Veloren is primary an action-adventure RPG rather than a sandbox building game. Despite this, it does provide some features that allow for limited in-game building.

Build Mode

Build mode can be enabled with the /build command. When enabled, players can add (Right Click), remove (Left Click) and pick (Middle Click) blocks in build regions for which they have permission. Build mode is not considered a canonical part of the Veloren experience. It is a fun feature to use if you wish to experiment with the game's features.


TODO: Add documentation for region manipulation commands

By default, there is a region that covers the entire world named world. You can enable permissions for it with /permit_build world (this requires admin permissions).

The vox_spawn branch

There exists a highly experimental branch called vox_spawn. It adds a client-side command that hooks into build mode and uses it to "3D print" (row by row) .vox models into the game world. Generally, this process is fairly quick and all but the largest models typically take less than a minute to fully spawn in. If you're an admin wanting to spawn structures into your world, it might be worth designing the structures with a voxel modelling tool first and using vox_spawn to spawn them into the world to avoid the structure being lost forever if the chunk unloads.


By default, Veloren does not persist changes made to the world. Unloading a chunk will lead to any changes made to it being lost. However, as of 2021-08-14, Veloren has an experimental persistence system built into the game. It is not enabled by default.


To enable persistent building, the persistent_world feature must be enabled when compiling the game (this is enabled by default). In addition, the server must have the experimental_terrain_persistence flag set to true in the server settings.ron file (this also works for singleplayer). This flag does not exist in the settings file by default and must be added manually by the server owner.

Once enabled, you will see a log entry in the server console (or the main game console if in singleplayer) on startup, as well as a message when toggling build mode.

Important Information

The experimental terrain persistence is not an officially supported feature. While some attempts are made to not arbitrarily break things between subsequent updates, this is not a guarantee and it is quite possible that updates may corrupt, delete, or otherwise break persisted terrain data at any time. Additionally, no stability guarantees are made (although you can still report bugs relating to the feature): enabling the feature may result in crashes, instability, lag, etc.

The experimental terrain persistence feature is not simply unfinished: it is a stop-gap until a proper, more restricted player-oriented building system is developed. It is not intended to evolve into such a system, nor is it intended to be compatible with it: it exists only to facilitate server admins adding minor customisation to their servers, to be enjoyed by players, until such a time at which a reliable, forward-compatible, player-oriented building system is developed.

As one might expect, updates to the game can often subtly (or not so subtly as the case may be) break persisted terrain data. For example, significant changes to world generation may result in structures built with the system appearing at the wrong altitude, clipping inside of other generated structures, or perhaps even overridden/removed entirely. As before, no guarantees are made about this. If world generation changes significantly or you switch out the map file, the best thing to do is probably to remove the terrain directory and start afresh.

How does it work?

On server startup, the terrain persistence system creates the {DATADIR}/terrain/ directory if it does not exist already where {DATADIR} is the server's data directory (userdata/singleplayer/ or userdata/server/, in most cases). This directory can be changed using the VELOREN_TERRAIN environment variable.

The feature hooks into various actions performed as the game runs: newly loaded chunks will have persisted changes applied on top of them, and unloaded chunks will have their changes persisted to disk. Any modifications made via either build mode or the /make_sprite and /make_block commands will be recorded. The same does not apply to other kinds of block modification: blocks mined with the pickaxe or discolored/destroyed with explosions will not be recorded. This means that players are not able to permanently damage structures spawned in by server admins.

See the original merge request for more detailed technical information.

What is it for?

As mentioned, the terrain persistence system is not intended to be player-facing. Build mode is neither intuitive nor well-integrated into the rest of the game. We do not account for it in any of the game's existing mechanics, and it is even possible to cause the server and clients to crash, lag, or freeze if building at an altitude that is too high or low.

We intend terrain persistence to be a way for server admins to customise the experience of the server for players with pre-built structures that may be interacted with. Below are a few ideas to get you started:

  • Gliding courses demarcated with pillars and hoops for glider racing

  • A custom spawn zone complete with crafting stations and meeting areas for players

  • Mining challenges (using mineable blocks like WeakRock and ores) that players can partake in. Because mining is not persisted, any mined blocks will naturally regenerate when the chunk reloads!

  • Custom mazes and climbing/jumping challenges for players with rewards in the form of chests/ores/etc.

  • Pixel artwork and sculptures dotted around the world for players to find

  • Visual customisations to existing world structures like towns and dungeons that make them more interesting to explore

  • PvP or PvE arenas for players to battle monsters and each other in an environment where others can watch

If you do something neat with this feature, feel free to tell us! It might even get featured in the weekly blog!