Can you have multiple maps in one server?

Hello everyone, I´ve noticed that the game server called "Rusticated.com Creative | Minigames | Bedwars" seems to change the map depending on which game mode you choose, how are they able to archive that?

They would have a different server for each one.

Multiple Islands on one map, isolated from one another and functionally different islands with a shared charachter? yes. Totally different maps? No

Facepunch has been working on something like this, which they call ”nexus”. You will be able to take a ferry between maps/servers. Nothing confirmed regarding how it will be available for non-facepunch servers yet. But i guess the community will find its ways, as we always do.

Yeah, there's a plugin that "moves" your stuff from one server to the next, but it requires the user to manually connect to the new server, and requires a subscription to the backend that it needs to work.

 

htmlSh3wbejUsbb.png JimDeadlock

They would have a different server for each one.

Looks like they dont, I'm checking in battle metrics if they are moving me to another server but I'm in the same. How can they change the whole map?

Maybe you are just visiting different areas/islands of one large map?

cmtNrfOkU5McXth.jpg TheFriendlyChap

Multiple Islands on one map, isolated from one another and functionally different islands with a shared charachter? yes. Totally different maps? No

I was wrong. You load in, and when you go to game mode, it does indeed move you to another map. It's not moving you to another server.

So, it is in fact doable to move a client from one map to another, while running the same map in the same IP/port.

I can see from the Rust folder, that when you join a given mode, it pushes a new map to your client, and you are then moved to a semi isolated instance of that map. 

So : Yes. It is possible to run multiple instances of maps. On the other hand, it's not going to be easy. Or it will, and be expensive. I do not think anyone who has the skill and time to craft the system underlying that server does so out of altruism. They were well paid, and I suspect a small team of excellent coders are behind the scenes. 

They are also not doing this on a cheap hosted server.  The modifications are beyond Oxide, beyond what anybody who pays for a "Rust Server" hosting package could do. That system is barebones + a lot of work.  They are doing thing Oxide cannot, and will not do. Some of what they are doing is not accessible in Oxide by design, and if misused could lead to all sorts of problems. The maps are by and large small, so take very little time to download, but the player count is beyond what most folks would run as a self-hosted server.

So the unasked question : Can a average Joe Schmo server owner like you or me achieve this effect? Yes. But it needs a few things : 

1. You'd have to host your own server, or rent a barebones server.

2. A group of or a single talented, extremely altruistic programmer would have to code a .dll extension that would handle for lack of a better term child-servers that would:

 a) run a different plugin loadout.

b) run a different map

c) run a different global chat

d) run on the same IP / port.

The alternative is to do what Rustafied did. Pay someone a large chunk of currency to do it for you,

 

cmtNrfOkU5McXth.jpg TheFriendlyChap

I was wrong. You load in, and when you go to game mode, it does indeed move you to another map. It's not moving you to another server.

So, it is in fact doable to move a client from one map to another, while running the same map in the same IP/port.

I can see from the Rust folder, that when you join a given mode, it pushes a new map to your client, and you are then moved to a semi isolated instance of that map. 

So : Yes. It is possible to run multiple instances of maps. On the other hand, it's not going to be easy. Or it will, and be expensive. I do not think anyone who has the skill and time to craft the system underlying that server does so out of altruism. They were well paid, and I suspect a small team of excellent coders are behind the scenes. 

They are also not doing this on a cheap hosted server.  The modifications are beyond Oxide, beyond what anybody who pays for a "Rust Server" hosting package could do. That system is barebones + a lot of work.  They are doing thing Oxide cannot, and will not do. Some of what they are doing is not accessible in Oxide by design, and if misused could lead to all sorts of problems. The maps are by and large small, so take very little time to download, but the player count is beyond what most folks would run as a self-hosted server.

So the unasked question : Can a average Joe Schmo server owner like you or me achieve this effect? Yes. But it needs a few things : 

1. You'd have to host your own server, or rent a barebones server.

2. A group of or a single talented, extremely altruistic programmer would have to code a .dll extension that would handle for lack of a better term child-servers that would:

 a) run a different plugin loadout.

b) run a different map

c) run a different global chat

d) run on the same IP / port.

The alternative is to do what Rustafied did. Pay someone a large chunk of currency to do it for you,

 

I'm willing to give a try (I'm a software engineer), but I need some context about how this works, would be great if someone can share related information.

Sadly the peeple who would be able to tell you how the system works would be hard to find.

ZPWukTSMbfE8q1n.png Malmo

Facepunch has been working on something like this, which they call ”nexus”. You will be able to take a ferry between maps/servers. Nothing confirmed regarding how it will be available for non-facepunch servers yet. But i guess the community will find its ways, as we always do.

any sources?

The FP system actually moves you to a new server, and so far has at least 4 devs I know of working on systems to try use it for modded servers. So when that's released we can do so, but the Rusticated uses a system that transfers you to a separate instance, without a full reload between. It's a subtle difference, but in performance a huge one.