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The rest of the setup is ordinary dedicated-server administration: install App ID 258550 with SteamCMD, set the seed and identity, keep persistent convars in server.cfg, and expose the game/query UDP ports (plus RCON TCP if you administer remotely). The guide below shows the file locations, launch parameters, verification steps and fixes for the common ways rail generation fails.
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Rail requirements at a glance
| Requirement | Working value | Why it matters |
|---|---|---|
| Map level | Procedural Map |
The rail network is generated as part of procedural world generation. |
| World size | 4250 or larger | Facepunch documents 4250 as the minimum for the above-ground rail network and its linked tunnel behavior. The general server guide lists procedural world sizes from 1000 to 6000. |
| Surface switch | "AboveGroundRails": true |
Generates the above-ground network. |
| Underground switch | "BelowGroundRails": true |
Generates the underground network. |
| World configuration | A JSON file passed with +world.configfile |
The switches must be read during world generation. |
| External access | Game and query UDP ports; RCON TCP when used | Players and remote administrators need the relevant ports forwarded and allowed through the firewall. |
Do not treat 4250 as a suggested performance setting. It is the rail-specific threshold documented by Facepunch. Increasing the size can give procedural generation more space, but the official material reviewed for this setup does not publish a CPU, memory or player-capacity benchmark for rails.
What the procedural rail network contains
Rust first introduced the procedural rail network as a generated feature rather than a hand-placed map object. Surface tracks can include a main route plus secondary lines that branch away and merge back into it. Facepunch describes these as “secondary lines that branch off the main line and merge back onto it.” The exact layout is determined by the world seed and the other procedural-generation choices used for that wipe.
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The surface and underground systems are connected on sufficiently large worlds. Facepunch’s Coupling The Rails update states: “The surface and underground rail networks are now linked, train signals have been added.” On a world size of at least 4250, players can find one or two rail tunnels that provide the transition between the networks. A train enters a tunnel and descends its short slope; no separate teleport command is required.
Because the tracks are generated, changing the seed, world size or generation configuration changes their location and, in practice, belongs in a new-wipe plan. Editing a JSON file after a map has already been generated will not retroactively redraw an existing world.
Install or update the Rust dedicated server
Use SteamCMD and Rust’s dedicated-server application ID, 258550. The installation directory can be anywhere your service account can read and write. The following is a conventional update sequence; substitute your own absolute path for the installation directory.
- Install SteamCMD for your operating system and create a directory for the server files.
- Run SteamCMD and update the Rust server anonymously:
steamcmd +login anonymous +force_install_dir "/path/to/rust-server" +app_update 258550 validate +quit
- Repeat the
app_updatecommand whenever you deliberately update the server. Validation can take longer because SteamCMD checks existing files. - Change into the server directory and use the
RustDedicatedexecutable in batch mode. Keep the process under the service manager, shell script or host panel you normally use so it can be restarted after an update or crash.
Batch mode is a server process option, not a rail option. Rail generation occurs when the procedural world is created from the launch parameters and world configuration.
Build a procedural launch command
Your startup command must identify the procedural level, a seed and a qualifying world size. This example also names a server identity and the rail configuration file:
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RustDedicated -batchmode +server.identity "server.identity" +server.level "Procedural Map" +server.seed 184729 +server.worldsize 4250 +world.configfile "rail-config.json"
The seed above is only an example. Choose and record your own value; using the same seed and generation settings is how you reproduce a layout. A different seed produces a different rail route, tunnel position and branch arrangement.
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Choose the world size
Set +server.worldsize 4250 for the minimum documented rail-capable world. You may choose a larger procedural size, up to the general range of 6000 listed in Facepunch’s server guide, when that fits your storage, generation time and community design. Do not use a value below 4250 if your goal is the documented above-ground network and linked tunnels.
Keep the level name exact
Use +server.level "Procedural Map", including the space and capitalization shown by the server guide. A custom map or another level name follows different generation rules and is not covered by this procedural rail procedure.
Set the identity consistently
server.identity determines where the server keeps its configuration and generated-world data. Use the same identity every time you restart this instance. In the examples below, that directory is rust/server/server.identity; managed hosts may expose the same location through a file manager instead of a normal filesystem path.
Create the rail world configuration JSON
Inside the server identity directory, create a file such as rail-config.json. The smallest useful file is:
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{
"AboveGroundRails": true,
"BelowGroundRails": true
}
Save the file as plain UTF-8 JSON. The property names are case-sensitive: AboveGroundRails controls the surface system and BelowGroundRails controls the underground system. Both values must be Boolean true, not quoted strings such as "true".
Point the launch command at the file:
+world.configfile "rail-config.json"
With a normal identity-based launch, the relative path resolves from the server’s identity/configuration area. If your host panel uses a full path field, select the file in that identity directory and retain the same filename in the startup parameter.
Adding other procedural options safely
The same JSON can contain other documented procedural switches, including roads, trails, rivers, powerlines and biome percentages. Add only keys documented for your current Rust server build. Do not paste arbitrary examples from plugins, old forum posts or generated configuration snippets: an unknown property may be ignored, produce a generation warning or make troubleshooting ambiguous. If rails are your only requirement, the two-property file above is easier to audit.
Put persistent server settings in server.cfg
Store durable settings such as the hostname, player limit and other convars in:
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Entries in this file omit the + or - prefix used on a command line. For example:
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server.hostname "My Procedural Rail Server"
server.maxplayers 100
The file is read at startup and has priority over command-line values. That precedence is useful for routine administration: keep the rail-generation arguments and identity in the service’s launch definition, while maintaining operational settings in one editable configuration file. Restart after changing either file; generation-related changes are applied when the world is created, not while players are connected.
Open ports and test the server
Players cannot reach a correctly generated world if the network path is closed. Permit the configured game and query ports over UDP. If you will administer the server from another machine, also permit the configured RCON port over TCP. Use the exact ports selected in your launch command or host panel rather than assuming a default.
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- Start the server and wait for the console to report that it has finished loading.
- On the host machine, open Rust’s console and run
connect localhost:28015when 28015 is your configured game port. Replace 28015 if you chose another port. - Confirm that the local client can join, load the procedural map and move around without a connection error.
- For internet players, forward the game and query UDP ports from the router to the server’s internal address and add matching firewall rules. Forward RCON TCP only when remote administration is required.
- Test from a separate network, such as a phone hotspot. A successful local connection does not prove that router forwarding or the public firewall is correct.
If the local test fails, fix the process, identity, launch command or local firewall before changing router rules. If local access works but outside players cannot join, compare the public port, forwarding target and host firewall rule one at a time.
Verify that both rail layers generated
After joining as an administrator, use the map and the world itself to verify generation. Rails may be far from the initial spawn, so inspect several parts of the map rather than concluding that they are absent from the first visible area.
- Look for above-ground track segments and follow them far enough to identify the main route and any branch that returns to it.
- Search for a tunnel entrance connected to the surface network. On a qualifying world, Facepunch says there will be one or two rail tunnels linking the two systems; the exact count and locations are seed-dependent.
- Drive a train into a tunnel and down its short slope to confirm the surface-to-underground transition.
- Check the server console for JSON parse errors, an invalid level name or a world-size value below 4250 if either network is missing.
Do not expect every branch, tunnel or signal to appear in one short scouting trip. Procedural placement varies with the seed. The meaningful test is that the generated world contains the network types enabled in the configuration and that a qualifying world offers the documented connection behavior.
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Operate trains on difficult terrain
Long trains can lose momentum on a hill. Couple multiple Work Carts when a single cart cannot climb the slope; the additional carts provide more pulling power. This is an in-game operating technique, not a server convar.
Rails can include signals and secondary lines, so drivers should approach junctions carefully and avoid treating every branch as a dead end. The server configuration does not choose the route a train takes after generation. Route geometry, junctions and tunnel locations come from the seed and procedural settings.
Compare the main setup choices
| Choice | What changes | Use it when | Important limitation |
|---|---|---|---|
| World size below 4250 | Smaller procedural world | You do not need the rail feature | It does not meet the documented minimum for above-ground rails and linked tunnel behavior. |
| World size 4250 | Minimum qualifying procedural world | You want the rail network with the least documented map-size commitment | Track and tunnel locations still depend on the seed. |
| World size above 4250 | Larger generated area | Your community wants more exploration space and your host can handle generation | No official rail-specific CPU, memory or train-population benchmark is established here. |
| Both rail switches true | Surface and underground systems enabled | You want the complete linked network | Requires a qualifying world size for the documented tunnel behavior. |
| One rail switch false | Only the selected rail layer is generated | You are intentionally designing a surface-only or underground-only wipe | The disabled layer and any connection that depends on it will not be available. |
| Self-hosted server | You control SteamCMD, files, firewall and router | You need direct access to launch scripts and JSON | You are responsible for updates, backups, port forwarding and recovery. |
| Managed hosting | The provider supplies a panel and network endpoint | You prefer provider-managed process and networking | You must verify that the panel exposes server.worldsize, world.configfile, the identity directory and both UDP ports. |
| Local-only access | No public forwarding | Development, testing or a private LAN | Players outside the local network cannot connect. |
| Forwarded access | Public game/query ports, optional RCON | Internet players or remote administration | Incorrect NAT or firewall rules can look like a generation failure even when the world is valid. |
Troubleshoot common failures
The server starts, but no rails appear
- Confirm the level is exactly
Procedural Map, not a custom map or a misspelled value. - Check the effective world size in the startup command or host panel. Values below 4250 do not satisfy the rail requirement.
- Open
rail-config.jsonand verify both property names and Boolean values. A missing comma, extra comma or smart quotation mark makes the JSON invalid. - Ensure
+world.configfile "rail-config.json"is present in the same launch definition that starts the server. Editing a file that another service identity uses has no effect. - Remember that rail placement is seed-dependent. Search the wider generated map before deciding that a distant network is absent.
The underground network exists, but the surface connection does not
Check world size first. The documented linked behavior requires at least 4250. Then verify AboveGroundRails is true and regenerate the world under a fresh wipe if you changed the seed or procedural configuration after the original map was created.
The JSON file is ignored
Confirm its location relative to the server identity and check the startup console for the exact path being loaded. Use plain JSON with documented keys only. On managed hosting, the provider may require an absolute path or a panel toggle that writes the launch parameter for you; make sure the resulting command actually contains +world.configfile.
Players cannot connect, although rails are visible locally
This is a networking problem rather than a rail-generation problem. Verify the game and query UDP forwards, the destination LAN address, host firewall rules and the public port. Test from outside the server’s network. If only RCON fails, check the RCON TCP rule separately; RCON is not required for players to see rails.
A restart seems to undo the setup
Compare the command used by the restart service with the command you tested manually. Make sure it uses the same server.identity, seed, world size and world configuration file. Put hostname and player-limit values in that identity’s cfg/server.cfg so a panel-generated command does not silently replace them.
Plan wipes when changing rail generation
World generation is the boundary for these settings. Decide the seed, world size and rail switches before the wipe, save the JSON and launch command with the server backup, then generate the new world. Changing those inputs later normally means deleting or replacing the generated map according to your server’s established wipe procedure. Keep a copy of the old seed and configuration if you need to explain a route change to players or reproduce a previous layout.
Do not promise players that a server command will populate more trains or keep trains running indefinitely. The official sources used for this setup do not publish a current, authoritative list of train-population or keep-running convars. Advertise the generated rail network itself, and describe operational behavior only where the game currently exposes it in play.
Quick Recap
Recommended launch checklist
- Install or update Rust dedicated server App ID 258550 with SteamCMD.
- Set a stable
server.identityand create itscfgdirectory. - Choose a seed and set
+server.level "Procedural Map". - Set
+server.worldsize 4250or a larger documented procedural size. - Create
rail-config.jsonwith both rail switches set totrue. - Add
+world.configfile "rail-config.json"to the real startup command. - Put hostname, player limit and other persistent convars in
server.identity/cfg/server.cfgwithout command-line prefixes. - Start in batch mode and read the console for level, JSON or identity errors.
- Test locally with
connect localhost:28015or your configured game port. - Forward game/query UDP and, when needed, RCON TCP; then test from an external network.
- Scout for surface tracks, a branch, an underground entrance and the tunnel transition before announcing the wipe.
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