Succession
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What if the world remembered what you did to it?
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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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