On October 2 a new world could not be started. The Create World button took the click and did nothing: no error, no message, no world. The game had been fine the day before.
The cause was a size limit. A world’s save has a fixed budget, and the newest features, added over a few days, together overran it. No single feature was to blame. Together they went over, and the game refused to start the world without saying why.
The first fix was a stopgap. The cap on how many felled pieces a world remembers was cut from 1,024 to 256, which freed enough room to start a world again. Less than an hour later the real fix landed: the limit was doubled, the felled-timber cap went back to 1,024, and every build now checks the size before it is allowed to land.
If a world ever refuses to start again, the game’s log now names the feature that pushed it over and by how many bytes, instead of saying nothing.
A silent failure is the worst kind in a game that saves worlds, because a player cannot tell a broken build from a button that needs another click. The lesson was not to make the limit larger, though it did that. It was to make the next overrun loud, and to catch it before anyone clicks.
