Save-Game File Format
advanced scriptingVoxel Play 3 · Scripting / API
Overview
The current format version is 21. Games can be saved through scripting or the console command /save.
The format uses binary files with RLE compression for chunk data and Deflate compression for custom data sections.
File Structure
Version 21 stores world data across three file types:
- Main file - Header data and region file names
- Region files - Chunk and voxel data (each covers a 256x256 area)
- Extra data file - Optional user-defined data
Only affected region files update when world contents change. The main and extra data files load at startup; region files load on demand.
Header Data Structure
- Format number (1 byte)
- Chunk size specification (1 byte)
- Character controller position (X, Y, Z as floats)
- Controller rotation angles (3 floats)
- Camera rotation angles (3 floats)
- Stage number (Int16)
- Region IDs (variable-length string)
Region Data Format
Region files contain:
- Voxel definition count and names
- Item definition count and names
- Chunk count
- Per-chunk data: position, generation status, timestamps, and voxel data
- Light sources with position and attachment info
- Items with positions and quantities
- Custom voxel data
- Microvoxel occupancy masks
- GameObjects with
VoxelPlaySaveThiscomponent - Custom prefab data including transform and rotation values
Extra Data File Format
Contains custom data sections with key-value pairs where data is compressed using Deflate algorithm.
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