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1.15 - The Great Rejuvenation Update

Cryptite

Elder
Staff member
Elder
1.15 - The Great Rejuvenation Update
Restoring the World of Loka in our Biggest Update Yet

Without a doubt 1.15.2 is our biggest update yet. It's taken a very long time to get here but with all we wanted to fix/update/improve on Loka, there was a convergence of efforts that we felt we needed to tackle to bring Loka up to the latest patch. In large part that's why 1.15 took an extra few months to get out. As with all updates we expect it to be bumpy at first but rest assured we'll be working hard over the coming days to smooth out any issues likely to pop up due to such a massive update. So what'd we do? Let's get into it!

The Rejuvenation of the World
(Thanks Pac_Man_ for helping Mag and Crypt with these map changes)

It's no surprise to most players that our world has some ugly bits, the result of rushing our very first Custom World out when it launched so many years ago. You've bore witness to random biomes (snow in the forest, etc), floating trees (the Birch Forest :<), and more. We've fixed basically everything. Of course we added 1.15. content too!

The Great Rejuvenation was an automatic process that went through the world and fixed the problems below. The conversion process overall affected natural blocks and air. Any player placed blocks will not see changes, except for new foliage growth around them potentially. This means NO player placed blocks have been destroyed or removed, but they may be hidden under natural blocks. Over time we will manually regenerate ugly areas that have player placed blocks, which will retroactively update them. If you notice any eyesores around the map on your travels please do throw a /report in at the location and we can regenerate the area.

The exception to this is the Swamp, Ancient Jungle, Ancient Forest, and old Dark Forest, which will all receive a full reset. Towns will remain untouched in all cases. All ruins will also remain with the exception of Fang Creek. So, with a heavy heart, we say goodbye to its ruins which in its latter days became a big lump of swiss cheese (Spongegar will live on though!). There are a couple of other casualties that come with these changes. Hyper rails and other tunnels/holes (Opycs road tunnels) have all been filled in with their natural terrain. The ice and player placed blocks remain, but they will require digging out again if they are to return to use. (please check out changes to regen below before doing so) On the plus side, all you budding archaeologists out there can dig up old relics and buildings now! Finally, any nomads that have homes set on the continents will have their home reset and they'll be teleported to spawn. This is to prevent them from suffocating if their homes were set underground, as they will now be filled in with natural blocks.

Map Changes:
  • Added new biome the Ancient Jungle! (replaces some of the Jungle Biome)
  • Removed the Dark Forest and replaced with more Ancient Forest. (same as NW Ascalon)
  • Merged Wheat Fields, Flower Forest and Forest into one Forest Biome.
  • A few Birch Forest and Forest tiles have switched.
  • Fixed and added new trees.
    • Added new trees to the Marsh.
    • Added new trees to the Swamp.
    • Lowered all trees so roots not longer stick out on the surface.
    • Fixed/removed most trees overhanging on cliff edges.
    • Fixed trees that did not have all bark blocks.
    • Fixed trees that had leaf decay set to true.
    • Vines no longer create holes in the ground in Jungle and Swamp.
    • Trees in the Mesa oasis are now palm trees.
  • Fixed floating/poorly placed ice spikes.
  • Fixed rivers and bodies of water.
    • Added new rivers to Kalros.
    • Fixed and added a few small rivers in Ascalon and Garama.
    • Added Sea Grass.
    • Deepened numerous shallow bodies of water.
    • Equalized water levels.
    • Removed ice from rivers not in snow biomes.
    • Riverbeds are now a mix of blocks.
  • Fixed vanilla biomes.
    • It no longer snows in areas it shouldn't such as the clay cliffs and forest.
    • The south half of Kalros and the mountains of Ascalon now only snows above a y of 150.
    • Sunset Isles is now all jungle biome, including sand areas.
    • Ancient Forest is now jungle biome.
    • Plains should now all be plains biome and not have random savannah plateau everywhere.
    • Mesa and Desert Oases are now forest biome.
    • Roofed Forests caldera is now jungle biome.
    • Jungle beaches are now jungle biomes.
    • Water between the Swamp and the Desert/Jungle is now a swamp biome.
  • Removed resources from biomes they should not have been in.
    • Taiga trees in the Moor removed.
    • Spruce trees in the Roofed Forest removed.
    • Clay removed from all biomes besides from the Clay Cliffs.
    • Removed Birch Trees from the Forest.
    • Vines from rocks have been removed in biomes where vines should not be present.
    • Flowers are now only found in their respective biomes.
  • Resource changes.
    • Removed Potatoes from the Taiga.
    • Removed Carrots from the Forest.
    • Added Carrots to the Birch Forest.
    • Added Sunflowers to the Plains.
    • Added Mushrooms to the Mega Taiga.
  • Added new rocks to Mountains, Jungle and Mushroom Isle.
  • Various improvements to foliage layers.
  • Mixed Cobblestone into Mountains to give it more texture.
  • Various and numerous other fixes.
The dynmap will update a few days after launch.

1.14 and 1.15 content
Where though? Go find out :)
  • Added Pandas
  • Added Bamboo
  • Added Foxes
  • Added Sweet Berry Bushes
  • Added Bees
  • Added Stray Cats
  • Added Cornflowers & Lilies of the Valley
1.13 Ocean Content is still coming in a future update, but it's still coming!

Regen 2.0
We really want things to regen real good now

(Thanks to Jibblypop and Sparky_ for helping test all the various regen and protected resources bugs)

Regen has been iffy at best lately and with the entire theme of this update being about restoring the world, it was finally time we got our Regen system working correctly. Because we never reset Loka, it is imperative that it keeps itself as clean as possible. Not only does this update fix regen bugs but we have new rules around what modifications can be done to territories (that will come below).

Here is a super brief TL;DR:
  • In neutrals and foreign territory, nobody can ever make permanent changes to the landscape (except nomads near their homes). You must control territory in order to build in it permanently
  • Only territory owners/allies/temp builders and nomads within homes can make permanent changes, however, replenishing resources will always grow back unless near player builds.
  • Blocks no longer drop when broken in ruins and will regenerate. (unless they are valuable)
Now, before we get into the various fixes of Regen, it is important to understand:

Zone Names* (2.0...? sure)
*The name bits are not yet implemented but the rules behind them are

We are finally formalizing the names of the various kinds of zones around Loka. There are a lot of rules to how zones behave, from Battle Zones, to Neutrals, to RIs, etc. Though this may be confusing at first, it is important we establish an official naming scheme for these zone types and it is important to familiarize yourself with these new names so the rest of the post makes sense.

We now call restricted resources protected resources.

Replenishing resources are all resources that regen in replenishing zones. These include all plants, trees, ice spikes, giant mushrooms, and protected resources. Basically, things that always grow/come back.

Zone Titles will be more consistent, with the main title being the owner of the zone and the colour being your alignment to them. If it is not a territory tile it will instead display what the zone is in gold, i.e fishing tournament. Subtitles will generally display the location/biome in white text. Finally, the action bar will now display the PvP and regeneration rules/zone type.

Regen zone names are adjectives at the start of the region zone name. They describe whether you can break blocks, if blocks drop items once broken and if the area will regenerate after you make changes. The same tile/territory can have a different zone name for different players, based on territory ownership, alignments, whether you are in a town etc.

Below are the 5 regeneration Zone Types:
  • Rejuvenating (Wilds Territory, Nether, End, Resource Isles, All Territory if a Nomad, Territory and Inhibitor Zone)
    • Break Blocks: Yes
    • Blocks Drop: Yes
    • Regenerates: Yes
  • Enduring (Balak, Rivina, Foreign Territory, Battle Zones, Ruins)
    • Break Blocks: Yes
    • Blocks Drop: No (only recently player placed and valuable blocks will drop)
    • Regenerates: Yes
  • Replenishing (Your Territory, Ally Territory, Nomads Home)
    • Break Blocks: Yes
    • Blocks Drop: Yes
    • Regenerates: Some (only replenishing resources will regenerate)
  • Alterable (Your Town)
    • Break Blocks: Yes
    • Blocks Drop: Yes
    • Regenerates: No
  • Eternal (Spawn, Fishing Tourney, Foreign Towns)
    • Break Blocks: No
    • Blocks Drop: No

New PvP Zone Names:
PvP zone names are nouns that follow the regen zone name. These describe the various states of PvP, and what you lose on death.
  • Sanctuary (Spawn, Docks)
    • PvP: No
    • Drop Items on Death: No
  • 'Red' Wilderness (Territories, Towns, Balak, Rivina, Nether, End, Oceans/Resource Isles)
    • PvP: Yes
    • Drop Items on Death: Yes
  • 'Green' Wilderness (Battle Zones, Dock Tile?)
    • PvP: Yes
    • Drop Items on Death: No
Now, all that said, here're some of the many changes/fixes/etc to the Regen System.
  • Torches placed against natural blocks go out automatically outside of your town.
  • Temp builders can make changes to territories as if they were a member of the town.
  • Leafcutters that break leaves now properly regen. (unless you own the territory)
  • Regeneration happens roughly 3 hours after a block is modified.
  • Regeneration does not happen if you are very close to it. It will instead wait until you have moved away.
  • Valuable blocks will never regenerate and therefore will always drop regardless of the zone you are in. These are the blocks listed on the rules (plus a few others) that may be stolen regardless of whether they make up part of a structure or beacon. (This is to prevent duping and abuse of the system)
  • You cannot place redstone machinery such as pistons and dispensers in either Rejuvenating and Enduring zone.
  • In replenishing zones, replenishing resources will not regenerate if there is a player placed block within 3 blocks of it.
  • If a tile changes into an Enduring zone, like Battle Zones and Ruins, then all players placed blocks prior to the switch are considered natural and will not drop when broken.
  • Resource Isles ores work in a unique way and will regenerate despite ores being on the valuable blocks list.

The Rest of the Changes
These don't necessarily neatly fit into the above major categories, so here's the rest of what's new

Nomad Homes
  • Home is now 32 blocks in every direction from central /home location.
  • When you join a town your /home is removed.
  • Your home is automatically removed if you do not log in for 2 months.
  • If you delete your home or it is removed it will regenerate all edits you made after 48 hours.
  • If multiple nomads have the same area as their home it will not regenerate if just one of them deletes their home.
  • Nomad homes are replenishing zones.
Battle Zones
  • When an inhibitor is placed the tile becomes an Enduring zone.
  • 5 mins prior to the fight starting, players are kicked out of the zone and blocks queued for regen prior to it becoming an Enduring Zone are forced to regen.
  • Player placed blocks placed since the tile became an Enduring zone will drop when broken, however, player placed blocks prior to the inhibitor being placed will not drop.
Mob/Item Restriction Changes
  • We now call restricted resources protected resources.
  • Hopefully fixed all bugs relating to bypassing restrictions on protected resources.
  • Protected mobs can no longer be tamed if you do not control the biome they are found in. (we will be adding a way to change ownership of tamed animals soon)
  • Protected mobs can no longer be bred if you do no control the biome they are found in.
  • Cows, sheep and pigs can all be bred on their respective continents and only drop items when on said continents.
  • Temp builders cannot gather the protected resources the town controls.
  • Bonemeal no longer makes flowers.
    • Flowers can only EVER be picked and placed; never generated.
Loot Bundles/Shrines
  • Buffed blaze rod drop rate from Blaze nether wardens by 50%
  • Nether Shrine loot bundles have been significantly buffed! In some cases by over 2000%!
  • Ruin loot bundles have had some new goodies added to their drop table.
Industries
  • Adjusted roll percentages.
  • All protected resources can no longer be obtained from industries if you do not control the appropriate biome.
  • If an industry rolls a protected resource it will now roll again until it hits an obtainable resource.
  • Barns now roll one item per mob processed. (They can still process the same mob infinitely per cycle)
  • Barns input and output storage now scales on the total town level. (TLDR they won't get full so quickly anymore)
Module Costs
  • Added new items/blocks as possible module costs.
  • Some items/blocks now have multiple resources you can spend to purchase modules. For example ice, packed ice and blue ice can all be used if your module cost is ice.
Misc
  • Daily Dock Blocks no longer glitch back/forth between gravel when you mine it. We've figured out how to do this goodlier.
  • Added new items and blocks to the market.
  • Added new items and blocks as possible rolls for Bountiful Territories.
Just want to say a big thanks to Pac_Man_, Sparky___, and Jibblypop for all their help with this update. Without it, it would have taken much much longer before we could update to 1.15. They've put crazy amounts of time in to make all this possible. If you see them around in-game, make sure to show them some love.

As always if you notice any bugs or issues once the update goes live throw in a /report. We will be monitoring things closely and making fixes where required. Thanks for everyone's patience during this update, I know it's been a long one, but I'm sure it's going to be worth it.

Go Forth!
 
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