If your group's Enshrouded world started on another server, or on someone's PC, you can move it to your Connect server and keep the bases, the terrain and the progress on the map. It is one folder, and the thing to know before you start is what is not in it.
What moves and what does not
Keen's FAQ is specific: the dedicated server writes the world to its save directory, and a world is 1 to 100 MB. Character progress is stored on each player's own machine, not in the world. So moving a world moves the map, the bases and the buildings; every player brings their own character, level and inventory with them, whatever server they join.
Passwords do not move either. They live in your server's enshrouded_server.json, which the Server Settings tab manages. Players need your server's role passwords, not the old server's.
Step 1: get the world
From another dedicated server. Stop that server first — the server autosaves on its own every 10 minutes (measured on the current build; Keen's older material said five), and a folder copied mid-write can be incomplete. Then copy the whole savegame folder (or whatever its saveDirectory names). Copy the folder, not a file you think is the important one: on the current build the game keeps a set of rolling save files plus an index in there, and the world needs all of it.
From a world hosted in the game on a PC. Keen's dedicated-server documentation covers the server side and does not give the client-side path, so we do not quote one. Find the location on Keen's support site, back that data up first, and work on a copy. Treat the move as an experiment: if the world does not load, nothing is lost.
Step 2: upload it
- Stop your Connect server from the Overview tab.
- Open the Files tab and go to the
savegamefolder. If there is already a world there and you might want it back, download it first — the upload replaces it. - Upload the world data into
savegame. Or connect over SFTP with the details on the Overview tab and drop it into the same folder. - Start the server.
Upload into savegame, not next to it. The server only reads the folder named in its configuration.
Step 3: check the console
The server is up when the console shows:
[Session] 'HostOnline' (up)!
followed by a [server] Load deserialization took … line — that is the world being read. If HostOnline appears and the world is fresh when you join, the server did not find your data: check it went into savegame itself.
Step 4: get the group in
Players search the server name from the Server Settings tab and enter the password for their role. Their characters are already theirs. The bases should be where you left them.
Things that go wrong
- Different build. Your Connect server updates from Steam on every restart, so it is on the current build after Step 2's start. Loading a world onto the current build is the normal update path; the reverse — a world from a newer build onto an older server — is not something we can support, and our server is never the older one.
- Copied while running. Stop the source first. With an autosave every 10 minutes, a running server is writing often.
- Wrong passwords. Players need this server's role passwords — see Roles and passwords.
- Expected characters to move. They do not, and they do not need to.
Taking the world home
The same folder works in reverse. Download savegame from the Files tab and you hold the world independently of any host. That copy is also what you would upload to a new server if you ever change region. For automatic snapshots, see Backups and saves.
Related
- Every setting on the tab: Server Settings
- Fresh server walkthrough: Getting started