Dig in, and it stays
Dig a tunnel, level a hillside, wall off a moat. The world keeps your changes, and so does everyone else's. Carve terrain and the server records the edit, gives it a place in line, and replays it to every player nearby; log in fresh and the whole edited landscape rebuilds on the spot.
Inside a claim your work persists. Dig in open wilderness and the ground heals itself back over time.
The server has no voxel engine and never ships terrain or voxel data. It stores the edit operations themselves (a mode, a center, a radius), orders them per 256 metre region, and clients replay each op through the exact same calls the editing tool uses. Because the base terrain and the engine build are deterministic and version-pinned, every client reconstructs byte-identical voxels. That equivalence was proven on a Windows and a Linux box, different CPUs, before any networking code existed.
- The server stores operations, not voxels, so a hacked client cannot upload geometry. It can only request an edit, which the server validates and replays.
- Edits validate server-side: radius 1 to 24 m, within 90 m of your real position, rate-limited, and gated against any claim you do not own.
- The claim gate is brush-aware: it tests the whole brush footprint, not just its center, so a wide brush cannot reach across a boundary into a neighbour's land.
- Owned-claim edits persist to a spatially indexed PostGIS table; wilderness edits are never stored, so they heal at decay.