Have a spot on the minecraft website that you can download your worlds too if you dont want to back them up on a harddrive so you can access them anywhere from any minecraft account on a PC
The issue with cloud-based world saving is Minecraft worlds can be massive (I believe several petabytes) and cloud-based storage requires intense hardware and maintenance. It's not really worthwhile just to skip one step.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
The issue with cloud-based world saving is Minecraft worlds can be massive (I believe several petabytes) and cloud-based storage requires intense hardware and maintenance. It's not really worthwhile just to skip one step.
This is only if somebody were to actually generate an entire world, which would take thousands of years on even the best computers (for example, the initial spawn area on new world creation is 625 chunks, which TMCW (much more optimized than current versions, or even 1.6.4) generates in about 3 seconds; a fully generated world is over 14 trillion chunks and would take about 1337 years to generate); most worlds are probably less than a gigabyte; even my largest world, over 6000x6000 blocks, is only 525 MB and I've had it for over 6 years with 143 real-life days of playtime (granted, with Elytra and a playstyle dedicated to long-distance exploration you could probably generate this much in a few hours of playing, if not even less, especially with a high render distance).
More of an issue is if worlds were actually saved to the cloud, as opposed to simple backups, as the game uses a significant amount of I/O bandwidth (much more than a multiplayer server-client connection requires). There are also already many cloud-based solutions to backing up worlds; for example, I have Dropbox, mainly to share files, but I can also use it as a backup.
Dropbox or any number of other things. I'm also in the habit of just zipping up files to a dated name (myworld-2019-11-02.zip) and shoving it on a backup drive. Most often, I maintain my server and my "offline backup" is making a name-dated backup of the production server to my backup drive. "A" backup system is necessary. Even for the server I play, it isn't a big server, and the filesize isn't that big I have any trouble downloading it to offline storage. However you would choose to do it...
JUST FREAKIN' DO IT!
But I wouldn't see this as an issue where cloud storage is a service I'd find worth paying for.
This is only if somebody were to actually generate an entire world, which would take thousands of years on even the best computers (for example, the initial spawn area on new world creation is 625 chunks, which TMCW (much more optimized than current versions, or even 1.6.4) generates in about 3 seconds; a fully generated world is over 14 trillion chunks and would take about 1337 years to generate); most worlds are probably less than a gigabyte; even my largest world, over 6000x6000 blocks, is only 525 MB and I've had it for over 6 years with 143 real-life days of playtime (granted, with Elytra and a playstyle dedicated to long-distance exploration you could probably generate this much in a few hours of playing, if not even less, especially with a high render distance).
More of an issue is if worlds were actually saved to the cloud, as opposed to simple backups, as the game uses a significant amount of I/O bandwidth (much more than a multiplayer server-client connection requires). There are also already many cloud-based solutions to backing up worlds; for example, I have Dropbox, mainly to share files, but I can also use it as a backup.
I was referring to their max size as several petabytes, but I didn't do a very good job explaining. You did much better at clearing up any confusion. Yes, worlds are going to be much larger if you prefer exploring rather than sticking to smaller but more developed areas. Either way, it'd most likely be much too resource-intensive for Mojang to store worlds for the minority of users that'd actually use said feature over another storage method.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Oh, if you want some idea of the size and time involved for "heavily played worlds," check out the HermitCraft season backups available online through their site. While they are gorgeous in their own right to look at, they would represent an edge case of, "cloud storage may not work in some cases."
Oh, if you want some idea of the size and time involved for "heavily played worlds," check out the HermitCraft season backups available online through their site. While they are gorgeous in their own right to look at, they would represent an edge case of, "cloud storage may not work in some cases."
The Hermits are also several dozen people that very frequently play Minecraft. Some even play it full-time. That's not the best comparison for something aimed at individuals.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
"Anything not explicitly forbidden is compulsory."
@Jancrash: If Mojang were to provide a "cloud backup", they would have to set hard limits on how much data, and what happens to the data once that line is crossed. My suggestion of using a Hermitcraft End-of-Season game save was to point out EXACTLY how much space a well-used world takes. "Aimed at individuals" or no, edge cases like this would have to be dealt with by a service provider.
@silverough2: Yes. But it doesn't take much time on Realms to figure out there is a "limit" on file size, and Mojang won't tell you what that limit is, so you essentially play your game until the file size grows to the point of making the game unplayable for lag.
Ahh, interesting, I've never actually used realms at all so I wouldn't know. So maybe the simplest solution is just a matter of upping that limit, or at least making it transparent what that limit is.
Yes. But it doesn't take much time on Realms to figure out there is a "limit" on file size, and Mojang won't tell you what that limit is, so you essentially play your game until the file size grows to the point of making the game unplayable for lag.
This sounds more like an issue with the game itself at handling large worlds, not Realms or some file size limit; for example, MC-33134 is/was caused by the game loading the data for all structures at all times, easily amounting to gigabytes for larger worlds, as well as high CPU usage due to having to iterate through the entire list every time a mob is spawned or a new chunk is generated as it has to check for any intersecting structures; I fixed this myself years ago by simply disabling structure saving for mineshafts (which are 2.5 times more common in 1.6.4, making the problem that much worse even as 1.6.4 has a lower baseline memory usage; as it is my first world runs as well as a brand-new world. This may not actually be an issue anymore since 1.13 moved structure data to region files, but it might still keep the data loaded in memory once a region has been loaded. And yes, this issue has been reported to occur even on local singleplayer worlds, so it had nothing to do with Realms or multiplayer).
It could all be, but since I'm capable of running my own servers Realms has become far less appealing. "Transparency" is a hard thing, particularly *IF* it's a bug issue and not an actual hard limit they won't disclose. AND there are differences (as well as different bugs) between MCJE and MCBE that won't help the matter.
Have a spot on the minecraft website that you can download your worlds too if you dont want to back them up on a harddrive so you can access them anywhere from any minecraft account on a PC
The issue with cloud-based world saving is Minecraft worlds can be massive (I believe several petabytes) and cloud-based storage requires intense hardware and maintenance. It's not really worthwhile just to skip one step.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
This is only if somebody were to actually generate an entire world, which would take thousands of years on even the best computers (for example, the initial spawn area on new world creation is 625 chunks, which TMCW (much more optimized than current versions, or even 1.6.4) generates in about 3 seconds; a fully generated world is over 14 trillion chunks and would take about 1337 years to generate); most worlds are probably less than a gigabyte; even my largest world, over 6000x6000 blocks, is only 525 MB and I've had it for over 6 years with 143 real-life days of playtime (granted, with Elytra and a playstyle dedicated to long-distance exploration you could probably generate this much in a few hours of playing, if not even less, especially with a high render distance).
More of an issue is if worlds were actually saved to the cloud, as opposed to simple backups, as the game uses a significant amount of I/O bandwidth (much more than a multiplayer server-client connection requires). There are also already many cloud-based solutions to backing up worlds; for example, I have Dropbox, mainly to share files, but I can also use it as a backup.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Dropbox or any number of other things. I'm also in the habit of just zipping up files to a dated name (myworld-2019-11-02.zip) and shoving it on a backup drive. Most often, I maintain my server and my "offline backup" is making a name-dated backup of the production server to my backup drive. "A" backup system is necessary. Even for the server I play, it isn't a big server, and the filesize isn't that big I have any trouble downloading it to offline storage. However you would choose to do it...
JUST FREAKIN' DO IT!
But I wouldn't see this as an issue where cloud storage is a service I'd find worth paying for.
I was referring to their max size as several petabytes, but I didn't do a very good job explaining. You did much better at clearing up any confusion. Yes, worlds are going to be much larger if you prefer exploring rather than sticking to smaller but more developed areas. Either way, it'd most likely be much too resource-intensive for Mojang to store worlds for the minority of users that'd actually use said feature over another storage method.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Oh, if you want some idea of the size and time involved for "heavily played worlds," check out the HermitCraft season backups available online through their site. While they are gorgeous in their own right to look at, they would represent an edge case of, "cloud storage may not work in some cases."
The Hermits are also several dozen people that very frequently play Minecraft. Some even play it full-time. That's not the best comparison for something aimed at individuals.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Isn't this essentially what realms does? They're basically private servers hosted by mojang so they're not affected by any failures on your end.
@Jancrash: If Mojang were to provide a "cloud backup", they would have to set hard limits on how much data, and what happens to the data once that line is crossed. My suggestion of using a Hermitcraft End-of-Season game save was to point out EXACTLY how much space a well-used world takes. "Aimed at individuals" or no, edge cases like this would have to be dealt with by a service provider.
@silverough2: Yes. But it doesn't take much time on Realms to figure out there is a "limit" on file size, and Mojang won't tell you what that limit is, so you essentially play your game until the file size grows to the point of making the game unplayable for lag.
Ahh, interesting, I've never actually used realms at all so I wouldn't know. So maybe the simplest solution is just a matter of upping that limit, or at least making it transparent what that limit is.
This sounds more like an issue with the game itself at handling large worlds, not Realms or some file size limit; for example, MC-33134 is/was caused by the game loading the data for all structures at all times, easily amounting to gigabytes for larger worlds, as well as high CPU usage due to having to iterate through the entire list every time a mob is spawned or a new chunk is generated as it has to check for any intersecting structures; I fixed this myself years ago by simply disabling structure saving for mineshafts (which are 2.5 times more common in 1.6.4, making the problem that much worse even as 1.6.4 has a lower baseline memory usage; as it is my first world runs as well as a brand-new world. This may not actually be an issue anymore since 1.13 moved structure data to region files, but it might still keep the data loaded in memory once a region has been loaded. And yes, this issue has been reported to occur even on local singleplayer worlds, so it had nothing to do with Realms or multiplayer).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
It could all be, but since I'm capable of running my own servers Realms has become far less appealing. "Transparency" is a hard thing, particularly *IF* it's a bug issue and not an actual hard limit they won't disclose. AND there are differences (as well as different bugs) between MCJE and MCBE that won't help the matter.