I've been running around trying to find information on this but I can't locate anything. I'm curious what world size limitations will be on the Switch's bedrock edition since I play that regularly, and if the world size can be upgraded at all from my pre-bedrock edition.
On console edition, particularly the Switch console and how it saves all game-save data to internal memory, I imagine there is still a data cap on Bedrock edition, so it cant be unlimited in the same regards as the PC and pocket edition. The Switch only comes with 32 GB so I imagine despite the reports of unlimited worlds on Berock, it can't be true for the Switch can it? Nintendo still requires devs to adhere to a limit on maximum save files so there's room for other games, don't they? Or have they made some kind of exception to have external save data on an SD card for a game like Minecraft?
If I'm not mistaken, you can connect to a bedrock server hosted on a PC or something and that would give you an unlimited world (up to the hard drive space limit of the host computer), provided you have an internet connection to it, but it requires an internet connection.
OK, so, I did some exploring in my world today, went into the unexplored new north section. Came back to the central zone that is my original Switch edition world. After a while in my original boundary, I suddenly get a screen that says "Generating world" and shortly afterwards something along the lines of "You've almost used all your storage space, returning you to the main menu to free up some space".
I have hit some sort of data cap on the new Bedrock version for the switch that keeps kicking me out of the world now. Oddly the game reports my file size is 194'ish MB, so I have yet to go anywhere near that 2GB limit. Im not sure whats going on but it's irritating, especially with this idea that Mojang is not updating the original switch edition now that this is out.
Kind of wish they had just increased the borders of the world to reflect the smaller file size the save data now takes up relative to the 2 GB. Seems like a bad idea to me to have the world generate exclusively in the direction you move on the console version's limited space. Imagine filling up your save data in a weird untrackable zig zag , and then you get kicked out of your world every time you walk into a new chunk.
Go into the settings > data management > delete save data > and check what the save file size is for your user. It also counts textures, resources, and even resources downloaded from joining other people's worlds
I've put some more time into the game and haven't had the limit error pop up since powering the console off/on, so hopefully I just jumped the gun on that complaint. maybe it was a RAM issue rather than storage ( the word memory is sometimes used for both), too many random animals/entities saved to ram that needed to be cleared?
Unfortunately while I put a 200GB SD card into the Switch, the save data for the game can't be moved from internal memory to it because I assume Nintendo thinks it's safer/less confusing if it's stored there (and to be fair it is), and Nintendo caps all Switch save data at 2GB. They don't seem to have a setting to allow you to put it on SD card or have additional storage for a save file on a different location
The game reports the save file isn't much bigger now and I've explored at least twice my original world size since the error kicked me out, and it's sitting at about 124 MB in size from the game's report. Assuming the game is registering save file size correctly, then I've only increased world size maybe 4 MB since doubling it's size, so hopefully thats a good sign it will be a LONG time before I hit that 2 GB cap.
Keep us posted on this. I find the comments of "just don't worry about it, they have it figured out" to be a little uninformed of how data/computers work. And since there doesn't seem to be an official "don't worry about it" then I too am skeptical like you are about this data cap and how it could eventually bite us.
The first was on my Switch as well, but I can verify I had hit the 2GB limit (I'd been downloading a Realm that we'd done lots of work in so the individual world was over 300MB, and I'd been making copies with modifications to help with getting some achievements faster. Easy to work around once I'd figured that out, but it sure surprised me!
Edit: By "modifications", I mean going in-game and moving block/items around then re-copying to make it so I don't have to repeat those actions every time. Such as putting lots of trade items in our VERY dense villager farm for getting the 1000 Emeralds trade achievement in only a couple loads. (we have a TON of almost only 4 classes!)
However, the second time is very confusing. Playing on Windows 10 I'm getting the same message only moments after I load the same Realm download (again, a bit over 300MB)! Thing is, it's happening even after deleting all saves, content, and then even reinstalling the game! I know the world DOES work okay, because I had been playing another copy of the same world for quite a while a couple days ago, but now I can't. To make it worse, it even bugs the game's main menu, removing some options (such as access to save data?!) until I close and reload the game.
This is very confusing, since there shouldn't be ANY save resrtictions for Win10 Bedrock, short of the hard drive and we've got hundreds of gigs open!
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I've noticed an increasing interest in the save editor. A lot of work is necessary to update it, especially after the devs went crazy changing everything. I don't really earn anything from the save editor as my website has no ads, trackers or crypto miners, so I tend to just work on the save editor when I feel like it. If you want to incentivize more frequent updates, you can Donate here
Warning: If you want to change the drill parts from the beginning of the game, you need to check "Crafted a blueprint" in the progress section. If you don't, the game will freeze whenever you open the crafting menu.
Note:There is always a possibility that some bug in the save editor might change something in an unwanted way, or might not be able to handle values that have increased beyond a known max value. Always save your unaltered export code before importing from the save editor!
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