# Server — authoritative logic **Holds:** the authoritative simulation. What the world *does*, decided in one place. **Boundary:** may use `Core/`. Must not depend on `Client/`. ## Empty this phase — deliberately Phase 0 stands up the skeleton; nothing simulates yet. The folder exists so the first authoritative system has an obvious home and does not get written into `Core/` or a scene. ## When it fills The world is generated **once, offline**, and the runtime **loads** it — the server never regenerates terrain on start (→ D-028, `Design - Tooling - Offline Generation.md`). Every participant reads the *same* immutable blueprint rather than re-deriving it, because two machines that independently compute terrain will eventually disagree about where a mountain is, and in a voxel game that disagreement is a player falling through the world. So: **Server loads blueprints. Server does not generate.** Generation is `Tools/`.