I looked in the Rust folder and I did find a config file, but even if I delete that file and restart the game, a new configuration file isn't created; therefore, I'm assuming there's a different location for the configuration file s. Does anyone know where it's located? Showing 1 - 11 of 11 comments. It depends what you are looking for. When you press F1 in game you can get the config console up and save your config here. All I can say if your steam directory is different is to go into where you steam games are installed, and the Rust folder and then the folder called CFG.
Btw there are 2 config files in the cfg folder, there's one that runs if the game cannot find the Config file, and the standard one. The game checks for the 1st config file standard one. If it cannot find it then it loads the backup one. Well what I'm wanting to do is delete ALL files related to Rust and re-download it, however I have done that, but the same settings return, there meaning I've missed something..
What do you mean the same settings return? It honestly depends on the setting you pick when you are loading up the game. Steam does work so that if you click "Delete All Content" on steam.
If you installed via Rust Server Manager, the config parameters will be under the 'Server Config' tab. Linux users should be using LGSM to edit their config via command line. Typing nano rustserver. Otherwise, it will be trivial for someone to make unauthorized changes to your server. Enables the WebSocket for the Rust console, which enables more advanced functionality and metrics. This is also important. However, less obvious is the fact it should be set to 0.
This will let it automatically adjust to your current IP address. The only time you need to set it manually is if you have multiple IPs. Another fairly self-explanatory one — it sets the network port Rust uses. To accept connections from other PCs, your server has to bind the application to a port that it will use to listen for and accept connections. This is frequency per second at which your server updates the state of the game. At a tick rate of 30 which Facepunch recommends , the location of players and objects will update 30 times a second.
Set this too low, and players will notice a disconnect between what happens on their screen, which it typically 60fps, and the server-side outcome. Set it much higher than thirty, and it could strain your server. The maximum number of players allowed on your server at once. The number here largely depends on your hardware.
Start low and work your way up. The number of seconds before the server saves. The default is , or ten minutes. You may want to set this lower to avoid progress loss when your server crashes, but setting it too low will impact performance.
The size of the map the server generates. Default is , which is really too small for large to a medium number of players. The max is A map seed defines the layout and terrain of a map. Players usually just put a random number, but you can also put a discovered seed from the map gallery or reuse previous seeds to recreate them. Stop a crash from displaying a dialog.
If you have the server installed as a service, this will mean it restarts automatically. As well as launch parameters, there are a number of options admins can configure either via the console or by adding them to your server.
Each file will be placed in the local. To follow along, all you need is a reasonably recent Rust installation 1. The other dependencies are used to handle the file uploads with warp. The upload route is a POST endpoint. We can also define a max length here. This error is triggered when a payload exceeds this limit. We immediately see the FormData in the function signature. This is actually a warp::multipart::FormData , which is a stream of multipart Part elements. As you can see in the --form option, we define our file with the name file.
We could also add additional parameters, such as a file name or some additional metadata. The next step is to iterate over our Part s collected above to see if there is a file field. We can use the. The next step is to convert the Part into a byte vector we can actually write to disk. In this example, we turn the whole part into a stream again and, using another helper from TryStreamExt called. We define an initial value an empty vector and then add each piece of data to it.
At this point, we parsed and validated the incoming file and have the data ready to be written to disk, which is the final step. If it works out, we log the file name and return a success message to the caller. It works! And all that in less than a hundred lines of Rust code with some very basic error handling and input validation using just a couple of crates.
You can find the full example code at GitHub. Efficiently and robustly handling file uploads in a web service is not an easy task, but the Rust ecosystem provides all the tools to do so, even with options to asynchronously stream files for additional speed and flexibility.
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