Yea, it is almost a daily issue, ping goes up to a bajillion for several long and excruciatingly painful minutes and then crashes. It then takes either another 15 long, excruciatingly painful minutes to come back up, or stays down for several hours.
I’m posting this because the server is currently down and is hopefully in the process of restarting.
A minor problem would be, that trunks are big meanwhile and without jetpack mode or a grapple not easily taken apart. Though I agree. Also I’d love to see a different vanishing animation than a leaf block slowly decaying in sort of a transluscent state until it has gone ultimately. Instead, I’d love to see them staying for a while until a popping sound or a leaf-rattling sound appears, and the leaf block vanishes in an instant and the leaves might burst a little and blend out in an alpha (transluscent) morph.
when placing a slab of one kind onto a slab of another kind(in the same block), both slabs will combine into the second type, with the first slab being lost and the second being duplicated.
wooden ammo doesn’t smart stack. Idk if this is a bug or not, but it seems a bit weird
Unable to line up some decorative blocks correctly. You can see in the picture every single combination of directions available except the one we wanted XD
Not sure if this is a bug but is it possible that the world regeneration is broken ?
On all spots I mined the last days, only the stones and trees respawned but not one single resource (iron, copper, silver). Do resources respawn later or don’t they respawn at all at the moment ?
resources do respawn (and other users have confirmed it is live too, having had new resources appear in areas they previously mined), but only once the chunk has fully regenerated (ignoring beaconed areas), in your case it’s probable that the chunk ‘mostly regenerated’ but someone came by and halted the process before it was fully regenerated and so no resources regenerated yet.
It’s to keep things sensible from a performance point of view.
If resources regenerated in a chunk that was only partially regenerated (again, ignoring beacons, they don’t count whatsoever as far as regeneration of the chunk or resources are concerned) and someone had lets say, placed a load of stone in the chunk, resources would end up regenerating inside of the user-placed stone that is flagged for regeneration which is doubly weird.
We can avoid that, but checking if a block is flagged for regeneration is not a super cheap process, and not something I’d want to throw into the resource regeneration logic as we want it to be as light as possible.
Even if we made the resource regeneration more complex to be able to avoid putting resources into blocks that will be regenerated, you’d still have equally weird behaviour where you could dig out the ground to where the resources are, extract the resources, and then when it regenerates you’d end up regenerating resources that are supposed to be ‘deep underground’ but are actually on the surface, because all of the surface that ‘used to be ontop of them’ is still dug out and you’d game the system that way too.
The current values (they absolutely are going to change) is that regeneration ‘starts’ once a chunk has not been visited (active player within a radius of aprox 60m) or modified in 24 hours. Once that time is up, the chunk starts to regenerate at what is currently a rather too quick rate imo (can’t remember the values off the top of my head here)