World Regeneration Design Adjustment

But did you dig all that soil in a 16x16 area? I would find it hard to believe that you did, as I doubt there is actually 3000 peaty soil blocks in a 16x16 area.

As such, much of those blocks would be regenerating at the same time, cutting a lot of that regeneration time down

Something doesn’t add up here.
Dev was speaking about specific regen time for 50,000 blocks
16^3 = 4096
So I assume it will calculate few chunks or will take neighbours into account.
On the other hand i was mining soil like 6-8 deep stripmining it to rock.

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Personally I think regen should happen quicker near portals, the more portals the faster the regen. The reason I suggest this is because often the areas around portal gateways are stripped of resources, and due to the high traffic/footfall there’s little chance for it come back.

A chunk is defined as 16x16xWorld height. So a 16^2 area from max height to mantle

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Correct, 4 plots is 16 x 16.

I mined dirt only over 8 plots 4-5 down every dirt block even if looking for clay. That would be (8x8x8x4) 2048 blocks of dirt. If only 1/4 is in a chunk the chunk will take over 28 hours to regen (4 for no traffic + 24 for 100 blocks so higher). Right now it is 13 hours.

edit: I take every block and not just cherry pick. I can make glass from the silt and compact the peat for fuel and I need the clay for bricks so in my case I am taking every block and this is not uncommon.

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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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That’s 13 hours where no one is nearby, if someone comes by every 12 hours it will never regen. I know there was talk in another thread about changing the delay before blocks can regen to almost nothing, hopefully that changes. 100 blocks over 24 hours is about 1 block regenerated every 15 minutes, not too bad but the 4 hour delay is what really kills that approach. At least they can tweak the number a bit to find a good balance, and its certainly a better system than requiring a chunk be isolated for 13 hours to regen.

Those figures are per chunk. If you take out 3000 blocks across numerous chunks the time will be much shorter.

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Ooo nice, restarting regen immediately sounds like its definitely going to help. I assume if someone modifies a chunk while its regenerating it will wait 4 hours before it start regen? If so that could still cause some issues.

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Yes, correct. Four hours is a lot quicker than it is currently though, so it will be an improvement.

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Definitely an improvement, but I can see a vouple of pretty common situations coming to that might cause some problems.

In an area where someone mined a bunch of dirt, I fall in and mine to place a block to make steps to get out. Regen delayed 4 hour then 15 min for the block I placed.

Mining underground, I mine a tunnel through a chunk that is regening, regen delayed 4 hours then 15x36 for the blocks to regen.

I think those 2 cases will come up often enough that some area will take forever to regen, if at all.

I might have missed it, will resources still only regen once a chunk has been fully regenerated?

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I agree, the fact that regen starts again and does not reset the timer is good. . I am guessing unless if someone does something in the chunk like mine a block then it resets to 4 hours.

I do understand the attempt to balance and I can understand the frustration if you have built something having it disappear in one day if the beacon expires. But I will note that in 1.0 you did extend the beacon fuel times to address some of these issues. As for the clay example. . You are correct, I can find a couple of sources for clay, but the result is now there will be several places constantly dug up instead of one. I was not just collecting clay I was getting all the soil, so it was probably a lot in a few chunks (several hundred at least in each chunk).

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The world is basically a cuboid, 2000+ per 2000+ per 255 blocks, which in turn is cut into 16x16x256 chunks. They are probably processed (checked if they should regenerate) sequentially, have their stats saved somewhere. Anyway… for world regen purposes I think we can safely assumed, those chunks won’t be dissected into smaller parts, because it would incur whole engine rewrite. It is only my assumption, of course, but there are many things that indicate that. So I believe we won’t see major change when it comes what part at once is being regenerated when it comes to chunk size, because that would meant wipe, and totally new planets.

Just my 2 cents.

@olliepurkiss I’d really like to know this too. After the game patch happens, do surface resources and/or ore respawn immediately after the 4 hour timer? or will they still not respawn until the entire chunk is done it’s block regeneration?

Thank you for the full transparency.

I assume the 2 chunk distance includes if you are standing on another planet that a portal links to in that area? So a portal on a plot is linked to another portal on a plot and if it is within 2 chunks of the regen area it will pause if they run by on that other planet?

I’d also really love to know about the ability to delink portal connections from regeneration. Is this possible @olliepurkiss?

Big win here! I am happy that you all brought in some features to help slow that down.

Does “regen” take anything into consideration on prestige of the block? Or is it just some random selection on with block will regen in the chunk?

Please remember that a chunk goes from mantel to top building area.

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Yes, resources will only respawn once all the regeneration has completed.

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That’s a good question, and one that @lucadeltodecso would have to answer.

No, the prestige is not considered. The algorithm regenerates blocks in an order based on how far they are are from the original surface(s) of the world. So tall constructions will regenerate from the top down, and big holes will regenerate from the bottom up.

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What about trees? Shouldn’t they regen from the bottom up? So many floating forests near major cities.

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I don’t think that resources should Regen in high traffic areas :wink: the point is to explore…not walk through a portal and stand in on spot wacking 8 dessert swords with 5 other people :stuck_out_tongue:

Find a good spot, find low traffic, break blocks while you harvest and Bam the next day it all regens. Seems ideal to me

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This change to world regeneration will operate on trees as well :+1: (trees aren’t special, they’re considered part of the generated world)