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To change a Rust server’s map, set server.seed and server.worldsize in server.cfg, the startup command, or your host’s wipe panel. Stop the server, remove the existing .map and .sav world files (but keep every .db file), then start the server again so Rust generates a map with the new settings.

What server.seed and server.worldsize control

These are separate settings. The seed chooses the procedural layout; the world-size value determines the map’s dimensions. Changing either setting requires a newly generated map.

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Setting What it changes Accepted values Example documented by Facepunch
server.seed The placement of mountains, rivers, monuments and other procedural features. Any integer from 0 through 2,147,483,647. server.seed 1234
server.worldsize The dimensions of the procedural map. 1,000 through 6,000. server.worldsize 4000

The Facepunch Rust Wiki examples show a seed of 1234 and a world size of 4000 as example values, not as guaranteed defaults. A seed is not a password or an administrator identifier; it is simply the number Rust feeds into map generation. Reusing the same seed with the same world size and compatible game version normally recreates the same layout.

Before changing a Rust map

  • Schedule downtime. The server must be fully stopped before files are changed or deleted.
  • Record the current seed and size. You can inspect the startup configuration or query the values from the server console.
  • Back up the complete server directory, especially configuration files and all database files.
  • Tell players whether you are doing a map wipe only or also resetting blueprints. Those are different operations.
  • Check available CPU, RAM and disk space. Larger maps take more resources to generate and run.

Do not delete the world while the Rust process is still running. The process can recreate files, keep file handles open, or leave a partially written save that causes another startup failure.

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How to change the seed and size in server.cfg

This method is appropriate when you manage the server files directly and the installation reads a configuration file at startup.

  1. Stop the Rust server from its service manager, control panel or terminal.
  2. Open the server’s configuration file, commonly named server.cfg. The exact directory depends on the installation and service wrapper, so use the path configured by your server launcher.
  3. Add or edit one line for each setting. A typical configuration is:
    server.seed 1234
    server.worldsize 4000
  4. Replace 1234 with the integer seed you want and 4000 with a value from 1000 to 6000. Do not include commas, quotation marks or units.
  5. Save the file without changing its encoding or adding shell syntax that belongs only in a startup command.
  6. Find the server’s Rust world-data directory, usually the rust-server folder or its configured equivalent. After making a backup, remove the existing expanding .map and .sav files.
  7. Leave all .db files in place. They contain persistent player data, including learned blueprints.
  8. Start the server and watch the console while Rust generates the new map.

If your launcher overwrites server.cfg on every restart, put the values in the launcher’s persistent configuration instead. Otherwise, the old values can return during the next boot.

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How to change server.seed and server.worldsize on the launch line

Some installations supply server variables as command-line arguments. The Facepunch example syntax uses the setting name followed by its value:

+server.seed 1234 +server.worldsize 4000

Add these arguments to the same startup command that launches your Rust dedicated server. Do not paste the leading plus signs into server.cfg unless your particular launcher explicitly documents that format; configuration files generally use the variable and value separated by whitespace, as in server.seed 1234.

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  1. Stop the server.
  2. Edit the saved startup command, service unit, batch file or launch profile.
  3. Set both variables, even if only one is changing, so the intended pair is unambiguous.
  4. Save the launcher configuration.
  5. Delete the old .map and .sav files while preserving .db files.
  6. Start the server and confirm the values in the console.

Passing a value only once in an interactive console is not the same as making it persistent. A restart will use the values from the launch command or configuration file, not necessarily a temporary console change.

How to change the settings in a hosting panel

Panels use different labels and automation. One common arrangement exposes the seed in a Wipe tab and asks you to choose a map wipe after changing the size. Follow the panel’s own save and restart controls rather than assuming it behaves like a manual installation.

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  1. Stop the server, or use the panel’s restart workflow if it explicitly stops the process before applying settings.
  2. Open the Rust server’s Wipe, Map or equivalent settings page.
  3. Enter the desired integer seed and world size.
  4. Save or apply the settings.
  5. Run the panel’s map-wipe action. A size change must be followed by a wipe so the panel removes or replaces the old world data.
  6. Check whether the panel offers a separate blueprint-wipe checkbox. Leave it disabled if you want to preserve player blueprints.
  7. Start or restart the server and review the startup log.

Panel behavior is provider-specific. Some panels perform the file deletion automatically; others only change the variables and expect you to select a wipe separately. Verify that the old map files were removed and that .db files remain. If the panel does not explain what it deletes, make a backup and ask its support team before confirming the wipe.

Why a map wipe is required

Rust reads the existing generated world instead of rebuilding it when the map files are still present. Consequently, changing the seed or size alone does not reliably change the playable map. A guide covering Rust server files reports that mismatched settings can produce a World File Mismatch boot error when the old world is retained.

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To force clean generation:

  1. Stop the server completely.
  2. Back up the world directory.
  3. Delete the expanding files with .map and .sav extensions in the server’s rust-server folder (or the equivalent folder selected by your installation).
  4. Keep the .db files untouched.
  5. Restart the server and wait for map generation to finish before connecting.

File names can include a procedural-map prefix or a map identifier, so do not delete by guessing one exact filename. Delete the existing map and save files identified by their extensions and location, not databases or configuration files.

Map wipe versus blueprint wipe

Operation World result Player progression
Map wipe Generates a new terrain layout using the selected seed and size. Preserves progression and learned blueprints when .db files are retained.
Blueprint wipe Does not itself create a different terrain layout. Resets every player’s learned blueprints to the default set.

Deleting databases when you intended only a map wipe removes persistent information and cannot be undone unless your backup contains the original files. A fresh map and a fresh blueprint progression are separate decisions.

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Choosing a world size for your player count

A larger world gives players more room and spreads monuments and encounters over a greater area, but generation and ongoing simulation require more CPU and RAM. There is no universal size that fits every server; the following population guidance comes from a hosting guide and should be treated as operational advice rather than a game rule.

World size Published guidance Practical implication
About 3,000 Roughly 50–100 players, with fast player-versus-player interaction. Shorter travel distances and more frequent encounters; lower generation burden than a very large map.
4,500 or larger 300 or more players, especially where cars and helicopters are in use. More space for a large population, at the cost of greater CPU and RAM demand.

These figures are not hard limits. Plugin load, entity counts, monuments, tick-rate expectations, hardware and actual concurrent players can make a smaller or larger value appropriate. Test generation during a maintenance window and monitor memory, CPU saturation and startup time before advertising a capacity.

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How to verify the active values

Do not rely only on what a panel displays. After the server has started, use its in-game or remote console to query the variables:

server.seed
server.worldsize

Read the returned values and compare them with the configuration you intended to deploy. Also inspect the startup log for map-generation messages. If the console reports the new values but players still see the old terrain, the old map files were not removed or the server started from a different data directory.

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The console check is particularly important for world size because published hosting information conflicts about the default. MintServers lists 3000, while Cybrancee says 4000 is usual. Neither figure is established as a universal Facepunch default, and the Facepunch example’s 4000 is an example rather than proof of a default. Query the live server instead of assuming either number.

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Seed defaults and automatic values

There is likewise no single documented default seed that applies to every hosting environment. One panel describes seed 0 as an automatic choice; another says it stores a random seed at installation. Those descriptions explain panel behavior, not a universal Rust server default. If reproducibility matters, enter and record an explicit seed, then keep the same world size and backup.

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Troubleshooting Rust map-seed and world-size changes

The server reports a World File Mismatch

Stop the server and check that the configured seed and size match the files being loaded. Back up the directory, remove the existing .map and .sav files, confirm that every .db file remains, and restart. If the error persists, inspect the launch command and panel settings for a second configuration that overrides server.cfg.

The map looks unchanged

Query server.seed and server.worldsize. If either value is old, edit the persistent launch source rather than a temporary console session. If both values are new, locate the actual data directory used by the running service; deleting files in an unused installation folder has no effect.

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The server will not start after editing

  • Check for non-integer input, commas, quotation marks or a world size outside 1000–6000.
  • Check that the seed is between 0 and 2,147,483,647.
  • Restore the backup configuration if the file was malformed.
  • Remove only the generated map and save files, not executable files, configuration files or databases.
  • Read the first error in the startup log; later errors may be consequences of the original problem.

Players lost blueprints

That normally means one or more .db files were deleted, replaced or a panel’s blueprint-wipe option was enabled. Stop the server, restore the database backup that matches the intended world, and disable blueprint wiping for future map-only wipes. Restoration outcomes depend on the host’s backup system, so preserve the current files before replacing them.

The panel recreated the old map

Some panels maintain their own scheduled-wipe profile or regenerate files from a saved template. Recheck the panel’s seed, size and wipe schedule, then make sure the restart used that profile. If the panel does not expose whether it preserves databases, request that information before trying again.

A repeatable wipe checklist

  1. Announce the maintenance window and whether blueprints will be preserved.
  2. Stop the server and create a dated backup.
  3. Set server.seed to an integer from 0 to 2,147,483,647.
  4. Set server.worldsize to an integer from 1000 to 6000.
  5. Remove the existing .map and .sav files.
  6. Keep every .db file unless a blueprint reset is intentional.
  7. Start the server and wait for generation to complete.
  8. Query server.seed and server.worldsize and save the returned values with your wipe notes.
  9. Join as an administrator, confirm the terrain is new, and watch resource usage before opening the server to everyone.

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