AI Edit Tools
RustEdit PlusThese are the tools an AI app can use through AI access to change your map, its files and your profiles. You ask the AI in plain words, and it picks the tools. The tools that only look are on AI Tools.
Each call of these tools is one undo step, unless the table says so. Press Ctrl+Z to take back everything one call did, for example 200 trees at once.
All tools need RustEdit Plus or higher. The ones marked with a badge also need RustEdit Pro.
Objects
| Tool | What it does |
|---|---|
| Select Entities | Selects objects by ID, to show you what the AI means or to hand them to you. Can move the camera to them. Changes nothing on the map and makes no undo step. |
| Place Prefabs | Places up to 200 prefabs or custom monuments, with position, rotation and scale. Can tilt them to the ground, and can put them in a group. |
| Move, Rotate, Scale | Moves, turns and scales placed objects. Pieces joined by sockets move with them. |
| Delete Entities | Deletes placed objects. A group or a placed monument goes with everything in it. |
| Duplicate Entities | Copies objects with everything in them, like Duplicate. Can make a row of copies, each one moved and turned a step further. |
| Group Entities | Makes a new group, like Create Empty Parent in the Hierarchy panel, and puts objects in it. Groups can go in other groups. |
| Set Parent | Moves objects into a group, or out to the top of the hierarchy, like dragging rows in the Hierarchy panel. They keep their place and size in the world. |
| Rename Entities | Changes the names the Hierarchy panel shows. |
| Lock or Hide Entities | Locks, unlocks, hides or shows objects and everything in them, like Lock and Hide in the Hierarchy panel. The AI unlocks only what you ask it to. |
| Entity Data | Reads and changes the settings a placed prefab saves with the map, as its Inspector panels show them. For example: Indestructible and the respawn delays, a building block's grade and skin, a loot container's loot profile, a vending machine's vending profile, a turret's weapon, a sign's pictures, the settings of IO entities and the values of triggers. It can also set custom data fields. Only the settings it gives change. A setting the prefab does not have is refused. For IO wires, the AI uses IO Wires. |
| Replace Prefabs | Replaces every placed copy of one prefab with another, in the same place. |
| Remove Duplicates | Deletes copies of the same prefab placed on top of each other. Locked ones are left alone. Can only count them first. |
| Place Text | Writes text with Rust's letter and number sign prefabs, as a group. |
Move, Rotate, Scale and Delete Entities leave alone the objects you locked and the parts of a placed monument. Replace Prefabs leaves alone the parts of placed monuments.
Terrain
| Tool | What it does |
|---|---|
| Edit Terrain Height | Raises, lowers, sets, flattens or smooths the terrain in a circle, a box or a band along a path, with a soft edge. Flattening along a path makes a road bed. |
| Paint Terrain | Paints a ground texture, a biome, topology, the layers of a custom topology map, or holes in a circle, a box or a band along a path. |
| Custom Topology | Lists your custom topology maps with their layer names, and says which of them the open map has paint on. Makes a new custom topology map and renames its layers. The list of maps is yours, the same for every map, so these changes are not undo steps. To paint the layers, the AI uses Paint Terrain. |
| Tropical Look | Switches the map between the standard look and Rust's tropical look, or says which look the map has. The map keeps the look when you save it. It is not an undo step: the AI switches it back the same way. |
| Place Terrain Chunks | Places up to 50 terrain chunks, with position, turn and scale. A chunk without a height goes on the ground. Can set Mode, Fade and the Apply switches, put the chunks in a group and select them. RustEdit tells the AI to put islands at height 0, so their beach meets the sea. |
| Edit Terrain Chunks | Changes placed terrain chunks: another chunk, Mode, Fade and the Apply switches. Settings it does not give stay as they are. To move, turn or scale chunks, the AI uses Move, Rotate, Scale. |
| Paint Cliffs RustEdit Pro | Uses the Cliff Brush: a chain of linked cliff pieces along a line, or single rocks in an area. Your own brush settings stay as they were. |
| Apply Terrain Graph RustEdit Pro | Runs a .terraingraph file you made in the Terrain Graph on the whole map and writes the result into the terrain, like Apply in the graph window. |
| Run Procedural Steps | Runs steps of Rust's map generation with your current preset, like the Procedural Generation panel. A full run can take minutes. The whole run is one undo step. See Procedural Generation. |
| Rotate Map | Turns the whole map by 90, 180 or 270 degrees. RustEdit shows a loading screen while it works. See Rotate Map. |
| Import Heightmap | Makes the terrain heights from a picture, a RAW file or a real place on Earth (latitude, longitude and area): levels, heights, an area, turn and flips, blend and an ocean edge. A dry run only reads the file or downloads the place. One undo step. See Import Heightmap. |
Paths
| Tool | What it does |
|---|---|
| Create Path | Makes a spline through points: a road, river, rail, power line, APC path, cargo path, cargo stop, NPC path, terrain spline (road bed, ridge or canyon, shape area, paint area, graph profile), prefab spline (prefab line, prefab area) or plain spline. It makes a new spline entity, or adds the spline to a spline entity you name, when the kind fits that entity. A map has only one cargo path, and a cargo stop goes in its entity. See Path Types. |
| Edit NPC Path | Changes an NPC path: its stop points with their wait times, the speeds on its segments and At End. Settings it does not give stay as they are. |
Physics
These tools work like the Physics Tools panel. Each of them can make the prefabs float on water, like Float.
| Tool | What it does |
|---|---|
| Physics Drop RustEdit Pro | Drop: placed prefabs fall with real physics and settle on the ground, on other prefabs and on each other. The same prefabs stay still as in the panel. Your own physics settings stay as they were. |
| Physics Scatter RustEdit Pro | Explode, Randomize, Nudge or Gather, at a point or at the middle of the prefabs, then they settle. |
| Physics Create RustEdit Pro | Drop Copies, Throw or Duplicate: new prefabs from a prefab profile dropped in a circle or thrown at a point, or copies of placed prefabs dropped beside them. Your selection stays as it was. |
| Physics Arrange RustEdit Pro | Line, Circle, Grid, Upright or Face Point: placed prefabs in a row, a ring or a grid with even gaps, stood up, or turned to a point, then they settle. |
IO and server objects
| Tool | What it does |
|---|---|
| IO Wires | Lists, makes and takes out IO wires: power, water and industrial wires between IO entities, and to and from the IO ports of placed monuments. Each change is one undo step. |
| IO Ports | Lists the IO ports of the open monument or of a placed monument, adds IO inputs and outputs to a monument you edit, and changes their name, wire and test power. |
| Place Server Objects | Places NPC Spawners, NPC Vendors, Vehicle Vendors and Custom Entities with their settings, such as the Walk Path or Loadouts of a spawner, the Vending Profile of a vendor or the Vehicle Spawner of a vehicle vendor. |
| Edit Server Objects | Changes the settings of placed NPC spawners, NPC vendors, vehicle vendors and custom entities, such as the NPC, the walk path, the loadouts, the respawn times, the shopkeeper, the vending profile, the vehicle spawner or the fields. |
Profiles
| Tool | What it does |
|---|---|
| Loadout Profiles | Loadout profiles: clothing, belt and main items, with ammo and attachments for guns. RustEdit checks each profile like the editor does. |
| Loot Profiles | Loot profiles: the items with their amount, weight and condition, and how many items a container gets and when it respawns and refills. |
| Vending Profiles | Vending profiles: the orders with their price, stock and refill, and dynamic pricing. |
| Prefab Profiles | Prefab profiles: the prefabs with their weight, scale, random rotation and height offset, which the Prefab Brush paints and prefab splines place. A saved profile updates the prefab splines that use it. |
Each of these tools lists, reads, saves, renames and deletes profiles of its kind. A rename also changes the name in the objects of the open map that use the profile. A profile is a file, so saving or renaming it is no undo step.
Files and undo
| Tool | What it does |
|---|---|
| Edit Monument | Opens a custom monument for editing, makes a new one, saves it and closes it, like the hierarchy's Edit and . A new monument is saved in your Custom Monuments folder. It does not close a monument with unsaved changes unless the AI says to lose them. |
| New Map | Makes a new empty map in place of the open one, 1000 to 8000 m, like , with a ground texture and a biome. It does not close a map with unsaved changes unless the AI says to lose them. It is not an undo step. |
| Open Map | Opens a .scene or .map file in place of the open map, like . An encrypted file needs its encryption key: the AI asks you for it. It does not close a map with unsaved changes unless the AI says to lose them. It is not an undo step. |
| Save Scene | Saves the open map as a .scene file, like and Save As. A new map or an opened .map needs a file name first. It can encrypt the scene with a key. It does not replace another file unless the AI says so. It is not an undo step. |
| Export Map | Writes the open map as a .map file, like . Only a map saved as a .scene can be exported. It uses the same choices as the Export Map dialog: entities in the map or RustEdit data, and the encryption key. It does not replace another file unless the AI says so. It changes nothing in the map. |
| Undo | Takes back the last steps, like Ctrl+Z. Your own steps are in the same list, so the AI uses it right after its own change, or when you ask. |
| Redo | Does again what Undo took back, like Ctrl+Y. |