A big world makes the save huge when only a few tiles were ever changed
Saving every tile of a large map wastes space and time, and it also freezes old map mistakes into every save. Here is how to save only the player's changes, how to bring them back, and what happens when you later fix the map itself.
Why this works
Most of the world is exactly as the game made it, so saving it again is wasted space and a trap, because later updates to that part would be ignored. Keeping only the changes saves room and lets updates reach everyone.
When not to use it
Skip it when the world is small, or almost everything changes as you play. Then the list of changes is as big as the world itself, so save the whole thing and spare yourself the extra step.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A big world makes the save huge when only a few tiles were ever changed" (read_entry save-only-what-changed) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP