Settings and wardrobe
Settings cover view distance, FOV, mouse sensitivity, master and music volume, vsync, frame limit, fullscreen, inverted look, clouds, day cycle, environmental audio, sun shadows, nearby water reflections, camera motion and auto jump. The wardrobe contains twelve original character styles. The player name can also be changed.
Current defaults include five-chunk view distance, a 75° FOV, vsync and a 60 FPS limit. Water reflections default off; refraction and other water effects remain. Lowering view distance or optional reflections can reduce work, but no single setting guarantees a particular frame rate on every machine.
Audio and music
Music has separate on/off and volume controls, automatic phase selection, manual track selection and a next-piece control. Three score families—Hillside, Canopy Letters and Tideglass—have menu, exploration, rain and night compositions with crossfades.
Settings → Sound studio auditions material contacts and water sounds. Audio and the original score play locally. The 0.16.1 Linux fix changed the device buffering to prevent interference with other shared PipeWire audio; if testing audio, restart the updated build rather than continuing an older process.
Screenshots
Press P, F2 or Print Screen for a screenshot. Files are saved to data/screenshots/. H or F1 hides the ordinary HUD for scenery captures; recording's REC indicator intentionally remains separate.
Where saves live
The launcher uses the game's data/ folder unless BUILDXD_DATA selects a different root. Worlds live in data/worlds/, preferences in data/settings.json, and gameplay captures under data/recordings/.
World saves include the seed, generation and edits; player inventory, cursor and crafting-grid stacks; durability, armor/offhand and vitals; creatures, containers and kiln state; fluids and falling blocks; time/weather; travel and companion state. The game autosaves about every 45 simulated seconds and on normal exit. Saves use a temporary file, flush/sync and rename before replacing the main file.
Do not run two game processes on the same save directory. Close an old version before opening a new build. Keep a copy before manually editing JSON.
Existing worlds and backups
Older saves retain their terrain-generation version, so they do not automatically gain newly generated forests, caves, settlements or habitats. New items and manually built systems may still work in them. Create a fresh world when you want the latest natural generation.
Migration code creates named backups when required fields or old inventory schemas are first upgraded, including pre-0.6, pre-0.8, pre-0.12, pre-0.13, pre-0.14, pre-0.15 and pre-0.16 backups as applicable. Not every update creates every backup.
Pending grid ingredients are preserved and returned on closing or reloading, with recoverable drops used if inventory has no room. Written content and special crystal identity also persist; moving an expired crystal into storage does not recharge it.