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Monuments
Monuments (Монументы)
The mod fills MonumentList by itself on every run, whether Enabled is on or off.
- Run a generation once.
MonumentListnow has every monument group of the game (18 at the moment) with vanilla settings. - Set
"Enabled": trueand edit the groups you need. Leave the rest alone: they have"ShouldChange": falseand 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.
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 likeassets/bundled/prefabs/autospawn/<Folder>/, for exampleassets/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.FolderandOverrideFolderare 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.
{
"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,Jungleand 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"matchesharbor_1andharbor_2, but notferry_terminal_1, even though it lives inmonument/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}plusTargetCount: 5. - The log shows which prefab names you can use. For every group with rules the mod writes a line like
To see the names in a group, give it any rule (for example,
Harbors: '.../monument/harbor' 3 -> 10 candidates (available: ferry_terminal_1, harbor_1, harbor_2)"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.