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This screenshot shows a sky-level top-down view of a 32 km terrain bridge I've built to test the map's scale. What you're seeing represents just one quarter of the final game world, which will extend to at least 64×64 km. Achieving this scale required significant testing and fundamental changes to how world modifications are created. The solution boils down to:
This is an example of how the above, while being seemingly straight forward, can go wildly wrong.

As you can see in the video, territories won't simply be circles or squares, but actually organic borders that can be moved, and contested in War. If an unsecured flag is uprooted by a player or an NPC, then the territory will re-calculate based upon the flags left, allowing you to actually usurp other lands.
When placing meat next to a heat source, like in this image, the heat source will slowly impart heat to the item. If this item is "Heat Transformable" - it will change into a new item based on a series of rules. In the case of meat, it will become cooked!
Here I'm debug drawing the range of the fireplace. Because the blue rectangle is within the orange circle, the heat of the fire slowly imparts temperature onto the meat.
In this case, Raw Meat can be come three things, 1. Cooked Meat, 2. Dried Meat, or 3. Charcoal.
I recently conducted a farming Benchmarking test with a three players total, and the systems seemed to scale very well! We created a plot of several thousand tilled soil patches, and the game / server didn't blink. So performance is looking good! It will be exciting to see large groups of players coordinating to farm large swathes of land.
The cool part about this is that you need to move all of the sticks, rocks, and tree logs etc, off of the farmable soil to be able to till it. So it wasn't simply spamming soil plots, it was several players making meaningful changes to the game world, in a fashion similar to the final gameplay, and the benchmarking passed with flying colors.
Rot is also a perishable item, but it rots into nothingness:
For the sake of testing, Deer corpses rot into "flesh" and "flesh" rots straight back into deer corpses, back and forth infinitely.
Here you can see two traces coming off the aim point, seeking the two nearest sticks.
And here is what it looks like. This is a collection of 5 sticks that I have dropped back into the game world.
Items now keep track of what other items are "close" to them in the game world, shown by the orange line in the above screenshot.
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