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  1. Jun 15, 2012 · Only chunks within view are built. To generate an endless world chunks are recycled and built as you move. The number of chunks never changes. Cubes are stored as a byte array allowing you to have 255 block types. No other data is stored since face normals and other things are done programatically.

  2. Apr 27, 2016 · Minecraft stores world data per region (512x512 blocks) in compressed .mca files. That means that 1 region is equal to 1024 chunks. What, roughly, is the approximate memory size of a chunk as a part of a .mca file?

  3. Everything in the chunk is in the chunk's nbt data (blocks, block metadata, light data, entities, tile entities, heightmaps). Chunks are divided into 16x16x16 chunk sections (includes blocks, block metadata, and light data).

  4. There's a format called NBT ("Named Block Tags") that stores the data, but how to interpret those depends on the exact version of the game, with "Anvil" being introduced after the older MCRegion format.

  5. Oct 31, 2010 · As you can see, it averages out to 1 block in Nether equaling 7.7 blocks Main (which means it is closer to a 1:8 ratio, than 1:16 blockwise). EDIT: I've been informed that Notch is now stating the ratio as 1:8 instead of 1:16... so this confirms that.

    • Overview
    • IDs

    This page describes content that exists only in outdated versions of Minecraft. 

    This feature is exclusive to Java Edition. 

    These values apply to blocks placed in the world in Minecraft Classic. Since versions since Minecraft Classic have drastically increased the number of blocks, and removed or re-used IDs, Minecraft Classic has its own list. IDs in

     light blue cannot be legitimately obtained in the player's inventory in the game; they can only be obtained by inventory editors.

    Minecraft: Java Edition

    Versions

    •Demo

    •Locations

    •PC Gamer Demo (Beta 1.3)

    Development Version history

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  7. Mar 11, 2015 · The question was clarified, especially the bit about single vs multiplayer. i.e., they want to know both how much network data is moved in normal single-player (skins, authentication, launcher, updates, etc.), in addition to actual world data usage when actually playing on a server.