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Set the map dimensions before Vintage Story generates the save. Use worldWidth and worldLength during world creation, or set MapSizeX and MapSizeZ in serverconfig.json before the first world is created. Resizing an existing save is not supported by the documented configuration system, so a different size requires a new save.
What “map size” means in Vintage Story
Vintage Story treats map size as the dimensions of the generated world in blocks. The horizontal axes are width (X) and length (Z). Height (Y) is a separate setting, so changing the map’s footprint does not automatically change its vertical range.
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| Setting | Axis or purpose | Default | Where you set it |
|---|---|---|---|
worldWidth |
Horizontal width (X), measured in blocks | 1,024,000 | /worldconfig worldWidth <number> during world creation |
worldLength |
Horizontal length (Z), measured in blocks | 1,024,000 | /worldconfig worldLength <number> during world creation |
MapSizeX |
Horizontal width (X), measured in blocks | 1024000 |
serverconfig.json before world creation |
MapSizeY |
World height (Y), measured in blocks | 256 |
serverconfig.json; it is separate from width and length |
MapSizeZ |
Horizontal length (Z), measured in blocks | 1024000 |
serverconfig.json before world creation |
The wiki values above are version-qualified: the 1,024,000 defaults for worldWidth and worldLength are listed with page verification for Vintage Story 1.21.6, while the MapSizeY value of 256 appears in the serverconfig.json defaults verified for Vintage Story 1.20.0. If your installed version presents different defaults, use the values displayed by that version rather than assuming the older numbers still apply.
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World size is a generation setting, not a live boundary that the documented console command can redraw around an existing save. The official world-configuration guidance identifies world climate, world size and polar-equator distance as settings that can be set only during world creation. The server-configuration guidance likewise says that values in serverconfig.json work only before a world exists.
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That lifecycle determines the safe workflow:
- For a new server, choose the dimensions before the first generation.
- For an existing server, make a backup, leave the original save intact, and generate a separate save with the new dimensions.
- Do not expect
/worldconfigto resize an already generated world in place.
A restart alone does not turn an old save into a larger or smaller one. The new dimensions must be present at the point when the new save is created.
Prepare the server before changing anything
Stop the process cleanly
Stop the server from its console or hosting panel before editing files or changing generation controls. This prevents the running process from writing over your changes and gives you a known state for the backup.
Back up the original save
Copy the complete existing save to a separate location before experimenting. Keep the copy outside the path that the server will use for the test world. A backup is especially important when a panel’s “new world” action might reuse a default save name.
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Record the current save path
Write down the current world or save directory and choose a different path for the resized-world test. A separate path lets you start the new world without sacrificing the original map, player data or configuration.
Decide whether you are changing width, length or both
Width and length are independent values. A square world uses the same number for both axes; a rectangular world can use different numbers. The values are block counts, not kilometres, chunks or a radius, and the angle of a player’s view does not change which value controls which axis.
Method 1: set the dimensions with the world-creation commands
The official command forms use exact camelCase names. The angle brackets in the documentation indicate a placeholder; do not type the brackets themselves.
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- Start the server’s world-creation process, but do not allow the final save to be generated with the defaults.
- Enter the width in blocks:
/worldconfig worldWidth 200000 - Enter the length in blocks:
/worldconfig worldLength 200000 - Replace
200000with your chosen value for each axis. The two values do not have to match. - Complete world creation and start the server against the new save path.
Use an administrator account or the server console with permission to run world-configuration commands. The command names are case-sensitive: worldWidth and worldLength are not interchangeable with lowercase, underscored or differently capitalized spellings.
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The command method is convenient when you have direct console access and are creating the world interactively. It keeps the setting close to the generation step, so you can see which values you entered before the save is produced. It does not remove the creation-only restriction; running the same commands after the save already exists should not be treated as a supported resize procedure.
Method 2: edit serverconfig.json before first generation
File-based configuration is useful for a self-hosted server or a panel that exposes a file manager. The relevant keys use a different naming convention from the console commands:
MapSizeXcorresponds toworldWidth.MapSizeZcorresponds toworldLength.MapSizeYcontrols height and is not a substitute for either horizontal dimension.
Safe file-edit sequence
- Stop the server.
- Back up the existing save and the current configuration file.
- Open the server’s
serverconfig.json. On some managed installations the file is inside adatadirectory; use the path shown by the host rather than assuming every layout is identical. - Locate the map-size keys and enter integer block counts. For example:
{ "MapSizeX": 200000, "MapSizeY": 256, "MapSizeZ": 200000 } - Save the file as valid JSON. Keep the quotation marks around key names, use commas between properties, and do not add comments inside the JSON.
- Point the server at a new save path, or use the host’s explicit “create new world” control.
- Start the server and allow generation to finish, then verify the resulting world before inviting players.
The example keeps the default height of 256 while reducing both horizontal axes. If you change only MapSizeX or only MapSizeZ, the other axis retains its configured value. If a key is absent, use the format already present in the file and verify the effective configuration after generation rather than inserting duplicate keys.
Why editing after creation does not work
The file is read as a pre-generation setup for these dimensions. Once a save exists, changing the values in the file does not rewrite terrain that has already been generated. Treat the edit as preparation for a new save, not as an online expansion or contraction command.
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Managed hosts often hide the same settings behind a configuration tab, a world-creation form or a file manager. Labels differ, but the underlying choices are still width (X), length (Z) and, separately, height (Y).
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- Stop the server from the panel.
- Open the world-creation or configuration area. If the panel exposes files instead, open the installation’s
data/serverconfig.jsonand editMapSizeXandMapSizeZ. - Enter block counts in the width and length fields. Do not interpret a field labelled “size” as a radius unless the panel documentation explicitly defines it that way.
- Choose a new world name or save directory. Confirm that the panel will not overwrite the existing save.
- Save the panel changes, create the new world and start the server.
- After generation, inspect the effective configuration and test the map with an administrator account.
Some panels apply configuration only when a new world is started. If the panel warns that a restart or new-world action is required, follow that lifecycle instead of repeatedly restarting the old save. When a panel offers both a form and a raw JSON editor, avoid setting conflicting values in both places; use one authoritative method and then verify what the server actually used.
If you would rather not manage the files yourself, Godlike.Host’s Vintage Story server hosting gives you a Pterodactyl-based game panel with a config editor, SFTP/FTP access and up to three free backups a day with restore, which fits the back-up-first, new-save workflow described above.
Choosing dimensions without inventing a performance promise
Small test or development world
A value such as 200,000 blocks for width and 200,000 for length creates a substantially smaller footprint than the 1,024,000-block defaults. This is a practical example for testing generation, mods or administrative procedures while limiting the planned area. It is an example, not a universal recommendation; choose values that fit the purpose of your server.
Default-sized world
Use 1,024,000 for both horizontal axes when you want the documented default footprint for the versions associated with those wiki values. Keep the height at 256 unless you have a separate reason to change MapSizeY.
Larger-than-default world
You can enter values above 1,024,000 for either horizontal axis, provided the server and your administration process can handle the resulting generation workload. No validated, universal disk-space or RAM formula is established for converting a map-size number into a resource requirement. Hardware, configuration, player activity and how much terrain is generated all affect actual usage, so measure the target host rather than promising a fixed amount of memory, storage or performance.
Rectangular worlds
Set different numbers when your design needs a long travel corridor, a broad building area or another non-square footprint. Document which number is X and which is Z for your administrators so that later edits do not accidentally swap the axes.
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Verify that the new world has the intended size
Check the generated configuration
After the new save is created, inspect the world’s effective configuration and confirm that the width and length match the numbers you entered. Check height separately if you changed MapSizeY. This catches a panel that saved a form without applying it, a JSON typo, or an edit made to the wrong installation.
Test boundaries with an administrator
Use an administrator account to move through the new world and inspect the map near its limits. The goal is to confirm that the generated boundaries correspond to the configured dimensions, not to establish a performance benchmark. Do this before transferring normal player activity to the new save.
Keep the original available until verification is complete
Do not delete the old save immediately after the first successful start. Retain it as the rollback copy until you have confirmed the dimensions, player access and any other world settings that matter to your community.
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“The command is unknown” or has no effect
Check spelling and capitalization first. The supported forms are exactly /worldconfig worldWidth <number> and /worldconfig worldLength <number>. Make sure you are using them during world creation and that the account or console has permission to change world configuration.
The old map still appears after editing the file
The server is probably starting the existing save. Confirm the save path, stop the server, and create or select a genuinely new save. A changed serverconfig.json does not convert an already generated world.
The panel reverted the values
Some panels regenerate configuration files from their own forms. Stop the server, change the values in the panel’s designated world-creation controls, and verify the resulting serverconfig.json if the panel provides access to it. If you edit the file directly, make sure the panel will not overwrite it on the next launch.
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The world has the wrong axis size
Compare the entered values with the mapping: X is width and uses MapSizeX or worldWidth; Z is length and uses MapSizeZ or worldLength. Correct the mapping in a new configuration and generate another save rather than trying to repair the existing terrain in place.
The server performs poorly after increasing the dimensions
Do not infer a universal resource threshold from the map-size number alone. Confirm the actual dimensions first, then monitor the target host while terrain is generated and explored. If the host cannot provide the required capacity, return to the backup and create a smaller world; the documented settings do not provide a general cost calculator.
The JSON file will not load
Restore the backup, then reapply only the numeric map-size changes using valid JSON syntax. Remove comments, trailing commas and duplicate keys. Start with the smallest edit possible and verify the file before launching the new save.
What happens to an existing community when you create a new save?
A new map is a new world, not an expanded copy of the old terrain. Keep the original save as an archive or fallback and announce that the server is moving to a separate world. The documented configuration workflow does not describe an in-place resize or an automatic transfer of generated terrain between saves, so do not assume that buildings, explored areas or other world state will appear in the new map.
For a test, point the server at a clearly named temporary save. For a production change, schedule the stop, backup, generation and verification steps as one maintenance window, then change the server’s active save path only after the new world passes your checks.
Choosing between console, file and panel control
| Approach | Best fit | What you control | Main operational risk |
|---|---|---|---|
| World-creation console | Self-hosted administrators with console access | Exact worldWidth and worldLength values at generation time |
Typing a case-sensitive command at the wrong lifecycle stage |
serverconfig.json |
Administrators who manage server files directly | Numeric X, Y and Z defaults before the save exists | Invalid JSON, editing the wrong installation or having a panel overwrite the file |
| Hosting-panel controls | Managed servers without direct shell access | Provider-specific fields that map to width, length and sometimes height | Labels or save-path actions that conceal whether a new world was actually created |
All three approaches follow the same lifecycle: stop safely, preserve the old save, set dimensions before generation, create a separate save, and verify the result. The difference is where you enter the values and how clearly the interface exposes the save path.
Quick Recap
A repeatable checklist
- Decide the X width and Z length in blocks.
- Confirm whether you are retaining the default Y height of 256 or changing it separately.
- Stop the server cleanly.
- Back up the complete existing save.
- Record the current save path and choose a new one.
- Set
worldWidth/worldLengthin the creation workflow, orMapSizeX/MapSizeZinserverconfig.jsonbefore generation. - Use exact camelCase command names and valid JSON syntax.
- Create and start the new save.
- Check the effective configuration and test the boundaries with an administrator account.
- Keep the original save until the new world is accepted.
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