I know that soon there is some world regeneration being planned. I do think this is a good idea Because of the random spam that tends to build up in builder games. However I want to make sure we will still be able to build roads. Essentially all i like doing is building huge roads and connecting people. I don’t care if people take a few blocks out of my road I just want to be able to build something useful to help people get around. However in this new regeneration build are these sorts of structures that are common buildings not under a beacon going to be destroyed by the server over time? If so that would make my favorite thing to build impossible. I also recommend having a pvp server where no beacons can be placed or that doesn’t regenerate. I’d love to hear other peoples thoughts on world regeneration outside of beacons.
The regen first sets in after a set amount of time since the last person passed through, at this point that time is 1 day later that could change to more. So if your builds have a lot of people moving through they should be safe, though they will die if people stop using them.
I love that. Then I will have to make very useful roads an the older less useful ones will decay! very natural and realistic.
I think 36 hours would be a better time limit (my opinion)
I could definitely see a longer time limit, but well see how it plays out. I like that mechanic much more than what I though it was originally. It almost sounded like anything outside of a beacon would be destroyed inevitably but in populated areas nothing will really get destroyed so it can truly grow and change.
Also Whonu last time I saw you online you said you had been up for 18 hours so I can see why you would want it extended. Don’t worry Ive been keeping an eye on your ice castle for you.
of course this regeneration doesn’t go live till next build anyway.
thx fam <3 <3
That is essentially exactly what it means… in more travelled areas, the ‘cooldown’ period for regeneration process will be reset every time someone passes through the area. So bustling communities should be able to build roads and infrastructure without it decaying or being under a beacon… anything not under a beacon, of course, would then be open to griefing.
World regen is already live on the servers since 2 wipes ago. Only the resource regen is still pending (this will regenerate all the resource blocks in a new place after they have been mined - to prevent resource camping).
As long as someone visits your builds every 12 hours or so, it should be safe from the world regen claiming it back.
this regenerate system is really good but the point of it is that it prevent the world getting messed up? so, really populated areas are going to be a really messy because they never get regenerated
True, but I would imagine that more populated areas will have people that want to keep it nice, so may take an active part in doing so.
There was also talk of there being a way to kickstart regen manually (albeit in a limited way), so griefed or even abandoned/destroyed areas could be claimed back to their former state.
Absolutely. So it’s a balance.
Do we optimise it for rapidly recovering the environment, griefing and vandalism? Or optimise it for gradual decay and more focus on player activity.
Sadly we’ve not been able to create a system that is perfect for both (other than maybe having your own world) - but in the public environment it’s the best we can do at the moment.
However, the configuration of the current regen algorithm is still changing. With feedback from the community we hope to find a universally better balance.
Bustling population areas will just need to do the cleanup them selves ^.^
I am curious as to how close ‘nearby’ would have to be in terms of resetting the world regeneration timer.
Given that the world is now effectively split into 8x8x8 block cubes (at least for the time being), does a person reset the timer on each cube they pass through, or is their presence felt in a wider area than that.
I mostly ask because I’ve been thinking about roads recently and if it worked in the former manner, I can’t help but feel that making any sort of curved road is going to leave some corners / edged in cubes that aren’t themselved frequented, and will ultimately regen despite being part of an oft-travelled road.
I think regen is reset on the chunk… I could be wrong though so don’t quote me on that 
I think 24 hour regeneration is way too fast. I built some stuff this week on a server and then came back only two days later to find my work all messed up because of the server reclamation. I had the roof of a building disappear. I could see regeneration after a week or something outside of beacon space but 24 hours really requires a lot of attention.
I’ve also had blocks that were within my beacon plots regenerate after I mined them out to make a tunnel. I thought this was odd as well since I thought all changes made within your plot should not be effected by the server regeneration.
Blocks inside your beacon are not regenerated. (If this is happening it’s a bug.)
Can you share some details or screenshots of the in-beacon regen so that we can see what is happening.
So I just checked the block regeneration and I was one block outside my plot, that’s why it regenerated. So it’s working as intended, user error.
It’s currently ‘about’ 48-64 metres. It’s very rough since it’s all chunk based.