To upload a Nitrogen-generated world, package the generator output under user_data/GeneratedWorlds, include an empty save_game folder, zip those two folders without an extra wrapper directory, upload and extract the archive into the server’s user-data root, then set the server’s GameWorld value to the exact map-folder name. Restart or activate the server after changing the world selection.
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The most common causes of a server loading Navezgane are an incorrectly nested zip, extraction into the wrong directory, a misspelled world name, or a server version that cannot load the Nitrogen output.
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What the upload process is actually doing
A Nitrogen map is an externally generated world. It is not an existing save, so the generated files belong in the server’s generated-worlds directory rather than in a player save directory. The dedicated server reads the folder name as the world identifier, while the save-game directory remains available for the server to create its own runtime data.
The finished upload has three important properties:
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- The archive opens directly to two top-level folders:
save_gameanduser_data. save_gameis empty for this externally generated map.- The complete Nitrogen output is inside
user_data/GeneratedWorlds, in a folder whose name is used as the server’sGameWorldvalue.
If any of those conditions is wrong, the server can start normally while ignoring the uploaded map. A default configuration then causes Navezgane to load, which can look like a failed upload even when the files are present.
What you need before starting
- A completed Nitrogen generation and the exact name of its output folder.
- Access to the dedicated server’s file manager or an FTP account that can write to the server’s user-data area.
- Permission to extract a zip archive on the server, or a local method for extracting it while preserving the same folder hierarchy.
- Access to the world-selection control in the hosting panel or to
serverconfig.xml. - A backup of any existing world before replacing files or changing the active map.
- A server branch compatible with the generator output. Compatibility is version-specific; file placement alone does not guarantee that the map will load.
The dedicated server is a separate Steam tool, app 294420. Its launch and world settings are controlled through serverconfig.xml or an equivalent control in the host panel. A client installation and a dedicated server do not automatically use the same data root.
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On Windows, a client-generated world is normally stored at:
%APPDATA%7DaysToDieGeneratedWorldsWORLD_NAME
Replace WORLD_NAME with the actual folder created by Nitrogen. Do not rename the folder casually after generation: the same spelling, capitalization, spaces and punctuation must be used when selecting the world on the server.
Open the Nitrogen output and confirm that it is the complete generated-world folder, not a parent folder that merely contains it. The directory you copy should contain all files and subfolders produced for that map. Copying only a visible subfolder or a partial export can leave the server with an incomplete world that fails later during loading.
The server has its own user-data root. Its location depends on the hosting setup. If the server configuration defines UserDataFolder or SaveGameFolder, those settings can move generated data and saves to custom paths. When a host gives you a specific user-data directory, use that location rather than assuming it matches your Windows client path.
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Build the correct staging directory
Use a temporary directory on your computer to assemble the upload. Give it any working name; only the two folders inside it matter. Create this exact top level:
staging-folder/
├── save_game/
└── user_data/
└── GeneratedWorlds/
└── WORLD_NAME/
Keep save_game empty. An externally generated Nitrogen map has no existing server save to place there. The server can create save data when it starts and uses the selected world.
Inside user_data/GeneratedWorlds, copy the entire Nitrogen output folder. The final folder name is the value you will select later. Do not place the generated files directly in user_data, and do not put them in save_game; either location prevents the dedicated server from finding the map as a generated world.
Before compressing, inspect the staging directory one level at a time. You should be able to open GeneratedWorlds, see the single map folder, and then see the Nitrogen files inside that folder. If you instead see another directory with the same map name, you have an extra nesting level and should move the contents up before creating the archive.
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Select save_game and user_data together and create one zip archive. The archive must open directly to those two folders:
your-upload.zip
├── save_game/
└── user_data/
└── GeneratedWorlds/
└── WORLD_NAME/
A frequent mistake is compressing the outer staging directory itself. That produces an archive like staging-folder/save_game and staging-folder/user_data. Many hosting panels extract that extra parent directory exactly as supplied, leaving the server’s user-data root one level above the files it expects. Open the zip locally before uploading and verify that save_game and user_data are the first entries.
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Use a normal zip archive rather than a format the host panel cannot extract. Keep the archive intact during transfer; manually dragging individual files through a web interface makes it easier to omit hidden or nested files from the Nitrogen output.
Upload and extract the archive on the server
Hosts generally provide one of two workflows. Both are valid if the resulting files end up in the server’s user-data root.
| Workflow | Required action | What to verify afterward |
|---|---|---|
| Host file manager | Upload the zip, then use the panel’s extract action in the server user-data area. | The extracted save_game and user_data folders appear directly in that area, not inside an upload or temporary directory. |
| FTP | Transfer the zip to the server’s user-data area, then extract it with the host’s tool or extract locally and transfer the two top-level folders. | The remote hierarchy matches the archive root and the map folder is visible beneath GeneratedWorlds. |
- Stop the server before replacing an existing world. This prevents the process from writing save data while files are being changed.
- Open the host’s actual server user-data directory. A web panel’s temporary upload directory is not necessarily the directory read by the game.
- Upload the zip and extract it there, or transfer the already extracted
save_gameanduser_datafolders if the host does not support extraction. - Check the resulting hierarchy in the remote file manager. There should not be an additional folder containing both required directories.
- If an older world is being replaced, retain the backup until the new map has completed a successful startup and connection test.
Some panels provide an “activate” operation after extraction. Treat activation as a configuration step, not as a substitute for placing the files in the server’s user-data root.
Select the Nitrogen world instead of Navezgane
The server must be told which generated-world folder to use. In a hosting panel, this may be labeled World, GameWorld, or Activate World. In a manual installation, the setting is represented by the GameWorld value in serverconfig.xml.
- Copy the map-folder name exactly as it appears under
GeneratedWorlds. - Enter that exact name in the panel’s world selector or the
GameWorldsetting. Existing world names are valid values; do not substitute a display label, zip filename or path. - Save the configuration.
- Activate or restart the server so it reads the new setting.
Character-for-character matching matters. A missing space, changed underscore, different capitalization or an extra extension can make the server treat the requested world as unavailable. If the world name is not accepted by the panel, inspect the remote folder name and compare it directly with the configured value.
Navezgane is the usual symptom of a world-selection problem: the server has started, but its effective setting is still the default. Confirm the saved configuration after restarting rather than relying only on what the panel displayed before the restart.
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Understand the client and server data roots
Your Windows client path is useful for locating the Nitrogen output, but it does not tell you where a hosted server stores its files. A dedicated server can use a separate user-data root, and UserDataFolder can relocate generated worlds while SaveGameFolder can relocate saves. If either value is customized, follow that configuration when deciding where to extract the archive.
This distinction explains a common false positive: the files appear in an FTP directory or panel browser, but the running server still loads Navezgane because the files were uploaded to a directory that is not the configured user-data root. Ask the host which directory is read by the running instance if the configuration does not make the path obvious.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Check generator and server compatibility
Folder layout is only one part of a successful load. Current 7D2D Wiki guidance reports that Teragon and xEgen outputs work on V3.2, while NitroGen and KingGen worlds may not load on that version. This is version-specific community guidance, not a guarantee for every server branch or every generated map.
For a Nitrogen world, verify the server’s game version before replacing an established map. If the host has recently changed branches, an older map may fail even though the archive and GameWorld value are correct. Keep a backup and test the uploaded world on a disposable instance or during a planned maintenance window before making it the live world.
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- Confirm which generator versions are supported for that branch.
- Test the map with the same server version that will host the live players.
- Do not delete the previous world until the new one has loaded and been checked in game.
Troubleshoot a server that still loads Navezgane
The archive has an extra parent folder
Open the zip and inspect its first level. If the first entry is a staging directory rather than save_game and user_data, recreate the archive by selecting those two folders themselves. Re-extract the corrected archive into the user-data root.
The generated world is nested too deeply
Browse from user_data to GeneratedWorlds and then to the map folder. If the Nitrogen output is one directory deeper than that expected location, move the complete output up one level and remove the empty, incorrect nesting.
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The files are in the wrong remote directory
Compare the extraction location with the server’s configured user-data root. A successful upload indicator only proves that the panel received the file; it does not prove that the game process reads that directory. Extract again in the configured root, not in a temporary upload area.
The world name does not match
Copy the remote folder name and paste it into the world selector or GameWorld field. Remove any accidental .zip suffix, leading or trailing spaces, and manually typed punctuation. Save the setting and restart.
The server starts but rejects the map
Recheck compatibility between the server branch and the Nitrogen output. Older Nitrogen maps may not load on newer branches, and changing only the folder layout cannot resolve a generator-version mismatch. Restore the backup if the server cannot complete startup.
The host panel has no extraction option
Use FTP to transfer the archive if the host supplies a server-side extraction tool, or extract locally and transfer both top-level folders while preserving their hierarchy. Confirm that the remote result is identical to the expected archive root before activating the world.
Compare hosting workflows before choosing one
The important differences between hosting routes are operational rather than cosmetic. Choose a route that gives you all of the following:
| Capability | Why it matters for a Nitrogen map |
|---|---|
| Zip extraction or reliable FTP access | The generated output is easier to transfer as one archive and must retain its directory structure. |
Access to the server user-data and GeneratedWorlds path |
You must place the map where the dedicated server reads generated worlds, not merely where uploads are stored. |
| A world-name or activation control | The server needs the exact folder name as its GameWorld value. |
| The required game branch | Generator compatibility depends on the server version. |
| Backups before replacement | A failed compatibility test or malformed upload should not destroy the previous playable world. |
If a host hides the user-data root or does not let you change the active world, ask how it handles externally generated maps before purchasing or migrating a server. A panel that only offers a preset world list may not expose the setting needed for a custom Nitrogen folder.
Final verification checklist
Run this check before inviting players:
- The Nitrogen output is complete and its folder name is known.
- The upload archive opens directly to
save_gameanduser_data. save_gameis empty.- The map is beneath
user_data/GeneratedWorldswith no extra wrapper directory. - The archive was extracted into the server’s configured user-data root.
- The panel or
serverconfig.xmluses the exact map-folder name asGameWorld. - The server was restarted or the world was explicitly activated after saving the setting.
- The server branch is compatible with the Nitrogen output, and a backup exists.
After startup, connect with a test client and verify that the world is the generated terrain rather than Navezgane. Keep the backup until that connection test succeeds and the server has remained stable through a normal restart.
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