How can you save huge terrain maps on datastores while using less data?

I was trying some map generations using noise and I was thinking of making it procedural and so the player can edit it, with a map boundary of about 6000 studs. I saw on a post that 1 voxel = 2bytes, and I counted 193060 cells on a smaller map I generated (about 770x770studs), resulting in approximately 386kbs. If i keep doubling the map size until i get a 6160x6160 studs, my full explored map data would become 24.704 kbs without even counting other things I would like to save, like entities, buildings, etc, and datastore can currently hold only 4mbs per key. I would like to know if there is a way to use less data for this.

So long as the generation of the map is procedural and based off a seed you wouldn’t need to save the entire map. All you would need to save is the changes that the player makes.

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