Save and Export
Rust cannot read RustEdit's scene files. Save and Export saves your scene and writes a .map file that Rust loads.
How to export
- Make sure your map is shown, not a monument. Save and Export is greyed out while a monument is open.
- Click .
- If the map was never saved, or you opened it from a
.mapfile, the Save Scene dialog opens. Type a name and save. - With RustEdit Plus, the Map Password dialog opens. Type a password, or leave it empty for none. Click Save. See Map password.
- RustEdit saves the scene. Then it writes the
.mapfile in the same folder, with the same name. The Notifications panel shows "Map Exported" and the path.
The export replaces a .map file of the same name without asking. When you open mymap.map, the Save Scene dialog suggests mymap.scene in the same folder. If you keep that name, Save and Export writes over mymap.map. Pick another name, or keep a copy of a map you want to keep as it is.
A terrain graph preview is not part of the map until you apply it. The export uses the map without the preview, and the preview comes back after. See Apply and preview.
What goes into the map
The .map file has two parts.
Rust's data
Every Rust server reads this part:
- the terrain: heights, splat, biome, topology and alpha
- the water map
- the prefabs, except the game entities listed below
- the roads, rivers, rails and powerlines, as Rust paths named "Road 0", "Road 1" and so on
RustEdit's data
RustEdit keeps its own data inside the same .map file. When the map has a password, this part is locked with it.
- Game entities: prefabs that are entities in Rust, such as loot containers, NPC vending machines and IO entities, with their settings and wires
- Custom data of the other prefabs, see Custom data
- Trigger settings of the trigger volumes in Rust's prefab list, such as a radiation volume's tier, see Trigger volumes
- APC paths, the cargo path and cargo stops, as path data for the server, see APC paths and Cargo paths
- Other splines that are not Rust paths
- Painted custom topology maps, see Custom topology layers
- Loot and vending profiles, see Loot profiles
Rust itself reads none of this part. A Rust server without the RustEdit 2 server extension skips it: the game entities are not spawned, and the rest is not used. RustEdit reads all of it back when you open the map.
What the map does not keep
Only the scene file keeps these:
- Groups and the hierarchy. Prefabs are exported one by one, each at its own place.
- Placed monuments as monuments. The parts of a placed monument are exported as single prefabs. The link to the monument file is lost.
- Socket links.
So keep your .scene file as the working file. You can open an exported .map in RustEdit again: it reads Rust's data and RustEdit's data back, and asks for the password when the map has one. Groups and monument links do not come back.
Put the map on a server
Give the exported .map file to your server. How you upload it depends on your server host.
The RustEdit 2 server extension
For prefabs, Rust itself only places them and gives each one its category. Every other prefab feature of RustEdit 2 needs the RustEdit 2 server extension on the server. The extension reads RustEdit's data in the map and uses it on the server:
- It spawns the game entities, such as IO entities with their wires and settings, and building blocks.
- It fills loot containers from their loot profiles, and sets up NPC vending machines from their vending profiles.
- It gives trigger volumes the values you set.
- It gives each auto turret its weapon, Unlimited Ammo and Peacekeeper Mode.
- It puts the images on signs, and gives telephones their names.
- It makes entities with Indestructible on take no damage.
- It uses the APC paths, the cargo path and the cargo stops for the APC and the cargo ship.
- It reads the custom data and the custom topology maps.
It also lets the server run maps larger than 6000.
The extension is Oxide.Ext.RustEdit.dll, an Oxide extension. See the extension's GitHub page for how to install it.
The server needs the extension when:
- the map is larger than 6000, or
- the map uses RustEdit's own data, such as game entities or the paths for the APC and the cargo ship.
When you publish the map on the RustHQ marketplace, the publish dialog asks if the map needs the extension. See Publish.
Troubleshooting
Messages that start with "[Export]" show in the Notifications panel. The map is still exported.
| Message | What to do |
|---|---|
| "The map has 2 cargo paths. Rust uses one cargo ship patrol: the server extension uses the first" | Keep one cargo path. See Cargo paths. |
| "The cargo path is not closed. The cargo ship sails straight back from its end to its start" | Close the cargo path's spline. |
| "A cargo stop has no dock knot: the cargo ship sails through it without stopping" | Set a dock knot on the cargo stop. |
| "A cargo stop is not in the cargo path's spline entity, so it was left out" | Put the cargo stop in the same spline entity as the cargo path. |
| "The APC path in ... has no interest nodes, which Rust needs" | RustEdit added some in the exported map. Add your own to choose where the APC goes. See APC paths. |
| Save and Export is greyed out | A monument is open. Go back to the map first. |