World Regeneration prototype stress test

that would be a pity, because territory defense because of certain ressources become less important. And at least every city in our real world developed arround environmental benefits. (for example cities at rivers because of transportation issue, the german “Ruhrgebiet” that just grew because of immense ressource of coal).

Well, I think they would still regenerate according to the world’s rules - so rather than protecting one known spawn point, you’d want to protect an area where a mineral is known to frequently spawn

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I think the only time any resources will need to be beaconed is if you’re logging out for the night or something after hitting a large vein. Otherwise it should only take a minute or two to mine everything up.[quote=“nevir, post:20, topic:4203”]
My understanding is that minerals are handled specially - during regeneration they get generated in new locations (re-seeded). So once you mine a vein, that hole might fill in with rock next time (and a vein will spawn or regenerate elsewhere)
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This is my understanding as well.[quote=“Smoothy, post:21, topic:4203”]
that would be a pity, because territory defense because of certain ressources become less important.
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There shouldn’t be any territory defense unless it’s on a biome level. Guild v Guild combat isn’t being supported and resource generation should be specific to biomes.[quote=“Smoothy, post:19, topic:4203”]
On the other hand, everything you dig and don’t secure will vanish somewhen. Like the walkway to your hidden house inside a mountain that you just digged.
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This is correct, if it’s not beaconed, it will eventually regenerate.

Also noting that beacons stop ALL regeneration, including resource generation. Resources will never respawn inside of a beacon, so whilst you may find a resource rich place, and then beacon it so that only you can mine it, you aren’t going to get a protected, and infinite resource farm out of it :stuck_out_tongue:

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Enterprising players might place beacons that completely surround an area (and build walls/doors to restrict access). That’s a pretty high cost in beacons to protect a relatively small number of blocks, though.

Kind of cool, actually

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Well protection also means to install defense systems or myself around the regrowing ressource. I already thought about your issue :stuck_out_tongue:

@nevir says it! :wink:

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regarding world simulation, the current plan is… nothing. Regeneration won’t and can’t trigger world simulation. It’d be incredibly, incredibly easy to get the regeneration into an ‘infinite’ loop’ as it were if everytime it regenerated something water started flowing etc!

whether we stop there, or whether that proves to be ‘too’ weird and we go for a half-way house of ‘regeneration doesn’t simulate, but maybe when a player gets too close and it stops regenerating the simulation starts up automatically again’ I don’t know (I hope we can keep it cheap and simple :P)

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But REALLY difficult.

Other enterprising players can just build a 1x1x1 tower, grappling hook the top, and swing/hold down shift to land on the walls. It’d have to be some really well-built defenses to keep out someone from an un-beaconed area on the surface (especially once airships come into play…). And it doesn’t really seem worth it since there’s no guarantee that anything is going to regenerate there anyway. Seems better to just collect what you can and move on instead of wasting time/materials/beacon resources to protect a chance investment.

It’s looking a bit “blocky”. is this because the parameters are not tweaked yet ? Over all i like it :slight_smile:

Am i right with the assumption that the regeneration ALWAYS restores the completely original state of the world (like it was on the first start) ? I’d like to see/suggest/add a more “natural” approach of regeneration where “changes” in the world persist (not every crime to the nature can be undone) but the nature conquered their kingdom back eg. flooded gravel pit or or as it’s done artificial with renaturation (see artificial reefs) (sinke oil rigs and old ships in the see as “breeding ground” for a coral reefs).


OMG!
ACTUAL UPDATES! :dizzy_face:

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If the current system of beacon NxNxN blocks stays in place and the space above and below a beacon are reserved for that player. How does regeneration react to this reservation? Will it regenerate as normal or stop as if it were beaconed?

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only actual beaconed areas are protected from regeneration/players breaking stuff, reserved space only prevents other people making beacon claims.

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You could just beacon the roof too. Everything below would regenerate.

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Then you just dig down I guess and tunnel in. If they’ve used enough beacons to completely surround a chunk to prevent going in from the top or bottom, then they’re hiding something crazy good. And I don’t know of anything that would be worth the resources/effort to do that haha.

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I don’t either but it is at least possible^^

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At some point in the future I think something interesting to think about would be a very slow form of erosion in the game, just so you could get landscapes like this over time.

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There is still one thing i wonder about: How fast does world regeneration take place? Is it a so fast that it concurs into a smooth morphing effect, or rather slow? A bit by bit regeneration - regenerating one block once in a while?
If it should be slow: You could add the fuzzly effect from portals to a regenerating block. First - fuzzle - then the new block fades in. Just an idea. I spoke with @olliepurkiss about this effect already. He said he wanted to investigate if it is heavy on system ressources.

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I don’t really understand. Will there be different ways to “occupy” space? (different kind of beacons?)

@clexarews with 26 beacons you can completely cover one plot. Maybe there will be recources which justify that. Or you build traps around a special area (of course it depends on how long traps can last depending on the “fouling process” of not beaconed areas).

@Combatman12 I am agains erosion. Even in slow intervals. Regeneration till the original state is okay, so you build best on original structure. But erosion that could decay cities built on rivers or oceans? How do you think that would look like? Move your beach house every 4 weeks or a harbour?

He´s referring to this part of the beacon mechanic:

So everything above & under your beacon is reserved (other players cant place a beacon there) but not protected.

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Why do you have all these details in your mind. Do you work with a databank of dev statements? :smiley: