World Regeneration Design Adjustment

Correct

Correct

The first bit is correct, and if someone enters the chunk then the regeneration will stop, but it will start as soon as they have travelled a short distance away.

In the current build someone travelling within 4 chunks of a given chunk would tag that as visited and pause regeneration for at least 8 hours, maybe more. Now they have to travel within 2 chunks and regeneration will resume ten seconds after they leave that range. This should massively influence regeneration near to active players and settlements.

In that exact case it will take longer to regenerate than currently. I can’t imagine that all the clay is restricted to those two chunks though, surely there will be clay next to them which you can mine whilst the rest regenerates. Also I would imagine that your digging doesn’t fit to exactly two chunks (unless you bring up the builder mode and dig up to the edges) in which case you’re more likely to be covering four or even six chunks which would bring the time down.
Either way we’re trying to balance various factors against each other, and one complaint we’ve heard is that a day after a beacon expires a whole massive build is gone, that’s something that we’re trying to improve and that is competing with your case. We can always adjust the figures if this proves a problem, but my feeling is that this covers the vast majority of cases well.

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