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Settlement Pressure
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**Your base defines your danger.** The more you build, the more the wilderness fights back — while lone wanderers stay safe.
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# Settlement Pressure
**Your base defines your danger.** The more you build, the more the wilderness fights back — while lone wanderers stay safe.
*NeoForge 1.21.1 · Server-side · No client required*
---
## Summary
A server-side threat mod where a base is not defined by block type, but by **what you place**. The bigger your settlement grows, the more hostile mobs are drawn to its edges. Step outside, and you fall back to the lone-wolf rule: only 1–3 mobs per player.
## Features
- 🏠 **Any block counts** — dirt, wood, stone... a base is defined by *player-placed blocks*, not materials.
- 📈 **Dynamic spawn cap** — the danger zone around a base holds a *total* mob cap that scales with your base's size. A small hut draws ~3 mobs; a huge base approaches the configurable max (default 50). Fills to the cap, then **stops** — no runaway spawning.
- 🛡️ **Three-zone system** — Safe zone (your base) → Buffer zone (no spawns) → Danger zone (mobs spawn here).
- 🌲 **Lone-wolf rule** — players outside any base face **1–3 hostile mobs each**. Two players together = 6. Everyone else stays sparse.
- 🕐 **Grace period** — newly built (or re-activated) bases are safe for a configurable number of in-game days so you can settle in.
- ⏳ **Activity-based decay** — as long as any player is active inside a base, it never decays. Leave it abandoned, and it slowly fades — but keeps its size, and re-activating it restores everything.
- 🌍 **Overworld only** — the Nether and End are completely untouched, so you can still gather resources normally.
- 🔧 **Fully configurable** — every threshold, cap, radius and curve, with bilingual (EN/中文) in-file comments.
- 💬 **Translatable messages** — base-built and base-abandoned notifications, with built-in English & Chinese lang files.
## How it works
1. You place blocks → each block earns "structure score" based on how many player-placed blocks touch it.
2. When a 3×3 chunk area reaches the score threshold, it becomes a **base**.
3. A base is only *active* while an online player stands inside it.
4. Active bases generate **threat** from their size, which raises the danger zone's total mob cap.
5. Outside every base, players follow the per-player lone-wolf cap instead.
**Key formula (danger zone cap):**
`cap = dangerSpawnMin + (dangerSpawnMax − dangerSpawnMin) × threat / (threat + threatBase)`
## Commands (OP only)
| Command | What it does |
|---|---|
| `/settlementpressure status` | Bases / active bases / tracked blocks |
| `/settlementpressure here` | Region type + threat + danger cap at your position |
| `/settlementpressure bases` | List every base with size, score, threat and activity |
## Configuration
Server config: `config/settlementpressure-server.toml` — every value is documented in English and Chinese. Highlights:
- `regions.bufferDistance` / `regions.dangerDistance` — how far from your base mobs spawn.
- `spawning.dangerSpawnMin` / `dangerSpawnMax` / `threatBase` — the danger-zone cap curve.
- `loneWolf.wanderSpawnMin` / `wanderSpawnMax` — wild mobs per player.
- `loneWolf.newbieProtectionDays` — grace period for new/re-activated bases.
## Requirements
- **Minecraft 1.21.1**
- **NeoForge** (recommended: 21.1.x)
- Java 21
## For mod developers
A read-only API (`SettlementPressureAPI`) exposes base, region, threat and activation queries so defence mods can react to the pressure. See the README for details.
---
*Settlement Pressure handles where the threat comes from — you handle the defence.*
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