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There should be no need to reduce the save game file because steam cloud lets most people store 1 GB for a typical game like this, more than enough to save a small set of files.
Check your steam setup.
2) keep removing the backup file before you close game, it will halve the space taken in cloud
3) you mean world or character?
if world then I think there is no way
if character then just make new character and move all items onto it (maybe cheat the skills too and screenshot the map)
why?
because map is saved on character
each world has separate map
so each world you visit has map saved on your character (well, when it's not explored it takes small bit of space because it's optimized) but if you cheat command "exploremap" on multiple worlds then character size is going to explode
No idea how it looks in english version of steam... but in polish language steam poorly displays size of cloud ;D
my valheim has 950MB steam cloud
steam displays it as "taken: 50MB / avaible: 900MB"
this "avaible" part might be confused as "max" because of the "/"
it doesn't specify whether it's remaining avaible or max avaible so the "/" makes important mark there
usually max is on the right side of "/" when you display numbers
If you want to know if a file format is bad just run a normal zip over it. The poorer the file format, the smaller the zip file will be -- that means it is full of redundant information, like xml tags or in binary format, empty spacer bytes or whatnot. Its not a perfect idea, sure, but its one way to know if the data is being stored somewhat efficiently. (the hard core compressors will make a smaller file but that isn't the point, zip's blandness actually helps here because it is finding things that likely could be fixed by the coder whereas the advanced ones may find things hard to eliminate).
you will note if you play with it that mp3, jpeg images, and things like that do not compress much. Those formats are already pretty solidly packed.
to save you some time, my main world went from over 60mb to 20. So the format is full of redundancy and inefficiency.
Each cloud save call from the API has 2 configurable limits, but this applies only to the code in the game if it chooses to do cloud saving itself instead of letting Steam do it after the game closes so these don't apply.
This game has a limit of about 1GB for total save storage.
If you go here and login (it's steam's official site, it's fine) you can look at your entire steam cloud and download whatever files you want.
https://store.steampowered.com/account/remotestorage
You can't delete any of them from the site, but you can view and download the files.
Anyway, if your save file is too big for steam, you can turn off the steam cloud for the game by right clicking on the game, selecting Properties, and then unchecking the steam cloud sync option. This will make it ignore Valheim saves.
of course, it is just a crude measurement, as i said the first time. Without hex editing it and reverse engineering it, this gives a less enthused person a data point, is all.
if it were binary record based with on the fly changes it would not take long at all to do world saves as it would only need to write what you had changed, which in the grand scheme of the entire world is going to be near zero changed records per save cycle.
self healing is fine but using tricks like CRC you can repair somewhat without full redundancy. The whole point of NTFS is that it avoids disk errors, though. If there is corruption, it was bug induced, most likely, rather than hardware problems or network hiccups.