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FAQ_and_Troubleshooting#544102

<cat>Dev.World</cat> <title>FAQ and Troubleshooting</title> While working on custom maps, some questions and issues will pop up eventually. Most of them are happening only to beginners, so if you have just joined the map making scene then this article may be helpful for you. # Errors ##Why do I get this error when connecting? (World Mismatch, World File Outdated) If attempting to load the map results in errors **World cache version mismatch: 8 != ##########** or **World File Outdated: ######** then you should rename your map to something unique that you have never used before. Whenever you make changes to your map you should give it a new unique name when hosting it in-game. Add V2.0 to the name. If you do not then your original first map will still be within your local game files, when connecting to the server it will respond with the .map name and if your client detects the same name it will attempt to load the already downloaded old version of the file. Resulting in you attempting to load a different version than the server, causing file mismatch error. Alternatively you can delete the .map file within your Rust install directory. This is unlikely to be possible for all players who play your server. ## Server freezes while loading a map Usually this happens when your custom map does not have an access to the ocean, which means there is no area that can be used for generating ocean paths for the Cargo Ship. Can also happen if your map is all Water as well. You can fix this by adding some area for ocean surrounding your custom map. Alternatively you can just disable Cargo Ship event using these two server startup parameters: `baseboat.generate_paths false` and `cargoship.event_enabled false`. ## Errors while trying to download the map This means that the server could not download your custom map using the provided URL. Make sure that it is a direct download link, there is no spelling mistakes in the link and the website that hosts your map is up and can be accessed by everyone. Example of a valid download link: `https://blahblah.net/thats/a/valid.map` Example of a bad download link: `mymap.map`, or any Discord *message* link or Dropbox link without `dl=1` in the end. Example of local link (If local testing) `C:\Users\mymap.map` would work only if the server is running on your local computer. But would not work for anyone else not on your computer. ## LoadPrefab - should start with assets/ One of the provided prefab IDs on your custom map cannot be found in Rust's assets, which means it was probably removed from the game. Since June 2018, some relatively popular prefabs were removed from Rust, so this error appears pretty often on old custom maps. Some map editors will automatically remove all missing prefabs on load, so you only have to load and re-save the map to fix. | Prefab Name | Prefab ID | Asset Path | Status | |:-------------:|:-------------:|-----------------------------------------------------------------------|:--------:| | Bridge | 2633142014 | assets/bundled/prefabs/autospawn/decor/bridge/bridge.prefab | Removed | | Storm Drain | 1869153096 | assets/content/structures/storm drain/storm_drain.prefab | Removed | | Supermarket 1 | 244764422 | assets/bundled/prefabs/autospawn/monument/small/supermarket_1.prefab | Modified | | Gas Station 1 | 3087947638 | assets/bundled/prefabs/autospawn/monument/small/gas_station_1.prefab | Modified | | Warehouse | 4115634190 | assets/bundled/prefabs/autospawn/monument/small/warehouse.prefab | Modified | ## NullReferenceException: Object reference not set to an instance of an object <upload src="2f4/8d7b6be068bf0c6.png" size="30547" name="image.png" /> This means that your custom map has a broken prefab which won't allow you join the server. If you are sure it is not a file corruption, then open your map in the editor and remove the broken prefab. Keep in mind that server console only notifies about the NRE – detailed error can be found in the full server log. # Tips ##How do I make changed to my map mid-wipe without wiping the server? Making changes mid-wipe is not practical, in severe circumstances such as bugs or exploits, you can make changes to the map by doing the following. Making changes mid-wipe is not practical, in severe circumstances such as bugs or exploits, you can make changes to the map by doing the following. Original Map: `MapVersion1.map` Original generated sav: `MapVersion1.182.sav` Shut down server completely. Change server.url to download new map: `MapVersion2.map` **Rename** existing sav file from first map to second map: `MapVersion2.182.sav` ⤶ <warning>Any entities that were spawned through the loading of the first map will remain on the map and any new entities added on the second map will not be loaded. Entities include things like large furnaces, recyclers, oil refineries, SAM sites.</warning>⤶ ⤶ <warning>It is not recommended to change the terrain shape significantly as entities that generated on the previous terrain (trees, ore nodes, player-bases) will still be kept after the transfer and may be floating in the air or become underground.⤶ Any entities that were spawned through the loading of the first map will remain on the map and any new entities added on the second map will not be loaded. Entities include things like large furnaces, recyclers, oil refineries, SAM sites.</warning>⤶ Information gathered provided by the [Rust Map Making](https://discord.com/invite/HPmTWVa) community.