Planned activity limits and preserving earned benefits
Selected design / playtest proposal — not live
The latest plan uses the existing progression controller as the single XP authority. It replaces the older proposed shared 1.25-progress-seconds ceiling and workshop attendance model in this guide.
Earned bonuses matter: apply the global timescale, existing personal perks and early-prestige taper once. A later limiter must not silently cancel those benefits or the increased post-50 workload.
Legitimate activity still matters: canceled or duplicate events, item transfers, crate rewards, pickups, Creative manufacture and AFK time do not award activity XP. Real renewable farming remains valid.
Workshop credit: eligible manually supplied inputs and attributable completed transformations are recorded once. Splitting or combining output stacks cannot multiply awards. Hopper-fed inputs are initially uncredited.
Proposed Hunting density test: per player in a fixed 32×32 area over a rolling five minutes, the first 20 eligible ordinary hostile kills give normal credit, the next 40 give 25%, and later kills give none until earlier entries leave the window. This adjustable test may need revision for legitimate group combat.
These are planned rules. Implementation and playtesting must verify ordinary gameplay, useful perks and clear reduced-credit feedback.