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Prepare a Rust wipe: maps, blueprints and backups

A Rust wipe starts with a decision: reset the map only, or reset learned blueprints as well. These are separate datasets. Prepare a recoverable backup before changing files and tell players exactly which progress will survive.

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Before you start

Record the server version, server.identity, server.seed, server.worldsize and installed plugins. Reserve a maintenance window and storage outside the working directory. File access and backups do not imply that an automatic wipe scheduler is included.

Define the reset

A map wipe replaces the world and its buildings. A blueprint wipe resets learned crafting recipes. Plugins may hold separate economy, permission or progression data. Write a clear retention list before maintenance: new world, retained or cleared blueprints, and retained or migrated plugin data. Your community schedule must also account for update requirements announced by Facepunch.

Stop writes and preserve a coherent backup

Stop the server cleanly before copying its identity directory and plugin data. Check that the backup contains the expected files and record configuration, versions and permissions. An empty archive is not a useful recovery point. Restore related data together: combining an older world with newer plugin state can produce inconsistencies that are difficult to diagnose after players return.

Identify world and blueprint files

Inside server/<identity>, .map and .sav files belong to the world; blueprint data is separate. Exact filenames depend on the current release. Inspect the real directory and official documentation instead of deleting every .db file. Move selected files into a recovery copy rather than destroying them immediately. Do not rename an old save merely to force it through an incompatible version change.

Prepare the map and plugin environment

For a procedural map, record the intended seed and worldsize together. Larger maps, structures and entities can increase memory, CPU and disk usage. Vanilla needs no mod framework. uMod/Oxide and Carbon have their own plugin compatibility and update requirements. Documentation links are not a promise of a panel installer. Validate framework changes separately from the wipe whenever possible.

Verify the first startup

Start during the maintenance window and inspect the first meaningful log errors. Check the actual map, save handling and administrator permissions. Connect with a suitable test account and verify blueprint retention. Test problem plugins separately on a copy. A working RCON connection proves access to an administration interface; it does not establish that the world or every gameplay extension is healthy.

Reopen with a recovery plan

Announce the wipe type, map, scheduled time and time zone, plus relevant gameplay changes. Retain the previous backup before cleanup. If recovery is needed, stop the server and restore a coherent dataset with a compatible version. Choose hosting resources from measured sessions: memory capacity alone cannot guarantee a player count or eliminate CPU and plugin bottlenecks.

For your situation

SituationNext check
Keep blueprintsReset only the identified world data after backup, keeping the separate blueprint database.
Switch frameworksTest plugin compatibility and migration separately instead of stacking unverified changes.
World fails to loadRead the first relevant error, check versions and return to a coherent recovery copy.

Official sources

These documents describe the relevant protocols and software. Your service terms and configuration still need to be checked.

  1. wiki.facepunch.com/rust/Getting-Started_w-Server
  2. wiki.facepunch.com/rust/Creating-a-server
  3. umod.org/games/rust
  4. carbonmod.gg/