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Loading a Vault Save onto a Server

Put a saved world back on a server of the same game: which parts you can load, what is not restored, the safety backup taken first and how to undo a load, and starting a new server from a Vault save.

Same game only

A save loads only onto a server of exactly the same game. Each Minecraft server type is its own game: a Paper save loads only onto a Paper server, and the same goes for Vanilla, Fabric, Forge and NeoForge. The Load dialog lists only the saves that fit the server, and a save of another game is refused with a message naming both games.

The game's version may differ. When the save was made on another version of the game's GameGrid server package than the server has now, the dialog says so ("Saved on version 5, this server is on version 7"). That is for your information: the load still works, and the game itself decides what it makes of an older or newer world.

The game's own build is checked too. If the save was made on a newer build of the game than the server runs (for 7 Days to Die, on any other build), the dialog warns you, naming both builds, and Load save waits until you tick Load anyway: a world from a newer build may not load on an older one, or may be damaged.

Where to start a load

  • The Vault card on the server's Overview page: Load from Vault.
  • The server's Backups page: Load from Vault.
  • A save's own page in your Vault: Load onto a server, then pick one of your servers of that game. Its Backups page opens with the save already picked.

Only the account owner and administrators can load. The server needs an active plan.

Choosing what to load

After you pick a save, the dialog lists every part the save holds, ticked. The world files and the mods always load; untick any other part you want to keep as it is on the server.

PartWhat loading it does
World and config filesThe world, its settings, its config files and everything else the save holds. Always loaded
Keep this server's name and passwordsThe world and its settings come from the save; ticked, this server keeps its own name, its passwords (admin, RCON and join password) and its ports. Always kept, ticked and locked, when you load onto a different server than the one the save came from. Onto the server the save came from it starts unticked, so the name and passwords it had when the save was made come back; tick it to keep the ones it has now
PresetsAdded beside this server's presets. A preset this server already has is not added again; a different one with the same name gets "(from Vault)"
Scheduled commandsRestored switched off. Turn them on in Command Manager when you are ready. A scheduled command this server already has (same name and same timing) is kept and not added again
ModsThe mod files come back with the world; the mod list is recorded as it was. Always loaded with the world files. On DayZ, Workshop mods are not part of a save: mods the server has keep their files, and the others are installed again from the Workshop
Economy and kitsShop items, kits and earning rules. Items and kits this server already has are kept. Scheduled economy events come back as they were saved: any that were on will run on their schedule
Update preferenceAutomatic updates switched on or off, as saved
Backup scheduleAs saved, including whether it was switched on
Auto-restart intervalHow often the server restarts itself (6, 12 or 24 hours), as saved
Player accessWhat players and visitors may see (live positions, leaderboards, player self-service), as saved
Metrics alert rulesThe Alerts card's rules (watched players, kill sprees, chat keywords), as saved
Map markers (7 Days to Die)Added to this server's live map; a marker already there is not added again
DayZ features (DayZ)Zones, hot zones, loot tables, drops, loot profiles, rotations and DayZ events, restored switched off. Turn on what you want when you are ready. Restored only onto the same map as the save: for a different map nothing is restored and the result says so. What this server already has (the same name) is kept, never overwritten. Scheduled commands that use DayZ features come back with this part, switched off; with it unticked they are not restored, and the result says how many

A part shows only when the save holds it. A Windrose save also brings back whether Windrose Plus was on, without a tick of its own.

After loading DayZ features. Everything they bring back is switched off, so nothing is enforced, spawned or run until you turn it on: open Zones, Drops, Rotations and Events, check what came back, and turn on what you want. They come back only onto the same map the save was made on. If the result says the server's zone files still hold the saved server's rules, save any area on Zones, or turn one off and on again, before you start the server: each change sends this server's areas to it. DayZ features live in GameGrid, not in the server's files, so restoring the safety backup puts the files back but does not remove them: delete any you do not want from their own pages. Something that needs another (a zone, or a settings preset this server does not have) is not restored, and the result names what it was waiting for; the rest is.

Not restored, and listed in the dialog so you know:

  • Event Manager events. They are kept in the save for reference, and the result names them so you can recreate them in Event Manager.
  • Preset secrets (passwords and keys). A save never holds them; the server keeps its own.
  • DayZ features, from an older save. A DayZ save made before GameGrid saved them does not hold them, and the dialog says "Not restored: DayZ zones, drops, rotations, loot profiles and DayZ events. This server keeps its own."
  • Settings that had not been applied yet. Some games keep their config file locked while they run, so a setting you save then waits for the next restart. If the source server had such settings waiting when it was saved, they are not loaded, and the result says: "Settings you saved while the source server was running had not been applied yet and were not carried over." Set them again on this server.

Servers that share an economy. If the server is in an economy group with other servers of the same game, Economy and kits starts unticked, with "This server shares its economy with <n> other <game> servers. Loading it changes all of them." Tick it only if you mean to change the shop of every server in the group. See Sharing One Economy Across Servers.

The server must be stopped

A load replaces files the game uses, so the server has to be stopped. If it is running, the dialog says "The server must be stopped to load a save." and offers Stop server; Load save works once it has stopped.

The safety backup, and how to undo a load

Before anything on the server changes, GameGrid takes a backup of the server as it is. It is a normal backup, it uses no Vault space, and it appears in the server's Automatic Backups list. It is your way back: if you do not like the result, restore it from the Backups page, or press Restore the safety backup where the dialog offers it.

The safety backup is never restored by itself. You decide.

While it loads

The dialog shows each stage:

1. Checking the server, stopping it and taking a safety backup…

2. Loading the world files…

3. Applying the setup…

You can close the dialog: the load carries on, and the server's Vault card shows that a save is being loaded, with Show progress.

The result

You seeWhat it means
Loaded.Every part you ticked was loaded. The dialog lists them, and any notes (commands switched off, presets renamed, events not restored)
Loaded, with problems:The world and files are loaded, but part of the setup could not be applied. Each problem is named. Restore the safety backup is offered
The reason, then "Nothing changed on your server."The load stopped before it changed anything
The reason, with Restore the safety backupThe load stopped part way. The server's files may have changed, so the safety backup is your way back

Loading a save never changes the save, and it does not extend how long the save is kept.

Start a new server from a Vault save

On Create New Server, and on Add Server to Plan, choose the game first. If your Vault has saves of exactly that game and you are the account owner or an administrator, Start from a Vault save appears: keep Start with a new world, or pick a save.

With a save picked, the server is created and installed as usual (it uses a slot of your plan like any server), and the save is loaded before its first start: the world, its settings and its setup, every part the save holds, while the new server keeps its own name and passwords. The server's Vault card says "Your Vault save is loaded as soon as the installation finishes." until it is done. If the installation fails, or does not finish within 2 hours, the save is not loaded and the card says why; the server is still yours, and you can load the save from its Vault card.

This is how you return to a game after switching its slot to another one: free a slot, add the old game's server and start it from your save. See Switching Games and Keeping Your World.

If the load cannot be queued (say the save was deleted in the meantime), the page says "Your server was created, but the save could not be queued:" and why, with Go to the server. If the page could not send the request at all (you closed it, or the connection dropped), GameGrid queues the load itself and keeps trying for up to 24 hours after the order.

Through the Customer API

POST /servers/{serverId}/vault/load starts a load with the parts you choose (scope vault:write), and GET /vault/loads/{loadId} follows it. A save of another game answers vault_game_mismatch. See Customer API Reference.