Succession

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Succession

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What if the world remembered what you did to it?

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Mod
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All Rights Reserved
Latest Version
1.21.11Fo
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Succession

Succession is an ecological memory mod for Minecraft. The world tracks how players interact with each region and responds with cascading environmental consequences. Here is a comprehensive list of all features, tracked actions, effects, and commands:


Region Health System

  • Each region has a persistent health score (-100 to +100).
  • Health is affected by player actions and world events.
  • Health is saved per region and loaded with the world.
  • Health tiers: Thriving, Healthy, Neutral, Degraded, Ruined.
  • Health tier determines environmental consequences.
  • Health recovery system (natural and accelerated catch-up).
  • Cooldown after destructive actions before recovery resumes.
  • Non-natural block placement tracked; penalty after 50 blocks.
  • Player visit, evaluation, and destructive action timestamps tracked.

Tracked Actions (Event-based)

  • Block Breaking:
    • Breaking natural logs/leaves: -0.5
    • Mining stone/deepslate/ores: -0.2
    • Harvesting mature crops: +0.5
    • Breaking player-grown tree logs: +2 (sustainable forestry bonus)
    • Mob Kills:
      • Killing passive farm animals: -2
      • Killing hostile mobs: +1
    • Sleeping:
      • Sleeping through the night: +2 to all regions in a 7x7 area
    • Composting:
      • Successful composting: +1
    • Water Placement:
      • Placing water in arid biomes: +1
    • Tilling Soil:
      • Using a hoe to create farmland: +0.3

Tracked Actions (Mixin-based)

  • Block Placement:
    • Sapling placement: tracked for tree growth bonus
    • Natural block placement: +0.2
    • Non-natural block placement: -0.1 per block above 50
    • Beehive/bee nest placement: tracked for bee bonus
    • Seed planting: +0.3
    • Crop Growth:
      • Thriving: +25% growth speed
      • Healthy: +10% growth speed
      • Degraded: -25% growth speed
      • Ruined: crops do not grow
    • Sapling Growth:
      • Player-planted sapling grows into a tree: +3
      • All connected logs recorded for the sustainable harvest bonus
    • Animal Breeding/Feeding:
      • Feeding: +0.5
      • Breeding: +3
    • Fishing:
      • Catching loot (fish/treasure/junk): +0.5
    • Zombie Villager Curing:
      • Curing: +10
    • Mob Spawning:
      • Degraded/Ruined: passive mob spawns cancelled

Environmental Consequences by Tier

  • Thriving (+50 to +100):
    • Passive mob boost
    • Flowers/mushrooms spawn on grass
    • Faster crop growth
    • Green particles
    • Healthy (+20 to +49):
      • Slight crop growth boost
      • Normal spawns
    • Neutral (-19 to +19):
      • Vanilla behavior
    • Degraded (-20 to -49):
      • Reduced passive mobs
      • More hostile mobs spawn
      • Slower crops
      • Grass decay (grass→dirt)
    • Ruined (-50 to -100):
      • No passive mobs
      • Doubled hostile mob spawn
      • No crop growth
      • Terrain decay (grass→dirt→coarse dirt)
      • Cave-ins

Positive Effects

  • Sustainable forestry (+2 for harvesting player-grown logs)
  • Tree planting (+3 for player-planted sapling growth)
  • Beehive bonus (score for active beehives during daytime)
  • Composting, water placement, tilling, and sleeping all improve health
  • Killing hostiles, breeding animals, fishing, and curing zombie villagers
  • Natural recovery toward neutral if undisturbed

Negative Effects

  • Breaking natural logs/leaves, mining, killing passive animals
  • Excessive non-natural block placement (>50)
  • Hostile mob spawns, terrain decay, crop failure, cave-ins in negative tiers
  • Cooldown after destructive actions blocks recovery

Commands

  • /succession — Print the current region's health score and tier
  • /succession bossbar — Toggle live bossbar showing region health
  • /succession set <value> — Force-set health score of current region
  • /succession debug — Toggle debug logging to server console

Persistent Data

  • Health scores, tiers, block counts, timestamps per region
  • Player-planted saplings, player-grown logs, player-placed beehives
  • Bossbar and debug mode toggles per world

Client Effects

  • Region tier packets sent to client for visual/audio feedback
  • Particle and sound effects based on region tier

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  • They Remember...
    They Remember...

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