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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchChunk persistence is 7 Days to Die’s rule for keeping a changed piece of the world in the save instead of regenerating it. The server setting that controls age-based expiry is MaxChunkAge: it counts in-game days since a chunk was last visited. The documented default, -1, disables that age timer. A nearby land claim or bedroll can protect a chunk, but a separate SaveDataLimit can still trigger resets when the saved game reaches its storage cap.
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What chunk persistence actually controls
The map in 7 Days to Die is divided into chunks, and each chunk stores the state of its terrain and objects. That state can include mined or placed blocks, altered terrain, containers, doors, and other changes made after the world was generated. Persistence determines how long the save is allowed to retain those changes.
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This is different from loading. A chunk can be outside your current view, outside the active simulation range, or still undiscovered on the map while its saved changes remain intact. Unloading a chunk to reduce active memory or simulation work does not, by itself, mean that the chunk has been reset. A reset occurs when the game discards the saved state and regenerates the original world data.
The 7 Days to Die server documentation describes MaxChunkAge as the number of in-game days that must pass after a chunk was visited before it can reset to its original state, unless it is revisited or protected. That wording makes persistence a retention rule, not a guarantee that every chunk is permanently preserved under every storage or version condition.
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How MaxChunkAge determines an age-based reset
The timer uses in-game days
MaxChunkAge is measured in the game’s day cycle. It does not count real-world days, the number of times you start the game, or how long the server has been running in your local time zone. If a server is configured so that a full in-game day lasts a particular number of real minutes, that setting changes how quickly the persistence threshold is reached in real time, but the threshold itself remains an in-game-day count.
The timer is tied to the last visit to the chunk. Leaving a modified area unattended allows its age to increase; entering it again resets the “time since visit” measurement for that chunk. The setting therefore answers “how long may an unvisited chunk remain saved?” rather than “how long does the world stay loaded?”
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The current server references list -1 as the default or disabled value for MaxChunkAge. With that value, a chunk does not reset merely because it has been unvisited for a configured number of in-game days. This is the usual interpretation of “unlimited” or “disabled” chunk age in server settings: the age-based expiry check is off.
Disabling the age timer does not make the save mathematically permanent. It removes one reset path, while other limits, future game changes, save corruption, administrative actions, or manual world regeneration remain separate issues. In particular, a storage limit can still matter even when MaxChunkAge is -1.
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- Craft – Handcraft and repair weapons, clothes, armour, tools, vehicles, with hundreds of recipes and schematics.
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Land claims and bedrolls are exceptions
The official setting description names a nearby land claim or bedroll as protection against the age-based reset. This protection is proximity-based: the claim or bedroll must be close enough to the chunk under the game’s rules. A claim placed far away should not be treated as a blanket shield for every remote location on the map.
For a base, keep an active land claim or bedroll in the area you want protected, and make sure it is actually within the protected distance. These items address the age-based rule; they do not increase the server’s total save capacity.
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There is no single yes-or-no answer without the server’s configuration. A base in a modified chunk can remain saved while you are away. It becomes vulnerable to an age-based reset only when all of the relevant conditions line up:
MaxChunkAgeis set to a non-negative age threshold.- The required number of in-game days has passed since the chunk was last visited.
- The chunk is not protected by a nearby land claim or bedroll under the game’s rules.
If the server uses MaxChunkAge=-1, absence alone is not a reason for the base to revert. If the server reaches its saved-data limit, however, the game may still reset saved chunks to free space. That storage-pressure path is independent of whether your base has been visited recently.
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Persistence settings compared with other chunk-related controls
| Setting | Trigger | What it affects | What a player or administrator can do |
|---|---|---|---|
MaxChunkAge |
A configured number of in-game days since a chunk was last visited | An unvisited chunk’s saved state; it may return to its original generated state | Revisit the chunk, keep a nearby land claim or bedroll, or use -1 to disable age-based expiry |
SaveDataLimit |
The saved game reaching its configured size allowance | Saved chunks across the game, as the server frees space | Raise or disable the save limit where the hosting setup permits it, and monitor save size |
MaxUncoveredMapChunksPerPlayer |
A limit on map chunks uncovered by a player | Map-discovery data and the file space used for uncovered map information | Treat it as a discovery/file-size control, not as the timer that resets abandoned terrain |
The distinction matters because changing the wrong setting will not solve the problem you are seeing. Increasing an uncover limit will not stop an age-based reset, and disabling the age timer will not remove a saved-game size cap.
How to check a server before trusting it with a long-term base
The exact menu labels vary by game release and hosting panel, so verify the current labels used by your edition. The server-side checks are consistent in principle:
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MaxChunkAge, rather than a setting described only as “chunk loading” or “view distance.” - Record the value and its units. A non-negative value is an in-game-day threshold. A value of
-1means the age-based expiry is disabled according to the current references. - Check protection around important locations. Confirm that a land claim or bedroll is placed near the base or route you want to preserve. Protection is not global, and the documentation does not describe a distant claim as covering the whole map.
- Inspect
SaveDataLimit. Determine whether the server imposes a saved-game size allowance and whether the host permits that allowance to be raised or disabled. This check is required even whenMaxChunkAgeis-1. - Confirm changes with the server operator. Some hosts apply settings only after a restart, while others rewrite configuration from a panel. Do not assume a value displayed in an editing screen is active until the server has loaded it.
Players without configuration access should ask the administrator for the active MaxChunkAge and SaveDataLimit values. A local single-player menu may not expose the same labels as a dedicated-server configuration, and the available wording can differ between releases.
What to do when a chunk appears to have reset
First, separate unloading from data loss
Move back into the area and allow it to load fully. A chunk that was merely unloaded should show its stored alterations when it becomes active again. Do not conclude that persistence failed simply because the area was absent from the active map or took time to appear.
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Then check the age rule
Ask for the current MaxChunkAge value and the server’s in-game-day settings. If the value is non-negative, determine when the chunk was last visited and whether the threshold could have elapsed. Check the location for a nearby land claim or bedroll and whether that protection was removed, destroyed, or placed outside the effective range.
Finally, check storage pressure
If MaxChunkAge is -1, an age timer is not the explanation for a reset caused solely by inactivity. Have the administrator check whether the saved game reached SaveDataLimit. A storage-cap reset can affect saved areas even when they would otherwise be retained indefinitely by the age setting.
Preserve evidence before making more changes
Note the affected coordinates, the last time anyone visited, the active settings, and whether other distant areas changed too. A single missing structure suggests a local protection or save-state issue; many unrelated areas changing at once is more consistent with a broader save or storage event. Avoid repeatedly editing settings until the operator has captured the current configuration and relevant logs, if the host provides them.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Practical examples
Example: a server with the default value
A cooperative server leaves MaxChunkAge at -1. Players build a mine, leave for several in-game weeks, and return. Their absence alone does not authorize an age-based reset. The mine can still be affected by a saved-data cap or another administrative or technical event, but not by the disabled age timer itself.
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- Cooperate or Compete - Includes two player split screen mode, with additional online multiplayer modes and features to be revealed in the near future.
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Example: a finite age threshold
Another server sets MaxChunkAge to a finite number of in-game days. A player modifies a remote roadside building and never returns. Once the threshold passes, the chunk is eligible to revert unless a nearby land claim or bedroll protects it. Visiting the building before expiry refreshes its last-visited time.
Example: storage pressure despite unlimited age
A long-running world uses MaxChunkAge=-1 but has a restrictive SaveDataLimit. As the save grows, the server reaches that allowance and resets saved chunks to recover space. Changing only MaxChunkAge cannot prevent this outcome; the administrator must address the storage limit and the save’s size.
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What chunk persistence is not
- Not map loading: persistence does not determine how many chunks are active around a player.
- Not map discovery:
MaxUncoveredMapChunksPerPlayerconcerns uncovered map data and its file footprint, not an abandoned chunk’s reset timer. - Not a backup: a persistent chunk is still part of the current save. It is not an independent copy that can be restored after corruption or an administrator’s world reset.
- Not a promise across every version: server documentation describes current behavior and defaults, while future releases or hosting panels may alter labels or implementation details.
Key takeaways for players and server owners
Players should identify the active MaxChunkAge value before deciding whether a remote base is safe. A nearby land claim or bedroll provides the documented protection for an age-based reset, but it must be close to the protected area. Players should also ask whether the world has a SaveDataLimit, because that cap is independent of inactivity.
Server owners should explain both reset paths to their communities: age-based expiry governed by MaxChunkAge, and storage-pressure resets governed by SaveDataLimit. They should publish the active values, verify that protection items are within range, and avoid describing “unlimited persistence” as a guarantee against every possible save failure. When a player reports missing terrain or structures, first distinguish an unloaded chunk from regenerated data, then inspect the age threshold, protection, and saved-game size in that order.
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