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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteBack up the entire server.identity directory, not just the map. That directory contains the *.sav world save, *.map terrain and monuments, configuration, player data, server state and other persistent files. If the server uses Oxide/uMod, archive its oxide data, configuration and deployed plugins separately. Stop the server before copying, keep an off-host archive, and prove the backup works by restoring it on a private instance.
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What a Rust server backup must contain
A Rust world is more than a terrain file. The running instance writes buildings, deployables, player progress, administrative settings and other state into its identity directory. Facepunch’s file inventory identifies that directory as the recovery boundary for a vanilla server.
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|---|---|---|
server/<identity>/*.sav |
Map data and entities, including player-built structures and deployables | This is the built world you expect to see after a restore. Without it, a server may start with a fresh or incomplete world. |
server/<identity>/*.map |
The map’s terrain and monuments | It supplies the map layout associated with the saved world. |
server/<identity>/cfg/ |
server.cfg, administrator settings, bans and related configuration |
Restoring it brings back operational and moderation settings instead of requiring manual reconstruction. |
| Player and server state files in the identity directory | Files for blueprints, deaths, identities, states, tokens, contacts and sign data where present | These files carry persistent player and server information that is not represented by the map alone. |
| Other files in the identity directory | Custom or version-specific persistent data | Copying the whole directory avoids losing a file that is not on a short, fixed checklist. |
The server creates save backups when it saves, but those local copies are still on the same machine and normally under the same operational control as the live data. Treat them as an additional recovery aid, not as your only off-site backup.
Find the correct identity before you copy anything
The +server.identity startup value determines which instance directory Rust uses. A machine can host several identities, so copying a similarly named folder is an easy way to back up the wrong world.
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- Open the startup script, service definition or panel command that launches the server.
- Record the exact value following
+server.identity. Use that value to locate the matching directory under the server installation. - Write down the startup settings alongside the files: map name, seed, map size, game and query ports, connection settings, and any custom command-line options.
- Record the Rust server build and, when applicable, the Oxide/uMod build. These details help you select compatible software when restoring on the same machine or a new host.
Keep the startup script or deployment notes with the archive. A copied world without its identity name and launch settings may be intact but still fail to start the intended instance.
Create a consistent backup copy
Rust can write to the identity directory while players are connected. A file-by-file copy taken during active writes can contain files from different save moments, so consistency is more important than speed.
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Preferred method: a clean stop
- Warn players and stop new connections if your administration process requires it.
- Shut down the Rust server cleanly and wait until the process has exited. This lets pending saves finish before the filesystem is read.
- Copy or archive the complete identity directory, including the
.sav,.map,cfgdirectory, player files and any custom files. - Check the archive by opening it and confirming that the expected directory structure and non-empty save files are present.
- Start the server again only after the copy has completed if this is a routine live-server backup.
Maintenance-window alternative
If a full stop is not practical, schedule a maintenance window in which no process can write to the identity directory. Do not assume that merely disconnecting players is enough: scheduled saves, console commands and server shutdown work can still modify files. A maintenance-window copy is useful only when writes are actually prevented.
Why a live filesystem snapshot needs caution
A storage snapshot or live copy can be appropriate when your platform guarantees crash-consistent or application-consistent snapshots, but the basic file inventory does not establish that every storage system produces a usable Rust save this way. If you cannot verify consistency, use a clean stop instead.
Back up Oxide/uMod installations separately
Modded servers have two persistence layers. Rust stores the vanilla world and player/server state in the identity directory, while Oxide/uMod plugins commonly store their own state under the separate oxide directory.
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Files to include
oxide/data/, the default location for JSON data used to persist plugin state.oxide/config/, where plugin configuration is normally kept.- The deployed plugin binaries or source files that the server actually loads.
- Any installation or deployment notes that identify the Oxide/uMod version and the plugins enabled on the instance.
Plugin authors can choose their own JSON filenames and may create additional files. Do not make a short allowlist such as one economy file and one permissions file; archive the relevant Oxide directories so a plugin’s less-obvious state is not missed. Losing this data can reset economies, permissions, kits, statistics or other plugin-managed systems even when the Rust world restores perfectly.
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Oxide installation is version-specific. Preserve the build information and reinstall a compatible Oxide version before loading the saved plugin data. Plugin code and data should be restored together: data written by one plugin release may not be understood by another.
What to retain with every archive
Files alone are not enough to make a backup understandable months later. Add a small text record or metadata file containing:
- Identity name from
+server.identity. - Backup date and whether the server was stopped during the copy.
- Rust server build.
- Oxide/uMod build, if installed.
- Map name, seed and size.
- Game, query and any additional ports.
- Startup script, update commands and non-default launch options.
- A list of deployed plugins and any special restore order they require.
Label each archive with the identity, date, Rust build and Oxide build. A dated label prevents a pre-wipe save from being confused with a post-wipe save and makes incompatible builds easier to spot.
Store a copy away from the server
Keep at least one archive on a different disk, NAS or backup service controlled by the operator. A second directory on the same disk does not protect against disk failure, filesystem damage, accidental deletion or a compromised host. The official Rust and Oxide documentation explains which files to copy but does not mandate a storage vendor or a retention schedule, so choose storage and retention according to how much rollback history your community needs.
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Do not overwrite the only known-good archive after every run. Maintain dated snapshots so you can select an earlier world if a corruption, administrative mistake or bad plugin update is discovered later.
Back up before a wipe
Make a pre-wipe archive before changing the map or deleting server state. The sequence below preserves the old world while allowing a fresh production instance to be created.
- Announce the planned wipe and record the current identity, map settings and software builds.
- Stop the server cleanly.
- Archive the complete identity directory and the Oxide directories and plugin files if the server is modded.
- Verify that the archive contains the save, map, configuration and player/server state files.
- Copy the archive off-host and label it as the pre-wipe snapshot.
- Perform the wipe or map change only after the archive is safely stored.
- Keep the pre-wipe archive until the new world has been tested and you are certain that no rollback is required.
A wipe may replace the active save or map, but it should not destroy the separately stored archive. If players later ask for a rollback, restore the dated identity and associated mod data rather than trying to reconstruct the old world from screenshots or individual plugin files.
Choose a backup approach
| Approach | Consistency | Scope | Best recovery target | Operational burden |
|---|---|---|---|---|
| Stopped-server filesystem copy | Highest confidence because no Rust process is writing | Complete vanilla identity, plus Oxide data when applicable | Same host, new host or a private test instance | Requires a brief outage and enough storage for an archive |
| Maintenance-window copy | Acceptable only while all writes are prevented | Same as a stopped-server copy | Routine snapshots when a full shutdown is difficult | Requires reliable scheduling and confirmation that no writes occur |
| Live filesystem copy without write control | Uncertain; files can represent different save moments | May include every file but still be unusable as one consistent state | Only when the storage platform provides a verified application-consistent snapshot | Convenient, but difficult to validate |
| Identity plus Oxide archive | Depends on how the identity was copied | Vanilla world and state together with plugin data, configuration and code | Modded-server migration or rollback | More files and version coordination, but complete recovery |
Move a Rust server to a new host
For a migration, think of the backup as a complete instance description rather than a single save file.
- Install or update the Rust server on the destination and note its build.
- Recreate the startup settings, including the same
+server.identityvalue, map name, seed, size, ports and custom options unless you intentionally want to change them. - Stop the destination process before placing files.
- Restore the archived identity directory into the destination’s server data location. Preserve the directory structure rather than copying only the
.savfile. - Install the compatible Oxide/uMod build if the source server was modded.
- Restore
oxide/data,oxide/configand the deployed plugin files. Keep plugin versions aligned with the source archive. - Start the restored identity on a private port or isolated test instance.
- Perform the verification checks described below before changing production DNS, port forwarding or player instructions.
SteamCMD updates keep server files vanilla. On a modded installation, an update can therefore require Oxide to be reapplied before plugins and their data can load. Account for that step in both migrations and routine updates.
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Test the restore before declaring success
A backup is trustworthy only after a restore test. Use a disposable or private instance so the test cannot overwrite production data or expose the restored world to players.
Vanilla checks
- The server starts with the intended identity and the expected Rust build.
- The correct map terrain and monuments appear.
- Known player buildings and deployables are present.
- Blueprints and other player state return as expected.
- Administrator settings, bans and the contents of
server.cfgare applied. - Ports and startup settings match the deployment notes.
Modded checks
- Oxide/uMod loads without version errors.
- Plugins are present and enabled.
- Plugin configuration is retained.
- Economies, permissions, kits, statistics and other plugin-managed state are present where the plugin provides them.
- No plugin reports missing or unreadable JSON data.
Record the result of each restore test. If a test fails, keep the original archive untouched and troubleshoot using a copy; never “fix” the only backup in place.
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Common backup failures and fixes
Only the .sav file was copied
Symptom: The world appears, but settings, map files or player state are missing. Fix: Restore from an archive of the complete identity directory. The save contains world entities, but it is not a replacement for cfg, the .map file and the other persistent state files.
The wrong identity was archived
Symptom: The restored server starts a different map or an apparently empty instance. Fix: Compare the archive’s directory name with the exact +server.identity value in the startup configuration. Re-archive the intended identity if necessary.
The copy was made while files were changing
Symptom: The server starts but rolls back progress, reports save errors or lacks recent structures. Fix: Repeat the backup after a clean shutdown or a maintenance window that prevents writes. Do not rely on a live copy that was never validated.
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Oxide data was omitted
Symptom: The map and buildings return, but plugin economies, permissions or other systems reset. Fix: Restore oxide/data, oxide/config and the deployed plugin files, then use a compatible Oxide build. Include the complete relevant directories because plugin filenames are not standardized.
An update returned the server to vanilla
Symptom: The Rust server launches, but Oxide commands and plugins are unavailable after an update. Fix: Reapply the compatible Oxide installation, then restore or verify plugin files and data. Keep the Oxide build in the archive metadata so the correct version is identifiable.
The map and save do not match
Symptom: Terrain, monuments or entities appear inconsistent. Fix: Restore the .map and .sav from the same dated snapshot and use the recorded map name, seed and size. Mixing files from different wipes can create an invalid combination.
The archive exists only on the production disk
Symptom: A disk or host failure removes both live data and backups. Fix: Copy archives to a separate disk, NAS or operator-controlled backup service and retain more than one dated snapshot.
No restore test was performed
Symptom: A backup appears complete until an emergency restore reveals missing permissions, plugins or startup information. Fix: Start the identity on a private port and run the vanilla and modded checklists before relying on the archive.
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How often should you back up?
Facepunch, Oxide and uMod documentation do not prescribe a universal interval, retention count, recovery-time target or storage-size figure for Rust servers. Set a policy based on how much player progress you can afford to lose and how often your server changes. Make an additional snapshot before every wipe, migration, major update or substantial plugin change, and retain dated copies long enough to cover the period in which a problem might be discovered.
Whatever interval you choose, apply the same controls every time: a consistent copy, off-host storage, build and identity metadata, and a restore test on a disposable instance. Those controls determine whether a backup is usable; the number of files alone does not.
Quick Recap
Final checklist
- Exact
+server.identityvalue recorded. - Startup script, map name, seed, size, ports and custom options saved.
- Complete identity directory copied, including
*.sav,*.map,cfgand player/server state. - Oxide
data,configand deployed plugin files included when applicable. - Rust and Oxide/uMod builds written in the archive metadata.
- Copy made after a clean stop or during a verified no-write window.
- Archive stored away from the production host.
- Pre-wipe and migration snapshots labeled and retained.
- Restore tested privately before production use.
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