One clock for every land: going back to a land catches it up on the time away (like a night's sleep) instead of rewinding to when you left; J3 decided: a server per land with the Valley's as hub, sleep needs everyone in every land
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@@ -350,7 +350,7 @@ Low hills run down to a sheltered sandy bay, with mountains behind, a small pond
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- **The pier** runs out over the bay. Fish off its end for **mackerel**, the usual catch. **Cod** are bigger but only bite where the water's at least 2.2 m deep, so cast well out. Both bite best at dawn and dusk, and grill at a campfire, salt or smoke like lake fish.
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- **The sea cave** at the end of the beach is the way back: `E` goes into it and up the same tunnel, arriving at the bottom.
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Each land keeps its own state. What you build in the Valley waits for you while you're away, and time stands still in a land you're not in.
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Each land keeps its own state, and there's one clock for them all. What you build in the Valley waits for you while you're away, and when you come back the time you were gone catches up, as after a night's sleep: kilns and smelters will have done their work, fires burned down and food gone off. Nothing roams a land while you're away, so your base won't have been raided.
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## Multiplayer {#multiplayer}
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