has no preference

If monuments don't fit, the game gradually relaxes the minimum distances, down to a quarter of the configured values. Large distances make closer placement less likely but don't rule it out.

Placement filter: Filter

Defines where a monument may stand.

"Filter": {
  "Enabled": true,
  "SplatType": ["Grass", "Forest"],
  "BiomeType": ["Temperate"],
  "TopologyAny": [],
  "TopologyAll": [],
  "TopologyNot": ["River", "Road"]
}
Field Meaning Empty list
Enabled true replaces the group's vanilla filter with this one —
SplatType Allowed ground textures any
BiomeType Allowed biomes any
TopologyAny At least one of these topologies any
TopologyAll All of these topologies no condition
TopologyNot None of these topologies no condition

Valid values:

  • SplatType: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
  • BiomeType: Arid, Temperate, Tundra, Arctic, Jungle and others
  • Topology: Field, Cliff, Summit, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Offshore, Rail, Railside, Building, Cliffside, Mountain, Clutter, Alt, Tier0, Tier1, Tier2, Mainland, Hilltop

Names are case-sensitive. The mod drops a misspelled value and logs the full list of valid ones. After auto-detection every group already has its vanilla filter filled in, which is a good starting point.

A filter only restricts placement. If it's too strict (for example, Arctic + Beach), you may get no monuments at all.

Prefab selection

These fields control which monuments of the group end up on the map.

Field Description
OverrideFolder A different path inside the bundles instead of the vanilla one, relative to assets/bundled/prefabs/autospawn/. Only paths that exist in the game work, for example another group's Folder. Separate several paths with commas: "monument/harbor,monument/lighthouse". Empty means the vanilla path
IncludePrefabs Keep only prefabs whose name contains one of these strings. Empty means all
ExcludePrefabs Remove prefabs whose name contains one of these strings
PrefabCopies "part of name": N: how many copies of the prefab go into the candidate pool. 0 means none
IgnoreWorldSizeMultiplier Vanilla multiplies TargetCount by a map-size factor that is only defined up to 6000. true places exactly TargetCount

How it works:

  • Rules are matched against the prefab name without its folder, case-insensitive. "harbor" matches harbor_1 and harbor_2, but not ferry_terminal_1, even though it lives in monument/harbor.
  • Normally each prefab of a group appears on the map once. So to get 5 harbors out of 2 harbor variants you need copies: PrefabCopies: {"harbor": 5} plus TargetCount: 5.
  • The log shows which prefab names you can use. For every group with rules the mod writes a line like
    Harbors: '.../monument/harbor' 3 -> 10 candidates (available: ferry_terminal_1, harbor_1, harbor_2)
    
    To see the names in a group, give it any rule (for example, "ExcludePrefabs": ["nothing"]) and run a generation.

Groups are placed one after another. If you greatly increase one group (for example, harbors), later groups may run out of room and some main monuments may disappear. Lower the distances or use a bigger map.

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