Before I forget: After adding those few elements the camera didn’t glitch, but I still got the corruption. Looks like exceeding a certain threshold is corrupting the metadata (I don’t know if only partial or in whole), and only if this threshold is exceeded by a significant amount of blocks (as I have written earlier, I had been constructing for about six hours prior to the camera glitch), this corruption starts to affect the camera adversely.

There are actually two ways for this corruption to occur, though:

  1. The metadata in memory gets corrupted (taking the possible camera glitch into account, I suspect this to be the more likely variant). Then, when attempting to save the corrupted data, an error is encountered, preventing the base to be written to the save in its entirety. The other metadata concerning the character and server-side settings remain unaffected.
  2. The metadata gets corrupted in the save file (wouldn’t explain the camera glitch, though). One likely cause is allotting a fixed space for construction elements in the save file, and once this is exceeded, it is either truncated, causing an invalid data structure, or the surplus data in relation to the storage area is exceeding the upper boundary of said area, and if anything is written to the file behind this storage area, the surplus data is corrupted, causing an error when restoring the base and so losing all the data.

The point is, the base, even though the camera glitch may strike, is still displayed properly, but as soon as you exit the current game and attempt to continue, you are losing your base once you have exceeded a certain number of elements.

As for the video, I’m attempting to get one done, but I cannot tell exactly when that may be. However, once I’ve got one, I’d send it to you.
Would it help if I gave you the save file in question so you could investigate the issue directly?

EDIT: Doing this on the PS4 (where I have been playing prior to obtaining the PS5) caused the game to become increasingly laggy and erratic (increasingly more metadata to be taken into account, with an increasing number of frames skipped with increasing frequency the bigger the base is becoming), on some occasions causing the game to hang after a certain amount of time (also increasing in frequency the bigger the base gets).

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