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How to Reset and Modify Your Core Keeper Server World

A practical guide to backing up, resetting, moving, and modifying Core Keeper dedicated-server worlds without deleting the wrong save.
Length11 min Posted Quest giverVGSources Team
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To start a Core Keeper dedicated-server world over, stop the server, make a dated backup of the entire save directory, delete only the active numbered worlds/<index>.world.gzip file, set any new creation options, and restart. The server will generate a replacement world for that index. Seeds, world mode, and most generation choices apply when a world is created; they do not safely reshape an existing save.

What a reset actually changes

A Core Keeper dedicated server keeps several kinds of data together. The numbered .world.gzip file is the live world: terrain, enemies, containers, placed objects, loose items, statue activation, and character positions. Deleting that file and restarting removes that generated world and causes a new one to be created for the selected index.

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The world’s display information is separate. A matching worldinfos/<index>.worldinfo file stores the name shown to players, GUID, seed, creation date, icon, boss-statue activation, and difficulty. Character map data is separate again, under maps/<character-index>/<world-index>.mapparts.gzip; cartography-table maps are kept in servermaps. This separation is why deleting an arbitrary file, or deleting only world metadata, is not a reliable reset.

If you want to preserve the current world, copy or restore its generated world file instead of deleting it. If you want genuinely new terrain, use the reset procedure below and make creation settings before the first launch of the replacement.

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Find the dedicated-server save root

The default save locations documented for the dedicated server are:

Platform Default save root
Windows %USERPROFILE%AppDataLocalLowPugstormCore KeeperDedicatedServer
Linux ~/.config/unity3d/Pugstorm/Core Keeper/DedicatedServer

The actual location can differ when the server is started with -datapath. Check the launch script, service definition, or hosting panel and use the path the running server is configured to read. Do not assume that a panel’s file browser corresponds to the default Windows or Linux path.

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Reset a world safely

1. Stop the server completely

Use the server’s normal stop control and wait until the process has exited. Do not delete, rename, or copy save files while the process is writing. A file operation made during a save can leave a damaged or incomplete world.

2. Back up the entire save root

Copy the whole DedicatedServer save directory to a dated location before making any change. Keep the folder structure intact rather than saving only the large world file. The backup should include worlds, worldinfos, maps, server maps, configuration, and any adjacent automatic backups.

Some saves have an adjacent file with a .pugbackup suffix or a backup folder. Retain those files. They may provide a recovery copy if the active save is damaged. If you need to use one, first move the current active file out of the way, then remove the .pugbackup suffix from the backup copy so it takes the active filename.

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3. Confirm the active world index

The server loads a numbered world index. The generated file for index n is worlds/n.world.gzip; in a shell or file manager, the literal filename contains the number, such as worlds/0.world.gzip or worlds/2.world.gzip. Confirm the index in the server launch arguments or configuration and verify it against the world selected by your server setup.

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  • Check the launch or service configuration for the -world value.
  • Match that number to the filename in the worlds directory.
  • Open the corresponding worldinfos/<index>.worldinfo only to confirm the displayed name or metadata; do not treat it as the terrain file.

This check matters because deleting a different numbered file removes a different world from the server’s active set.

4. Delete only the selected generated world file

With the server stopped and the backup complete, delete worlds/<active-index>.world.gzip. Do not perform a broad delete of the entire worlds directory, and do not delete unrelated indexes. Keeping the old worldinfo or map files in the backup is useful for recovery; the destructive action that triggers regeneration is the selected generated world file.

5. Set new creation options before launching

Update the server’s launch arguments or supported configuration for the replacement world. Typical creation controls include -worldname, -worldseed, -hashedworldseed, -worldmode, and -world. If you use deeper generation parameters, place the appropriate worldgenparams file in the server’s generation-parameter directory before first creation, as described later.

6. Restart and verify

Start the server normally. Because the selected .world.gzip is missing, the server generates a new world for that index. Join with a client and check the world name, mode, seed-dependent layout, and any intended content bundles. Stop the server once more and make a fresh dated backup after the first successful save.

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Creation settings: what you can change and when

Setting How it is supplied When it takes effect Important limitation
World index -world Determines which numbered world file is loaded or created Changing the index points the server at another slot; it does not convert one world file into another.
World name -worldname On creation and in the name clients see The name is metadata; changing it does not regenerate terrain.
Seed string -worldseed Only when the world is first created An existing world is not reshaped by changing this argument.
Hashed seed -hashedworldseed Only when the world is first created Use an unsigned 32-bit value. It is ignored when -worldseed is set.
World mode -worldmode At world creation Documented values are Normal, Hard, Creative, and Casual. Switching between creative and non-creative after creation is unsupported.
Season Season override in the server’s creation settings During creation or activation Use the supported override for the server version; it is not a terrain-editing tool for an existing save.
Content bundles Content-bundle activation setting When activated for a world Activation is permanent for that world and cannot be undone. Back up first.
Save location -datapath Determines where server data is stored Moving the path requires moving the complete save root, not just one file.
Direct-connect network settings -port and -ip At server startup These command-line settings do not take effect when placed only in ServerConfig.json.

Changing the seed

Use -worldseed with any arbitrary string when creating a replacement world. Omit it if you want a random seed. A hashed seed can instead be supplied through -hashedworldseed as an unsigned 32-bit value. When both are present, -worldseed takes precedence and the hashed value is ignored.

The seed controls world generation and dungeon placement at creation time. Adding, removing, or changing the argument while the existing worlds/<index>.world.gzip remains in place does not rebuild that world. To use a different seed, back up the save, delete the active generated world file, set the new seed, and restart.

If players need to keep the current terrain, create a new index for the new seed instead of deleting the existing index. That leaves the original world available while the replacement is tested.

Changing difficulty or world mode

The documented world-mode values are Normal, Hard, Creative, and Casual. Treat the mode as a creation choice. In particular, switching between creative and non-creative after a world has been created is unsupported; create a replacement world with the desired mode.

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Difficulty information is also represented in worldinfo, but editing metadata alone is not a supported way to transform the running world’s rules. Preserve the original world in a backup or another index before trying a new mode.

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Understanding the save files

Path or file Role Use during a move or reset
worlds/<index>.world.gzip Generated terrain, enemies, storage, placed objects, loose items, statue activation, and character positions Delete this specific file to generate a fresh world; copy it to preserve or move the world.
worldinfos/<index>.worldinfo World name, GUID, seed, creation date, icon, boss-statue activation, and difficulty Index-encoded metadata that should be handled separately when copying.
maps/<character-index>/<world-index>.mapparts.gzip Character map data Optionally copy matching files when moving a world to another slot.
servermaps Maps made through cartography tables Include it in a full backup; handle it separately from generated world terrain.
Adjacent .pugbackup files Automatic backup copies Keep them; they can be restored by moving the active file aside and removing the suffix from the backup copy.

World data and map files are not index-encoded in the same way as world metadata. That distinction permits a controlled world copy, but it also means that casually renaming files can produce mismatched names, maps, and metadata.

Move an existing world to another slot

Use this procedure when you want the same generated world under a different world index, such as moving a test world to the slot used by a production service.

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  1. Stop the server and back up the entire save root. Keep the original copy untouched until the destination has been verified.
  2. Create the destination world. Select or configure the destination index and launch once so the server creates its destination files.
  3. Stop the server again. Never replace files while the process is active.
  4. Delete the destination generated file. Remove only worlds/<destination-index>.world.gzip, leaving the source world intact in your backup or source slot.
  5. Copy the source generated world file. Place it in the destination worlds directory under the destination index filename. For example, copy the source data into worlds/<destination-index>.world.gzip.
  6. Optionally copy character map files. For every character whose explored map should follow the world, copy the matching maps/<character-index>/<source-world-index>.mapparts.gzip to the corresponding destination-world-index filename.
  7. Handle world metadata separately. worldinfo is index-encoded. Keep or replace the destination metadata deliberately rather than assuming that renaming the generated world file also updates every field.
  8. Start, join, and inspect. Confirm terrain, inventories and placed objects, map visibility, displayed name, and statue status before removing the source copy.

Statue activation recorded in world data is added to worldinfo on the next save. Saved statue icons cannot be removed by this copy method, so a moved world can retain icon information that does not match what you expect from a newly created destination slot.

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Use custom world-generation parameters

The dedicated-server workflow described here does not provide an in-game world-parameters screen. To use deeper generation choices, create a world in the normal Core Keeper client with the desired settings, locate that client world’s worldgenparams file, copy it into the dedicated server’s worldgenparams directory, and rename it for the target server world index.

  1. Create and save a client world using the generation settings you want.
  2. Locate its worldgenparams file.
  3. Stop the dedicated server and back up its complete save root.
  4. Copy the parameter file into the server’s worldgenparams directory.
  5. Rename the copied file for the destination world index used by the server.
  6. Set the same seed as the client world with -worldseed (or the matching hashed-seed method where appropriate).
  7. Ensure the destination generated world does not already exist, then start the server to create it.

Matching parameters with a different seed produces a different layout. Matching the parameter file alone is not enough for an exact reproduction; the seed must match as well.

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Self-hosting versus a managed hosting panel

On a self-hosted server, launch arguments and the configured data path are the authoritative controls. On a managed host, the panel may expose equivalent fields, but names and file locations are provider-specific. One hosting procedure uses a file named corekeeper.properties, while the dedicated-server reference uses command-line arguments and the default DedicatedServer path.

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Before editing a panel file, open the actual file list for your installation and identify which setting controls the world index, seed, mode, and data path. Do not paste -port or -ip into ServerConfig.json expecting command-line behavior; those options must be supplied at startup. If the panel has a reset button, confirm which numbered world file it removes and take your own full-root backup first.

Troubleshooting and recovery

The old world returns after deletion

  • Check that the server was fully stopped before deletion.
  • Verify the active -world index; you may have removed a different slot.
  • Check whether Steam Cloud restored the old files. Temporarily disable Core Keeper Steam Cloud while making the change, then resolve any conflict deliberately rather than accepting an automatic restore.
  • Confirm that -datapath is not pointing to a different save root than the folder you edited.

The server creates a world with the wrong name or mode

Inspect the startup configuration used by the running process, not only a panel’s inactive template. Confirm the spelling and value of -worldname and -worldmode, then verify that the generated world was actually new. A pre-existing .world.gzip prevents creation settings from being applied again.

The replacement will not start or appears damaged

  • Stop the process and restore the dated full-root backup.
  • If an adjacent .pugbackup exists, move the damaged active file aside and remove the .pugbackup suffix from the backup copy to restore it.
  • Check that copied files have the exact destination index in their filenames and that the server account can read and write the save directories.
  • Restart with the original configuration before attempting another modification.

The moved world has missing maps or unexpected icons

World terrain is in the generated world file, while character maps are in the per-character map paths and cartography maps are in servermaps. Copy the matching map files when required. Keep in mind that statue activation is reconciled into worldinfo on the next save and saved statue icons cannot be removed through this move procedure.

Choose the least destructive approach

Goal Recommended action What remains available
Start over with new terrain Back up, delete the active numbered .world.gzip, set creation options, and restart. The dated backup of the old world.
Try a new seed or mode without losing the old world Create and use another world index. The original index and its files.
Use the same world on another slot Create the destination, delete only its generated file, copy the source world under the destination index, and optionally copy maps. The source copy, if retained.
Reproduce a client-generated layout Copy and rename the client worldgenparams file and use the same seed when creating the server world. The original client world and server backup.
Recover from a failed edit Restore the dated full-root backup or an adjacent .pugbackup. The pre-change save state.

Final preflight checklist

  • The server process is stopped and no save operation is running.
  • A dated copy of the complete save root exists outside the live directory.
  • The active world index has been confirmed from the running server configuration.
  • Only the intended worlds/<index>.world.gzip is being removed or replaced.
  • New seed, mode, name, season, bundle, and generation-parameter choices are set before first creation.
  • Any -datapath, -port, and -ip settings are in the startup mechanism that actually launches the server.
  • Steam Cloud is not going to overwrite the edited files during the operation.
  • After startup, the world name, mode, terrain, maps, and content activation have been checked before the backup is discarded.

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