Skip to content

Import a RustEdit map

Creator opens a map somebody else built in RustEdit, shows you what is in it, lets you edit it, and saves it so a RustEdit server still runs it exactly as it did. That includes the things Creator cannot author itself: another editor’s wiring, loot, vending, NPC spawners, patrol paths and custom-prefab groups all survive the round trip.

Nothing special. Paste or BROWSE to the file under LOAD MAP on the start screen and press >> LOAD + BUILD <<. It is a standard Rust .map, whatever wrote it.

On load, Creator raises one informational message naming what it found, for example “This map carries RustEdit data (9 families)”, followed by how many of them it shows, how many it is only carrying, and anything it could not read. It is information, not a warning: a map carrying another editor’s data is the normal case here.

For the detail, open HELP > MAP DATA, headed Map Files From Other Editors. Its Data From Other Editors list names every family the file holds, how much of it there is, and whether this build shows it, carries it, or could not read it.

HELP > MAP DATA on a map that carries RustEdit data, listing each family and whether Creator shows it or carries it

A map with no RustEdit data in it says nothing at all and lists no rows. Silence means a clean map.

Creator reads and shows itCreator keeps it, but this build can’t show it
IO and electrical wiring, with every per-entity settingRustEdit’s own editor-side terrain settings
Loot container profiles, and you can edit themIts topology layer lookup, and any custom topology layer
Vending machine stock, and you can edit itThe map’s edit password (listed by name and byte length only, never shown)
NPC spawn points, and you can edit them. On the creator target, Creator’s extension spawns themRecorded vehicles
The ocean patrol path, and you can edit it in Vehicles and Patrols. Creator’s extension makes the cargo ship sail it
Bradley routes with their interest points, and you can edit them the same way. Creator’s extension runs a Bradley on each
Bezier anchor paths, read-only
Building blocks, with their grade. Saved on the creator server target, the Creator extension gives each one that grade, full health for it, and protection from decay and collapse
Custom-prefab group records: the group is shown, and moving it moves the whole pack

Everything in both columns is preserved when you save. The difference is only whether this build can show you the contents.

Open TOOLS > PROFILES. A RustEdit map’s own loot tables and vending shops are already in there, with the items, the amounts, the respawn and refresh windows, the sell orders and the prices the other editor’s author set, and with the list of containers each one is bound to. Edit them exactly as you would a profile you created: change an item’s amount, add a sell order, attach a profile to another container you have selected, or remove a binding with the × beside it.

Two things are worth knowing about how that saves.

  • A family you do not touch is saved unchanged. Looking at a table is not an edit; an untouched table is saved unchanged.
  • A binding travels with its container. Moving a bound container keeps its binding, with nothing for you to redo.

One limit, and Creator says so rather than writing something wrong: a profile name cannot contain a colon. That character separates the fields of the binding RustEdit reads, so a name containing one would arrive at the server cut short and bind to nothing. Rename the profile and save again.

A few Creator-only fields have no home in RustEdit’s own format (the roll window, the clear-the-container flag, an item’s selection weight or skin, a shop’s separate display name). They are kept in Creator, and a save that writes back to RustEdit’s blocks tells you which ones it could not carry.

The NPC SPAWNERS tab of the same panel holds them. A RustEdit map’s spawners are point-shaped, one point per NPC, so Creator groups the ones that share a type and a respawn window and shows you one group with its points: change the respawn window, add or remove a point, or add a group of your own. Each group already carries the NPC prefab its type spawns, so it works on a server without you choosing one.

Two things are specific to this tab.

  • A spawn point is a fixed world position. It never belonged to a prefab, so moving or deleting a building beside it leaves it exactly where it is. That is the opposite of a loot binding, which rides on the container and travels with it, and the panel says so under the point list.
  • RustEdit’s format holds one NPC type per spawner. A group you give several prefabs, or a prefab that is not one of the seven types RustEdit can name, cannot be written into its block: on the rustedit target the save tells you which group and leaves the rest untouched. On the creator target there is no such limit, because Creator writes its own block.

Add or delete prefabs and your RustEdit loot, vending, wiring and NPC data keeps working.

Ordinary edits work, and the parts of the map that describe positions follow.

  • Move a prefab and the RustEdit data bound to that prefab moves with it. A free-standing point that never belonged to a prefab (an ocean node, a Bradley waypoint, an NPC spawn point, a bezier handle) is left alone even when a prefab happens to be sitting on it.
  • Delete a wired entity and its wire becomes a hole at its own slot rather than shifting the others along. Undo puts it back.
  • Resizing the map is refused for maps carrying some other-editor data, and the message names which. The map is left untouched.

Creator writes a map for a server target, chosen under Server target in FILE > Map Settings. The default, KEEP COMPATIBLE (the rustedit target), keeps the map working on a server running RustEdit.Ext: that editor’s own data stays in the file, so the extension still finds your wiring, loot, vending and NPC spawners after you add or delete even a single prefab. CREATOR BLOCKS (the creator target) writes Creator’s own data for everything Creator can fully replace and keeps the other editor’s originals in a file beside the map, so nothing is lost and nothing is applied twice; the Creator-side server extension that reads them is still being built, so KEEP COMPATIBLE is the choice to ship on today. Either choice takes effect at the next save, and undo reverts it.

Under the choice, the window names the release of the Creator server extension that a map saved from this Creator is meant for. An older extension can miss parts of the map. To see which release a server runs, type creator.version in its console (Which version is installed).

So: keep RustEdit’s own server extension installed for a map that came from RustEdit, which is where Drizzza’s build order ends too, and use Creator’s own extension for the features you add in Creator. They read different blocks and do not collide.

  • It does not treat the map password as access control. The password block is listed and preserved. Anything more would be pretending a field is a lock.
  • It does not author RustEdit’s opaque layers. They are carried, never written.
  • It shows bezier anchor paths without letting you edit their handles. Editing them wants a path-tool job of its own.
  • It keeps an imported patrol path in RustEdit’s form. On the default server target an edited path is saved back that way, and an untouched one is kept exactly. An open path, a per-path Bradley respawn time and the launch-site choice have no place there, so the save names them in its log; save to the creator target to keep them.

Anything else it cannot honor is refused with a reason rather than mis-described. That is the rule the whole feature is built on.

Not yet confirmed by us: taking a saved map and running it on a live RustEdit server. If you do that, the outcome is worth a message either way. See Report a bug.