Files and backups
How do I move my Rust server from another host?
On this page
Stop the old server, download its identity folder, and upload the right files into your new server’s identity folder. Your world carries on as long as both servers run the same Rust build and your new server uses the same map settings.
Before you start
- Run
versionin the old server’s console and in the live console in your Game Panel. Both should print the same version. Around forced wipe day one host may have updated before the other, so wait until they match. - Write down the old server’s startup settings: name, description, max players, seed, size, and
server.levelurlif it used a custom map. Many hosts keep these in their panel, not in the files. - Stop the old server, then download its files.
Warning
Never copy from a running server. Rust holds its files open and keeps recent database changes in separate -wal files, so the copy can be incomplete.
What to copy
From the old server’s server/<identity>/ folder:
- the save: the newest file ending in
.sav, named likeproceduralmap.4000.367122.251.sav. Leave any older backup copies beside it. - the
.mapfile with the same name - every
player.*.dbfile (blueprints, deaths, identities, states, tokens), each with its-walfile sv.filesand its-wal(pictures on signs)companion.id, your server’s Rust+ identity- the
cfgfolder (users.cfgfor admins,bans.cfgfor bans,server.cfgfor settings) - the
serveremojiandloadoutsfolders, if you have them
Running Oxide or Carbon? Also copy plugins, config, data and lang from the old oxide folder (Carbon calls them plugins, configs, data and lang under carbon). The data folder holds what your plugins remember, and on Oxide that includes permissions and groups. Install the framework fresh on your new server first, as in adding plugins, and leave the old RustDedicated_Data folder behind. Oxide patches files in it for one Rust version on one system.
Put it on your new server
- Download a backup from your Game Panel first.
- Stop your new server from the Game Panel.
- In your Game Panel’s file manager, open your server’s identity folder, inside
server. Delete the.sav,.map,player.*andsv.filesfiles your new server made. - Upload your files into that folder, whatever the old one was called. Upload the old folder under its old name and Rust won’t look in it, so you get a new map.
- Open
cfg/server.cfgand fix it (below). - Start your server and watch the live console for
Server startup complete. Then join and check your base is there.
Warning
If the versions don’t match, the world can’t move. Don’t rename the save to get round it: Facepunch calls renaming an old save to dodge a forced wipe “dangerous and ill-advised”.
Fix server.cfg
Rust reads server.cfg at startup, and it wins over anything set on the command line. So delete any line that sets a port, an IP address, RCON or Rust+ networking, such as server.port, server.queryport, server.ip, rcon.port, rcon.password and app.port. Left in, the old host’s values override your new server’s.
Match the map
Rust names the save after the map, and the map after its size and seed. proceduralmap.4000.367122.251.sav is size 4000, seed 367122 (251 is the save protocol). Set server.worldsize and server.seed to your two numbers, in your server’s settings in the Game Panel or as lines in server.cfg. Keep server.level the same as before too. If any of these differ, Rust doesn’t find your save and builds a brand new map. Your uploaded files are still there: stop the server and fix the setting.
Custom maps: keep the old server.levelurl and leave out the seed and size. New players download the map from that link, so it has to stay online all the time. If it lived on the old host’s web space, it’ll vanish when you cancel. Put the same .map file, with the same file name, somewhere public with a direct download link, and point server.levelurl at it.
Note
Facepunch says one companion.id should never run on two servers. Once your world is up here, don’t start the old server with it again.