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Question Regarding BuildSystem Save Format

Not a Bug 2.0.8

Kobani

Posted

Hi,

Sorry for asking so many questions lately, and thank you for taking the time to answer them. I really appreciate it.

I have one more question regarding the new save format.

Many of my players use Fortify to design or refine their Rust bases before building them in-game. They also use CopyPaste to save and restore those builds. Since Fortify can read the CopyPaste JSON format, this has become the standard workflow for many players.

Unless I'm overlooking something, BuildSystem only saves builds in its native format. Is there already a way to export a build as a CopyPaste JSON file?

If not, would it be possible to add an optional CopyPaste-compatible export? It wouldn't replace your native save format, but it would allow players to continue using Fortify alongside BuildSystem. This is something my players ask me about quite often, as they like to plan and modify their builds in Fortify before using them in-game.

I think adding an optional CopyPaste export would be a great quality-of-life feature and would also make it easier for communities to adopt BuildSystem without changing their existing workflow.

Thanks again for your time and for creating such a great plugin!

hionet.com

Posted

Hi, 
The CopyPaste was a little buggy, some times stopped working and players lost their saves that's whas the main reason I had to switch to an internal saving mechanism. I am thinking to add an option to export as CopyPaste and Import from CopyPaste because it was asked as well by @Venedas

I have added the stability on the test server and I think I will add 2 more buttons to the plot manager to import and export to/from copypaste:
image.png.f87e5ee4cdef4b79196292633011666d.png




I am also working on the new forced wipe update, they broke the BuildSystem plugins and I am still working on a fix, but I will try my best to add also the copy paste feature.

 

  • Love 1
hionet.com

Posted

Changed Status from Pending to Not a Bug

hionet.com

Posted

When you have time have a look into the test server 23.81.34.186:25015 
 

  • Like 1
Kobani

Posted

6 hours ago, hionet.com said:

Hi,

First of all, this is really cool! The stability feature is absolutely perfect—thank you so much for adding it. 😊

I have one quick technical question: Is the generated CopyPaste-compatible .json file first saved somewhere inside Rust's data directory (for example, in one of its subdirectories) before it's processed or uploaded?

I'm asking because I already use my own plugin to handle downloading and uploading these files. My workflow is completely different from your webspace solution, and I'd like to continue using my existing system.

For me, the only important part is that the file is written to the server's data directory (in any subdirectory) before anything else happens. If that's the case, my current upload/download system should continue to work without any changes.

By the way, I really like your webspace solution—I'm not looking to replace it. I'd simply like to keep using my existing workflow and wanted to check if it's compatible.

One small suggestion: Everything is working really well, but it would be great if players could choose the filename when saving a build. It would make it much easier to identify and find the correct file later, especially when you have a lot of saved builds.

Thanks!

 

 

hionet.com

Posted

Do you mean to choose a filename on the website? They can't because the exports are made temporary, just 3 days, they can download it and name it whatever they like

hionet.com

Posted

Also I will take into consideration the possibility to just export the save and not upload it.

Kobani

Posted

12 minutes ago, hionet.com said:

Do you mean to choose a filename on the website? They can't because the exports are made temporary, just 3 days, they can download it and name it whatever they like

Thank you for the clarification. I understand the part about the website exports being temporary.

My main question was actually about the file handling on the server side: Is the CopyPaste-compatible .json file first created and saved somewhere inside Rust's data directory (for example, in a subfolder) before it is uploaded to the website?

The reason I'm asking is that I already use my own upload/download system and would like to continue using it. If the file exists locally in the data directory first, I could test compatibility with my setup.

If it helps, you can also send me one or two example files via private message. I would be happy to test them with my system and let you know if everything works correctly.

Of course, only if that is convenient for you.

hionet.com

Posted

yes, they are already in /data/copypaste folder

image.png.942c6f9e4c8a65550dbb07c070289c11.png


So to clarify, you don't want the import / export take or output any URLs to another websites? you just need the function to create the copypaste export and maybe send to the player a confirmation message and that's it? also how you gonna allow players to import?

Kobani

Posted

Thank you for the clarification. Yes, saving the files in /data/copypaste is exactly what I was looking for.

I don't need the plugin to create URLs or upload the files to another website. The file management is handled through our own Discord server using a custom plugin.

The workflow would be:

The player creates an export using your plugin.

The CopyPaste-compatible .json file is saved in /data/copypaste.

My system handles the download/upload process through Discord.

Before uploading, the file is checked by our system and only approved files are automatically uploaded.

For importing, my plugin transfers the file back to the server, and then the normal import process can be used.

The Import/Export functionality itself is still very useful. It would be great if players could save and load their builds with custom names, so they can easily find the correct base later.

One additional suggestion: It would be great if players could choose the filename when creating an export. This would make it much easier to organize and manage saved builds, especially when there are many files.

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