Change server save interval?

I recently have noticed my server seems to save way to often... NOt sure as to what I did here, or what plugin is making it do so. But it seems to be saving every 20 min. SOmething I dont want. It as well causes the server to lag when saving. So as you can see saving this often isnt ideal, or even needed for my purposes....

1. how can I hcange this? What is the command I should put into the server.cfg? server.saveinterval 60? 

2. What is the default? I seen somewhere the this command above is what I want. But what im confused about is how long is 60? 1 hour? is so then I can have a reference on what I should change it to. 

Please advise, any help is apreciated thanks.

Thank you very much Wulf! I love your plug ins man! I actually remember you from way back in the day before Umod was umod, and it used to be just oxide! Glad to see you still around bro! And tahnks again! !This is exactly what I was looking for!

I actually am curious though... If I were to change it from 10 minutes to evey 30 minutes, when it does actually save, will the lag of that moment be more intense as it has to save more than it would have if it were the default 10 min? Hope that made sense. Please advise, thank you.
EsCL337
Thank you very much Wulf! I love your plug ins man! I actually remember you from way back in the day before Umod was umod, and it used to be just oxide! Glad to see you still around bro! And tahnks again! !This is exactly what I was looking for!

Technically Oxide is still Oxide and uMod is uMod, but thanks. ;)

Basically it saves your "world" file & insome cases the plugin data, if they are tied into the save routine...

it is almost a "total"  recovery point for your server, so if you save every 30 minutes, that means if your server crashes at 29 minutes ,your players loose 29 minutes of  what they did.(work since last save)
Raids,buildings,  tech tree...... eveything.

but you also have to be carerful in how you handle the "backup files", becasue if something goes "bad" and you write out the "bad" save file over a good one... well that's it..... you are stuffed.

really RUST needs a more stable save system with  renames..
anyway....
Me I save every 5-10 minutes, depending on how busy the server is, and for "key" players i trigger a save.. to prevent the issue you  read about where shit disapears after they log off... don't know why but sometimes it does.. or smetimes you get home.. but when you relog in .. you are back in the middle of nowhere...... which is why i push a save for key players.
as for "slowing the serever",  generally I run 80,000-100,000 objects on a >4200 map.. and the FPS does not skip a beat.
Thanks @Razor, IM well aware of this lol. What I need to know, is if it will lagg hard since it's now saving 30 min worth rather than 10? Honestly If it were to crash, I wouldnt mind rollingback 30 min... Also, the deicated server I have is pretty beasty. I honestly would doubt it will ever crash... (Im sure it may still but even then, 30 min not an issue to me)
Also what are you tlaking about? I never said anything about people stuff disapearing when they log off? LOL!!! Im starting to think you legit just read 5 words of my first sentence and responded..... You literally asnwered nothing I asked! lol!!! Thanks anyways??

@Wulf. Well yes, but to be fair, it wasnt called Umod right? It was just known as "OXIDE" Maybe im remembering it wrong? Now its known as Umod wthin oxide as a plugwithin within it? Regardless doesnt matter, just saying "Hi" From the past ;) 

So ya guys, in the end, let me re-clerify. The question im asking here, is if changing the inteval from 10 min to 30 min will cause more lag when it does eventually save? As opposed to the default 10 min?  My goal here is to lower the lag when it does save...

So nothing is disapearing... no one is losing anything... no one is spawning in the middle of no where? lol! It just simply lags for like 3 seconds when the server saves. thats it... I am trying to midigate that. Thanks.

Merged post

would it maybe better or less lag if it were to save every 5 min inastead? Any advice is appreciated, thanks.
Oxide is a separate project that is just hosted here until uMod is ready, that's about it.

The saving causing freezing would depend on how much is saving during that time. If you aren't having issues with 10, 30 shouldn't matter much, if any.
EsCL337

Also what are you tlaking about? I never said anything about people stuff disapearing when they log off? LOL!!! Im starting to think you legit just read 5 words of my first sentence and responded..... You literally asnwered nothing I asked! lol!!! Thanks anyways??

wolf answered most of your post in his reply, why would i answer it again?

as not answering you question?
  1.  If I were to change it from 10 minutes to evey 30 minutes, when it does actually save,
2. will the lag of that moment be more intense as it has to save more than it would have if it were the default 10 min? Hope that made sense. Please advise, thank you.

1. Basically it saves your "world" file & insome cases the plugin data, if they are tied into the save routine...
"it depends on the size of your world file & plugins"

2.as for "slowing the serever", generally I run 80,000-100,000 objects on a >4200 map.. and the FPS does not skip a beat. 
3. but you also have to be carerful in how you handle the "backup files", becasue if something goes "bad" and you write out the "bad" save file over a good one...

2.this means the save is NOT a diff...., that is to say if you world contains 80,000 object they save EVERYTIME
2. it also gives you a target to aim for,  it's called a metric, so you can rougthly compare servers.
3. this means there is a SINGLE point file, unless you use a plugin, so the saving is NOT additive.
it is not like a  Full backup followed by a diff.

4. the rest is called "additional information", I don't have to give it to you... but it might be classed as helpful.
it indicates WHY I made the choices i did.

@wulf, thank bro! Thats all I needed to know!

@Razor... Ya what am I talking about? My bad dude... I think i got confused I only read half you message? But now looking back I can see a very informative answer. Thanks man, sorry about that..

So in regards to my server. If I were to change it from 10 min to 30 min, do you think the time it does save would lag? My map is only 3000

When you sayd "Putting X amount of object.. What do you mean? Enteties/prefabs? I was actually very interested in how to go about stress test my server.

As you continnue to explain number 3, or the part about "Server going bad an over writting" I am totally confused by what your saying... SHould I be saving it twice? Oh wait... It already does this right? I noticed it has    precedural_123112321_etc, ett,.200.sav and 201.sav

Although this by defualt may be beneficial, i actually dont need to saves... Or is this requred on how the saving system works? 

IN the end I appreciate you taking the time to explain specifically especially due to my misunderstandings/being rude. Thanks man!

Rust vanilla save is optimized and doesn't create so much lag if you have host with good SSD.
What I observed to make lag, when saving, are plugins with big data files(over 1MB). Eg. Kits, clans... So I do data cleanups from time to time and changed some plugins to not save when server saves.
@Rmyk this is interesting.. How would I go about not saving the plug ins? I would actually liek to never save the plug ins... Whats the point of that? I just want to add them oince, and then save only the maps progress.. WHy would one continously save the plug ins with the map, when they are already instantiated? Im a bit confused on this.. PLease advise on how to go about optimizing the saves? Becuase honeslty thats the ONLY time my server ;lags..is when it saves.
EsCL337
@Rmyk this is interesting.. How would I go about not saving the plug ins? I would actually liek to never save the plug ins... Whats the point of that? I just want to add them oince, and then save only the maps progress.. WHy would one continously save the plug ins with the map, when they are already instantiated? Im a bit confused on this.. PLease advise on how to go about optimizing the saves? Becuase honeslty thats the ONLY time my server ;lags..is when it saves.
You want to save data files. If you don't, you will have data loss with your plugins and they won't work right next time you start the server or if it crashes.
I see. so how should I go about this forr certain plugins that may be very large? I for sunre have atleast 1 or 2 that are pretty big..
EsCL337
I see. so how should I go about this forr certain plugins that may be very large? I for sunre have atleast 1 or 2 that are pretty big..
I'd just change that internal to a longer period, but understand that there is a higher risk of loss there too.
It is generally the responsibility of the plugin maintainer to address performance issues with saving data files. In some cases, they could save on a custom interval, but in other cases it's important to keep the plugin data in sync with the server if specific entities are referenced, so saving on server save is more correct.

Last I heard, Oxide performs disk saves async, so the bottleneck is in serializing the objects to json. uMod will help, since alternative data storage strategies will have better support, allowing plugin maintainers to switch to them to alleviate the issue.

With Oxide, the maintainer can also partition the data somehow, to make the saves more incremental, and to avoid resaving data that hasn't changed. For example, saving a separate file per player for preferences, only when those preferences change. While that would result it more frequent saves as preferences may change often, each save is very small, and most of the data isn't resaved.