## DMZ Ragnarok 1.1.345
**Characters resetting when a player logged back in, and the real source of the open world lag.**
### Characters could reset after switching or relogging
- **A player could log back in to an older copy of their character**, losing everything since their last good save. It happened when one other player's switch between the open world servers got stuck: the server kept queuing a fresh attempt to take that player back, several times a second, and every one of those attempts waited on the database. They piled up on a worker shared with other players, so for minutes those players were never saved, never kept their hold on their character and never handed over.
- **The other open world server then assumed the first had gone down**, took the waiting players from their last saved copy, and the newer save was refused. That was the reset.
- **Only one such attempt can now be waiting per player at a time**, and it does nothing if the player has already been sorted out, so a stuck switch can no longer hold up anyone else.
### The open world lag: sand and gravel that could never settle
- **The open world servers were creating about 70,000 falling block entities every second.** Sand and gravel are held in place in the overworld, but the hold only stepped in after the game had already started the fall: it created the falling block, removed the real block, then put the block back and cancelled the fall. Putting a sand block back makes the game check it again two ticks later, so every unsupported sand or gravel block near players repeated this for ever.
- **The fall is now refused before anything happens**, so held sand and gravel stay exactly where they are and cost nothing until something next to them changes.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }