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Rust Console worldgen commands

What every terrain.* command really does on Console — recovered from the actual world generator, with example maps rendered on reference seed 12345. Click any command, or try them live in the generator.

Island shape

terrain.noise_base_shape
This is the MAIN command, this decides pretty much everything a light tweak will change the whole map.
terrain.noise_base_land
The land layout: decides where beaches, lakes, hills and mountains can generate.
terrain.noise_base_lake
Inland lakes
terrain.center_bump
Guarantees solid land in the middle of the map.
terrain.center_falloff
How gently the guaranteed centre land blends into the noise coastline.
terrain.center_padding
How deep the guaranteed land core sits from the border.
terrain.border_falloff
How softly the island fades into the edge of map ocean.
terrain.border_padding
Width of the guaranteed open ocean ring around the map.

Elevation

terrain.elevation_plain
Where beaches end and plains begin.
terrain.elevation_hill
Where on the land hills start appearing.
terrain.elevation_mountain
Where on the land mountains start growing.
terrain.fade_plain
How quickly plains reach full bumpiness.
terrain.fade_hill
How quickly hills reach full strength.
terrain.fade_mountain
How tame or wild the mountains are

Regional detail

terrain.noise_south_plain
Fine ground ripple across the desert end of the map.
terrain.noise_south_hill
Hills in the desert interior.
terrain.noise_mid_plain
Rolling ground across the grassy middle belt.
terrain.noise_mid_hill
The classic rolling green hills of the island interior.
terrain.noise_north_plain
Ground texture across the snow end of the map.
terrain.noise_north_hill
ridges in the arctic interior.
terrain.noise_mountain
The mountain ranges

Coast & ocean

terrain.beach_slope
How high the beach climbs out of the water.
env.oceanlevel
Flood, drain, or completely remove the ocean (metres).

Console quirks & gotchas

Behaviors specific to Rust Console Edition worldgen — the stuff no official docs tell you.

Monuments only spawn on the mainland

On Console, monuments only generate on the island closest to the centre of the map (the “mainland”). Carve the map into lots of islands with noise_base_shape and the smaller outer islands stay empty — great for peaceful build islands, bad if you expected loot everywhere.

Mountains above ~y500 wrap to the bottom of the world

Terrain height is stored as a truncated 16-bit value, NOT clamped. Push peaks past the world ceiling (roughly 500 m above sea — big noise_mountain amps or a low fade_mountain) and the stored height wraps around to a huge negative number: the summit renders as pockets of deep ocean (“blue pockets”) instead of taller rock. Keep headroom.

Mountains never spawn on the Tier-0 loot strip

The mountain layer is hard-multiplied by zero along the low-loot (Tier-0) end of the loot axis — no noise_mountain or elevation_mountain value will ever put peaks on that side of the map. The same strip also halves the south/desert plains & hills strength.

Negative border_padding pushes land past the map edge

The border envelope normally fades terrain into ocean before the edge. Negative border_padding (e.g. -0.6) expands the land to the edge