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To start a Core Keeper dedicated server with a genuinely fresh world, stop the server, back up its complete save directory, delete the active worlds/<index>.world.gzip file, set any new creation options, and restart. Seeds, world modes, and generation parameters are applied when a world is created; they do not safely reshape an existing world.
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Reset a Core Keeper server world safely
A reset is a file operation, not a setting that can be applied to terrain already generated. The numbered world file contains the playable terrain and most placed content. Removing that file while the server is stopped makes the server generate a replacement world the next time it starts.
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- Stop the dedicated server completely. Wait for the process to exit before touching any save. Editing while Core Keeper is writing can leave a partial or inconsistent save.
- Back up the entire save root. Copy the complete dedicated-server data directory to a dated location, rather than saving only the world file. Keep the copy outside the live directory so a restart cannot overwrite it. Adjacent
.pugbackupfiles and backup folders may also be useful if a save is damaged. - Confirm the active world index. The server loads a numbered world selected by its launch or configuration settings. If the selected index is
0, the generated file isworlds/0.world.gzip; if it is2, the file isworlds/2.world.gzip. Do not choose a file by its display name alone. - Delete only that numbered
.world.gzipfile. Leave the rest of the save root intact unless you are deliberately performing a separate migration or recovery operation. - Set new creation options before the first launch of the replacement. Configure the desired seed, mode, name, season, content bundles, or custom generation file while the replacement world does not yet exist.
- Start the server and verify the result. A new generated world should appear at the same index. Connect with a test character, check the world name and mode, and confirm that the expected generation settings took effect before inviting players.
If the old terrain comes back immediately, stop again and check for a cloud-sync conflict, a second data directory, or an incorrect world index. Do not continue deleting files until you know which directory and index the running server actually uses.
Find the dedicated-server save directory
The default save root depends on the operating system. A custom -datapath launch argument can place it elsewhere, so treat the paths below as defaults rather than guarantees.
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| Platform | Default dedicated-server save root |
|---|---|
| Windows | %USERPROFILE%AppDataLocalLowPugstormCore KeeperDedicatedServer |
| Linux | ~/.config/unity3d/Pugstorm/Core Keeper/DedicatedServer |
Inside the root, the numbered files and folders have different jobs. Understanding them prevents a reset from accidentally removing maps or metadata that you intended to keep.
| Path or pattern | What it contains | Reset implication |
|---|---|---|
worlds/<index>.world.gzip |
Generated terrain, enemies, storage, placed objects, loose items, statue activation, and character positions. | This is the file removed to regenerate the selected world. |
worldinfos/<index>.worldinfo |
Display and metadata such as the world name, GUID, seed, creation date, icon, boss-statue activation, and difficulty. | It is separate from terrain data and is handled separately when moving a world. |
maps/<character-index>/<world-index>.mapparts.gzip |
Map exploration data associated with a character and world. | Copy matching files only when you want characters to retain their explored map. |
servermaps |
Maps created through cartography-table features. | Include it in a full backup; do not assume a terrain reset recreates these maps. |
Adjacent .pugbackup files |
Automatic backup copies of save files. | They can provide a recovery path if the active file is corrupt or was removed accidentally. |
The generated world file is the important distinction: world metadata can still show a name, seed, or difficulty even when the terrain file has been replaced. Always inspect the numbered world file and the server’s selected index together.
Preflight checklist before changing files
Write down the active -world index, the effective -datapath, the current world name, seed, mode, season, and any activated content bundles. This small inventory makes it easier to identify the correct replacement and to explain a migration to other administrators. It also prevents a common mistake: deleting a file in the default directory while the server is actually using a custom data path.
- Stop the process and confirm that no server window, service, or hosting-panel task is still running.
- Copy the complete save root, including
worlds,worldinfos,maps,servermaps, parameter files, and automatic backups. - Store the dated copy outside the live directory and keep the original until the new world has been tested.
- Decide whether deleting the active slot is necessary. Creating a new numbered slot is safer when you want to compare worlds or preserve a rollback path.
A full-root backup is more useful than a lone terrain file because character maps, world metadata, cartography maps, and recovery copies may be needed later. Never make the first backup after starting the replacement server; by then, files may already have been overwritten.
Choose a new seed, mode, name, or slot
Dedicated-server creation options are supplied through launch arguments or the server’s configuration mechanism. The exact wrapper used by a hosting provider may differ, but the Core Keeper argument names and their timing are the same: creation-only settings matter when the index has no generated world yet.
| Goal | Argument or setting | What it does | When it takes effect |
|---|---|---|---|
| Choose a textual seed | -worldseed |
Uses the supplied arbitrary string for world generation and dungeon placement. | When the world is first created. |
| Choose a numeric hashed seed | -hashedworldseed |
Accepts an unsigned 32-bit hashed seed. | At first creation; ignored if -worldseed is also set. |
| Get a random seed | Omit both seed arguments | Lets the server choose a random seed. | At first creation. |
| Select difficulty or play style | -worldmode |
Documented values are Normal, Hard, Creative, and Casual. |
At first creation. Switching between creative and non-creative after creation is unsupported. |
| Set the name shown to players | -worldname |
Controls the client-visible world name. | When the world is created and in its metadata. |
| Select a numbered slot | -world |
Selects which numbered world file the server loads. | Every launch; it determines which file is active. |
| Override the season | Season option in the server’s creation configuration | Chooses a season override for the new world. | When the world is created. |
| Activate a content bundle | Content-bundle option in the server’s creation configuration | Enables the selected bundle for that world. | Activation is permanent for that world and cannot be undone. |
For example, changing -worldseed while retaining an existing worlds/0.world.gzip does nothing to the already-generated terrain. To test a different seed, use a new index or remove the old index’s generated world after making a full backup. If you need to move from Creative to a non-Creative mode, create a replacement world rather than trying to retrofit the existing one.
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Decide on content bundles before activation. Because activation is permanent for that world, preserve an untouched backup and make sure every player understands the consequence before the first launch.
Use custom generation parameters
The dedicated-server workflow does not provide an in-game world-parameters editor in the referenced implementation. To use deeper generation settings, create a world in the normal Core Keeper client, configure the desired parameters there, and transfer the resulting parameter file.
- Create a temporary client world with the generation options you want.
- Exit the client so its files are fully written, then locate that world’s
worldgenparamsfile. - Place the file in the dedicated server’s
worldgenparamsdirectory. - Rename it for the target world index used by the server.
- Set the dedicated server to the same seed used by the client world. Matching parameters with a different seed produce a different layout.
- Ensure the target index has no existing generated world, or use a fresh index, then start the server and inspect the result.
The parameter file and seed are a pair. Copying only the parameter file does not reproduce the client’s map, and changing the seed after generation cannot rework the existing terrain. Keep the client-created files in your backup so you can recreate the same setup later.
Move an existing world to another slot
World data and map files are not encoded internally with the index in the same way that worldinfo files are. That allows an existing world to be placed in another numbered slot, provided you handle the destination files in the correct order.
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- Stop the server and back up the complete save root.
- Create the destination world through the normal server process so the destination index and its supporting metadata exist.
- Exit the server completely.
- Delete the generated destination file, for example
worlds/3.world.gzip, without deleting the source file. - Copy the source world file, such as
worlds/0.world.gzip, into the sameworldsdirectory and rename the copy to the destination index, such as3.world.gzip. - If characters must retain explored areas, copy each matching map file from
maps/<character-index>/<source-world-index>.mapparts.gzipto the corresponding destination-world filename. - Handle
worldinfosseparately. Worldinfo files are index-encoded and contain the display metadata; do not assume that copying the terrain file also updates every name, GUID, icon, or difficulty field. - Start the server on the destination index and verify terrain, player positions, maps, and displayed metadata before removing the original slot.
Statue activation stored in the world data is added to worldinfo on the next save. This method cannot remove statue icons that are already saved in the destination worldinfo, so a moved world can show metadata that needs manual cleanup or a deliberate choice to keep it. Keep the source slot until the destination has been tested by every affected player.
Restore a backup instead of generating a new world
A reset is destructive only when no usable copy remains. The safest recovery plan is a dated full-root backup plus the automatic adjacent files created by the game.
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Restore a .pugbackup copy
- Stop the server and make one more copy of the current save root, even if it appears broken.
- Move the damaged active file out of the way rather than overwriting it.
- On the backup copy, remove the
.pugbackupsuffix so the filename exactly matches the active file it is replacing. - Place the restored file in its original numbered directory, then start the server and check the world.
Keep the moved damaged file until the restored world has been validated. If the backup is also invalid, return to the dated full-root copy rather than repeatedly modifying the only remaining files.
Prevent cloud synchronization from undoing a change
Steam Cloud can restore older files or present a conflict after a manual reset or migration. Temporarily disable Core Keeper Steam Cloud while performing the file operation, then resolve any conflict deliberately after confirming which local save is authoritative. Re-enable synchronization only after the server has loaded the intended world and the backup has been retained.
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Do not treat a successful server start as proof that the operation worked. Join with a test character and compare the displayed world name, mode, and expected seed-related metadata. Walk far enough to confirm that terrain is new when a reset was intended, then check that storage, placed objects, enemies, and character positions match the expected source when a copy was intended.
- Confirm the server log and launcher point to the intended
-datapathand-worldindex. - Check the world name and difficulty shown to clients against the values you recorded before the change.
- For a migration, verify at least one character’s position and explored map, plus any important cartography-table map.
- Confirm that the desired season and content bundles are active before players make progress; activated bundles cannot be undone for that world.
- Retain the source slot and dated backup until every player has connected successfully.
Self-hosted versus managed hosting
On a self-hosted installation, you normally control the launch command, the data path, and the numbered files directly. A managed host may expose the same settings through a panel, rename properties, hide the save root, or use a provider-specific file such as corekeeper.properties. The operation is still the same conceptually, but the panel’s labels are not a universal Core Keeper file layout.
Before editing on a managed service, use its stop function rather than merely closing a browser tab, download a complete backup, and identify the actual world index. If the panel offers only a restart button, use its file manager or support process to stop the server and obtain a downloadable copy first. Do not assume that a panel field for a port or IP is equivalent to a command-line argument: -port and -ip are direct-launch settings and are ignored when placed only in ServerConfig.json.
Troubleshoot the common failure modes
The old world returns after deleting the file
- Confirm the server process was stopped before deletion.
- Check the selected
-worldindex; a different index may be loading the old terrain. - Check whether
-datapathpoints to a non-default directory. - Look for Steam Cloud restoring the previous file.
- Verify that the file you removed was the numbered
.world.gzip, not only a similarly named metadata file.
The new seed has no visible effect
Seeds affect generation only at first creation. If the target index still has a generated world file, changing -worldseed or -hashedworldseed will not reshape it. Use a fresh index or follow the reset procedure after taking a backup.
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The server starts in the wrong mode
Check the exact value supplied to -worldmode and confirm that you are loading the intended index. A Creative/non-Creative conversion after creation is unsupported; create a replacement world with the desired mode instead.
Players lost their explored map after a migration
Terrain and character map data are separate. Copy the matching files under maps/<character-index> and preserve servermaps when those cartography maps matter. Use the source and destination world indices in the filenames exactly.
A hosting panel does not match these paths
Managed hosts often rename properties, hide the save root, or use a provider-specific file such as corekeeper.properties. Treat the panel’s labels as a wrapper around the dedicated server, not as a universal file layout. Identify the actual data directory and the active world index before editing. If the panel exposes only a restart button, use its file manager or support documentation to stop the process and create a downloadable backup first.
Network arguments appear to be ignored
-datapath selects the save location. -port and -ip are command-line settings for direct connections and do not take effect when they are placed only in ServerConfig.json. Put each option in the mechanism your server launcher actually reads, then restart and verify the listening address from the server log or connection test.
Choose the right approach for your goal
| Goal | Recommended operation | What is preserved | Main risk |
|---|---|---|---|
| Start over with different terrain | Back up the root, remove the active numbered .world.gzip, set creation options, and restart. |
Your backup; nothing from the deleted live terrain unless separately copied. | Deleting the wrong index or editing while running. |
| Keep an existing world but use another slot | Create the destination, remove its generated file, copy and rename the source world, then handle worldinfo and maps separately. | Terrain and optionally character maps. | Stale destination metadata or mismatched map filenames. |
| Reproduce a client-designed layout | Transfer the client-created worldgenparams file and use the identical seed. |
The intended generation rules, if both inputs match. | Different seed, wrong index filename, or missing parameter directory. |
| Recover from corruption | Restore a dated full-root backup or a matching .pugbackup copy. |
The state represented by that backup. | Overwriting the only damaged copy before testing the restore. |
For routine administration, maintain a short record of the active world index, data path, seed, mode, content bundles, and the date of the last full backup. That record makes a future reset or migration much less error-prone, especially when several numbered worlds share one server.
Frequently Asked Questions
Can I change the seed without deleting my existing Core Keeper world?
No. -worldseed and -hashedworldseed affect generation only when an index creates its world for the first time. Use a new index or back up and remove the existing numbered .world.gzip file.
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Which file do I delete to reset the server?
Stop the server, identify the active -world index, and delete only worlds/<index>.world.gzip. Keep the rest of the save root and your dated backup unless you are performing a separate migration.
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The default Windows path is %USERPROFILE%AppDataLocalLowPugstormCore KeeperDedicatedServer. Linux normally uses ~/.config/unity3d/Pugstorm/Core Keeper/DedicatedServer. A -datapath argument can override either location.
Can I move a world to another numbered slot?
Yes. Create the destination, stop the server, delete its generated world file, copy and rename the source .world.gzip, then handle matching character map files and index-encoded worldinfo separately. Test the destination before deleting the source.
Why did Steam Cloud bring my old world back?
Cloud synchronization can restore older files or create a conflict after manual edits. Temporarily disable Core Keeper Steam Cloud while changing files, choose the intended local save deliberately, and re-enable it only after verification.
How do I reproduce a client world on a dedicated server?
Create the client world with the desired generation settings, copy its worldgenparams file into the server’s parameter directory under the target index, and use the identical seed. A different seed produces a different layout.
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Can I switch an existing world from Creative to Normal or Hard?
The documented workflow does not support switching between Creative and non-Creative after creation. Create a replacement world with the desired -worldmode instead.
The Bottom Line
Stop the server, back up the complete save root, verify the active index and data path, and delete only the matching worlds/<index>.world.gzip when you want a fresh world. Set seeds, modes, seasons, bundles, or generation parameters before first creation; for migrations, copy terrain, maps, and metadata with their index rules in mind.
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