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Change a Vintage Story map’s dimensions before the world is generated. Set the horizontal width and length with worldWidth and worldLength (or their serverconfig.json counterparts, MapSizeX and MapSizeZ), then create a new save. The documented default is 1,024,000 × 1,024,000 blocks horizontally and 256 blocks high.

An existing save is not resized in place through the documented configuration interface. Stop the server, back up the current save, configure the desired dimensions, generate a separate new save, and verify it before retiring the original.

What “map size” controls

In Vintage Story, map size refers to the generated world’s horizontal boundaries: its width on the X axis and its length on the Z axis. These values are measured in blocks. Vertical height is a separate setting.

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Setting Meaning Documented default When it can be set
MapSizeX World width 1,024,000 blocks Before world creation
MapSizeY World height 256 blocks Before world creation
MapSizeZ World length 1,024,000 blocks Before world creation
worldWidth Console/world-creation name for width 1,024,000 blocks by default During the creation stage
worldLength Console/world-creation name for length 1,024,000 blocks by default During the creation stage

The world-width and world-length defaults are listed by the Vintage Story Wiki for version 1.21.6. The MapSizeY default of 256 is listed in the server-configuration documentation verified for version 1.20.0. If your installed version documents different defaults, use the values shown by that version’s configuration files.

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The lifecycle rule: resize before generation

Vintage Story’s official world-configuration guidance says that world climate, world size, and polar-equator distance can only be set during world creation. The server-configuration guidance likewise says that values in serverconfig.json work only before a world exists. Consequently, changing a size value after a save has been generated should not be treated as an in-place resize operation.

To change the size of an established server, preserve the old save and generate another one with the new dimensions. Players, builds, inventories, and other save data remain in the original world unless you deliberately migrate them using a separate, version-appropriate process; changing these settings alone does not copy that data.

Prepare safely before changing anything

  1. Announce downtime. Tell players that the server will stop and that a separate world will be generated.
  2. Stop the server cleanly. Do not edit a live configuration file while the server is writing the save.
  3. Back up the entire existing save. Keep the backup outside the active save path and label it with the date and Vintage Story version.
  4. Identify the active configuration file. A self-hosted installation commonly uses serverconfig.json; a managed host may place it under a data directory or expose the fields in a panel.
  5. Choose a new save path or world name. Keeping the original path untouched makes it possible to compare, roll back, or let players return to the old world.
  6. Confirm your access. You need either the host’s world-creation controls, file-manager access to the configuration, or administrator console access.

Do not delete the original save to make room for the new one until the new world has started and passed your checks.

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Method 1: use a hosting panel’s world-creation controls

Managed hosts often present the same settings as labeled fields rather than raw JSON. Labels differ, so treat world width as MapSizeX and world length as MapSizeZ. A field called map size may represent both horizontal dimensions; check whether the panel accepts one value or separate X and Z values.

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  1. Stop the server from the panel.
  2. Open the world-creation, configuration, or advanced-settings tab.
  3. Set the width/X field to the desired number of blocks.
  4. Set the length/Z field to the desired number of blocks. If the panel provides one square-map field, use the same number for both axes.
  5. Leave the height field at its documented value unless you intentionally need a different vertical limit.
  6. Change the save name or save path so the original world is not overwritten.
  7. Save the panel configuration, create the new world, and start the server.
  8. Join as an administrator and verify the new world before inviting players back.

A panel may save the values only when a new world is created. If changing a field appears to have no effect on an existing save, that behavior is consistent with the creation-stage limitation; stop, select a new save, and repeat the generation process.

If you rent a Vintage Story server, Godlike.Host gives you a Pterodactyl-based game panel with SFTP/FTP file access for editing the configuration, plus up to three free backups a day with restore, which fits the back-up-first routine described above.

Method 2: edit serverconfig.json before the first generation

Use this method when you control the server files. The exact directory varies by installation; managed hosting commonly places the file at data/serverconfig.json. Always stop the server before editing.

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  1. Make a copy of the current serverconfig.json and the current save.
  2. Open the configuration in a text editor that preserves JSON syntax.
  3. Set MapSizeX to the desired width in blocks.
  4. Set MapSizeZ to the desired length in blocks.
  5. Review MapSizeY if you are changing height; its documented default is 256.
  6. Save the file without adding comments, trailing commas, or typographical changes to the key names.
  7. Point the server at a new save path or world name, then start it so generation occurs with the new values.

A minimal set of entries looks like this:

{
  "MapSizeX": 200000,
  "MapSizeY": 256,
  "MapSizeZ": 200000
}

The 200,000 values are an example of a smaller test world, not a recommended universal size. Keep any other settings already present in your file; the important part is that the dimensions are valid numbers and are saved before the first generation of that world.

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JSON mistakes that prevent a start

  • Writing "200000" as a quoted string instead of the numeric value 200000.
  • Using the console names worldWidth and worldLength as JSON keys when the file expects MapSizeX and MapSizeZ.
  • Changing the file while the server is running and then having the server rewrite it on shutdown.
  • Leaving a trailing comma after the final entry or inserting comments into strict JSON.
  • Editing a configuration file that belongs to a different instance or save path.

Method 3: set the values with the creation-stage console commands

When you have administrator console access, the official command forms are:

/worldconfig worldWidth <number>
/worldconfig worldLength <number>

For a 200,000-block square test world, enter:

/worldconfig worldWidth 200000
/worldconfig worldLength 200000

Run these commands during the world-creation stage, before the save is generated. The command names are case-sensitive: use the exact camelCase spellings worldWidth and worldLength. The angle brackets in documentation are placeholders; do not type the brackets around your number.

  1. Stop or reset the server to the state in which it is creating a world.
  2. Authenticate with an account that has permission to run world-configuration commands.
  3. Enter the width command with a whole-number block value.
  4. Enter the length command with a whole-number block value.
  5. Complete world creation and let the server write the new save.
  6. Restart only after the new save has been created, then verify the dimensions.

If the command is rejected, check spelling and capitalization first. If it is accepted but the existing map does not change, you are working with an already-created save; generate a new save instead of repeatedly issuing the command.

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Choosing dimensions without a false performance promise

The horizontal defaults are extremely large: 1,024,000 blocks by 1,024,000 blocks. A smaller world can make a test server’s boundaries easier to manage, while a larger custom value extends the possible travel area. The configuration documentation does not provide a validated formula that converts map dimensions into disk space, RAM usage, CPU load, or generation time.

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Use case Width (X) Length (Z) What the value means
Small test world 200,000 blocks (example) 200,000 blocks (example) Compact administrative test setting; not a performance guarantee
Documented default 1,024,000 blocks 1,024,000 blocks Vintage Story Wiki default for the horizontal dimensions
Custom larger world Any administrator-selected value above the default Any administrator-selected value above the default No universal resource requirement is established
Rectangular world One selected value A different selected value Useful when travel needs differ along the two axes

Start with a size that matches the number of players, expected exploration, and the storage and compute capacity you can actually monitor. Treat those as operational decisions rather than promises about how the server will perform. Measure generation time, memory, CPU, and disk growth on your own host, because hardware, server version, activity, and other world settings affect the result.

Create and verify the new save

  1. Use a distinct save location. A new path prevents accidental replacement of the original world.
  2. Start generation. Initial creation may take time while terrain and required data are written; do not terminate the process simply because the server is not immediately ready.
  3. Confirm the server reaches a ready state. Read the server log or panel status and look for a normal completion rather than a crash or configuration parse error.
  4. Join with an administrator account. Test the spawn area, basic movement, teleport or travel controls available to you, and the in-game map.
  5. Check boundaries deliberately. Travel toward each horizontal edge in a controlled test. Record what the server reports or displays rather than assuming a boundary from the configured number alone.
  6. Inspect the generated configuration. Reopen the active configuration or world information and confirm the intended X, Y, and Z values are associated with the new save.
  7. Test a normal restart. Stop and start the new world once to ensure the values persist and the server is using the intended save path.
  8. Only then migrate players. Keep the old save and backup until the new world has been accepted by the server community.
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Existing-world situations and what to do

You want to enlarge the current world

Do not expect /worldconfig worldWidth or /worldconfig worldLength to expand an already-generated save. Back up the current world, create a new save with the larger dimensions, and decide separately how to handle player progress.

You want to make the current world smaller

The same limitation applies. A smaller setting does not safely trim an existing save through the documented interface. Generate a separate smaller world and retain the original as an archive or fallback.

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You changed the JSON but nothing happened

Confirm that the file was edited before first generation, that the server loaded that file, and that the server was pointed to a new save. Editing a file associated with an existing world does not retroactively regenerate terrain.

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You overwrote the wrong save

Stop immediately, avoid further writes, and restore the last known-good backup to a separate location. Do not delete the backup while diagnosing which configuration and save path the server actually used.

Managed hosting: translating panel labels and files

Some managed-host instructions tell administrators to stop the server and edit data/serverconfig.json; others expose equivalent fields in a configuration tab. The interface is not the authority—the lifecycle is. In either case, set the values before the new world exists, preserve the old save, and start a new world after saving the change.

  • Panel has X and Z fields: map them to MapSizeX and MapSizeZ.
  • Panel has width and length labels: use width for X and length for Z.
  • Panel has one “map size” field: determine whether it creates a square world and whether it writes both axes.
  • Panel has no map-size option: use its file manager, console, or support process to edit the pre-generation configuration.
  • Panel automatically starts the old save: stop it, select or create a new save path, and verify the selection before launching.

Because panel labels and restart workflows vary, capture the selected save name and the final dimensions before handing the server back to players.

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Operational checklist

  • Server stopped cleanly.
  • Original save copied to a safe backup location.
  • Desired width and length written in blocks.
  • MapSizeX and MapSizeZ used in JSON, or worldWidth and worldLength used in the creation console.
  • Command capitalization checked.
  • Configuration changed before generation.
  • New save path or world name selected.
  • New world started and allowed to finish generation.
  • Generated values and boundaries tested by an administrator.
  • Original save retained until the new world is confirmed.

What cannot be inferred from the map-size setting

A dimension number describes the potential generated area; it does not by itself establish how much disk space or memory the server will consume, how quickly terrain will generate, or how many players the host can support. No universal resource-cost formula is established in the cited configuration material. Avoid promising a particular improvement or penalty until you have measured the new world on the target hardware or hosting plan.

The Bottom Line

Set worldWidth and worldLength during world creation—or set MapSizeX and MapSizeZ in serverconfig.json before generation—then create and verify a new save. An existing Vintage Story world should be backed up and replaced with a separately generated save when its dimensions need to change.

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