Add seasons, climate events, river erosion, tides, /lw map, trend tracking, desertification permanence, biome init

New systems (all with real in-world effects):
- Seasonal variation: spring growth surge, summer evaporation, autumn leaf fall, winter die-back — all affect actual VegetationRegionData/WaterRegionData/SoilRegionData each cycle
- Multi-region climate events: drought spreads across dry neighbours; wildfire triggers WILDFIRE + VEGETATION_DIES block effects and air pollution; flood places WATER_POOL_FORMS in downstream regions — all broadcast to players
- River erosion: accumulated runoff intensity triggers RIVER_CARVE world effect — water source blocks placed on natural terrain, channel depth increases over time (actual block changes)
- Tidal simulation: two tidal cycles per Minecraft day; rising/falling tide physically places/removes water source blocks on sand/gravel/stone shoreline at sea level
- Biome-aware initialisation: on first region entry, biome temperature + downfall set realistic soil fertility/moisture and water availability starting values
- Desertification permanence: sustained damage > 65 + health < 20 lowers succession cap by one stage; players notified via chat
- Region trend tracking: last 5 health samples per region; ↑↓→ arrow in compass HUD and /lw atmosphere output
- Seed rain in HUD: shows accumulated seed rain when > 0.5
- /lw map [radius]: ASCII coloured region grid showing succession stages for all nearby loaded regions
- Season enum expanded: temperatureMod, droughtMod, vegGrowthMod fields used by enhanced applySeasonalEffects()
- WorldEffectsModule: queueEffect() public method for external callers (bootstrap hooks, climate events)
- WorldEffectType: RIVER_CARVE type added
- README.md: comprehensive feature list, command reference, pipeline diagram, succession table

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
George
2026-06-09 21:01:03 +01:00
parent b68390983c
commit 113741abd6
11 changed files with 1134 additions and 24 deletions
+326
View File
@@ -0,0 +1,326 @@
# Living World
A NeoForge 1.21.1 ecosystem simulation mod that turns every region of your world into a living, breathing environment. Pollution, soil quality, water cycles, vegetation succession, climate events, tidal systems, and river erosion interact in a fully simulated pipeline — all visible as real block changes and player effects in-game.
---
## Overview
The world is divided into **regions** (configurable chunk-grid cells, default 16×16 chunks). Each region is independently simulated through a 9-stage pipeline every tick cycle. Everything from a single furnace firing to a multi-region wildfire can alter the ecological trajectory of the land you stand on.
---
## Simulation Pipeline
Modules run in this fixed order each cycle so each stage reads fully updated data from the stage before it:
| # | Module | Role |
|---|--------|------|
| 1 | **Pollution** | Decays air/ground/water pollution; leaches ground → water |
| 2 | **Soil** | Updates fertility, moisture, contamination, compaction, erosion |
| 3 | **Water** | Tracks availability, purification, drought/flood risk |
| 4 | **Vegetation** | Succession: grass → flowers → shrubs → trees; die-off under stress |
| 5 | **Resource Depletion** | Tracks mining, logging, farming pressure |
| 6 | **Recovery** | Manages ecological succession stage (BARREN → MATURE_FOREST) |
| 7 | **Ecosystem** | Synthesises overall health, stress, resilience |
| 8 | **World Effects** | Translates simulation state into visible block changes |
| 9 | **Atmosphere** | Per-region weather (rain/thunder/acid rain) driven by health |
---
## Feature Status
### Core Ecosystem — **Complete**
- **Pollution system** — air, ground, and water pollution tracked independently; natural decay rates; tree canopy scrubs air pollution; ground leaches into water
- **Soil dynamics** — fertility, moisture, contamination, compaction, erosion; spring snowmelt and autumn leaf decomposition cycle
- **Water simulation** — availability, drought risk, flood risk, purification capacity; runoff flows downhill between regions carrying pollution downstream
- **Vegetation succession** — grass → flowers → shrubs → trees; each tier requires the tier below; severe stress kills trees before shrubs before grass
- **Recovery & succession** — six ecological stages (BARREN → SPARSE_GRASS → GRASSLAND → SCRUBLAND → YOUNG_WOODLAND → MATURE_FOREST); progress/damage system; biome-derived succession ceiling
- **Resource depletion** — logging, mining, farming each drain their respective region metrics
- **Ecosystem health** — synthesised score (0100) based on all module outputs; feeds spawn suppression, player effects, ambient sounds
### Visible World Effects — **Complete**
All effects are real block changes players can see:
| Effect | Trigger | What You See |
|--------|---------|--------------|
| Grass degrades to dirt | Pollution > 15, soil < 75 | Grass → dirt → coarse dirt |
| Vegetation spreads | Veg pressure > 60, soil > 50 | Dirt → grass, flowers, short grass |
| Vegetation dies | Soil < 20 OR pollution > 30 | Leaves and upper trunks removed; stumps left |
| Saplings boosted | Stage ≥ YOUNG_WOODLAND | Oak/birch/spruce/dark-oak/cherry saplings placed |
| Wildfire | Drought > 70, thunder > 0.5 | Fire placed on surface vegetation |
| Water pools form | Rain + barren/sparse terrain | Water source blocks in surface depressions |
| **River carve** | High accumulated water runoff | Water channels carved through natural terrain; gradually deepens |
| Pollution particles | Pollution > 10 | Smoke particles in degraded regions |
### Player Feedback — **Complete**
- **Compass HUD** — hold a compass (or `/lw hud`) to see the action-bar HUD:
`[LW] (0,0)↑ Eco:72 Poll:3.2 Soil:61 Wat:58 Rain:42% Seeds:1.8`
- Trend arrow (↑↓→) shows whether the region is recovering or declining
- Seed rain displayed when active
- Colour-coded (green/yellow/red) for each metric
- **Pollution effects** — nausea > 40, slowness > 60, weakness > 80 pollution; smoke fog particles
- **Mob spawn feedback** — passive mobs suppressed in regions below 30 health; hostile mobs suppressed above 60 health
- **Regional weather** — per-player rain/thunder packets matching region atmosphere; storm sends lightning visuals
- **Ambient sounds** — forest: rustling azalea leaves; barren: shifting sand; heavy pollution: basalt deltas mood
- **Climate event broadcasts** — drought, wildfire, flood events announced to all players
### Seasons — **Complete**
32-day year (8 days per season). Seasons affect all simulation layers:
| Season | Soil | Water | Vegetation | Drought |
|--------|------|-------|------------|---------|
| **Spring** | Fertility +, moisture ++ | Availability ++ | Grass/flower surge | Eases |
| **Summer** | Moisture — | Availability — (evaporation) | Mild growth (if moist) | Worsens |
| **Autumn** | Fertility + (decomposition) | — | Senescence, dead litter | Neutral |
| **Winter** | Moisture — (frost) | Availability — (freeze) | Die-back, shrubs retreat | Creeps up |
### Ecological Corridors & Seed Dispersal — **Complete**
- Healthy regions (YOUNG_WOODLAND+) emit seed rain each cycle to adjacent regions
- **Corridor boost**: ≥2 healthy neighbours → 3.5× seed effectiveness
- Pollution in target region blocks germination (proportional)
- Sufficient accumulated seed rain pioneers the succession cap one stage ahead of physical conditions
- Seed rain accumulation visible in HUD and `/lw atmosphere`
### Pollution Spreading — **Complete**
- Air pollution spreads to adjacent regions each cycle based on wind direction
- Wind drifts realistically (±0.05 rad per cycle); `/lw wind` shows direction and spread rate
- Downwind spread is boosted; upwind transfer is reduced
- Water runoff also carries ground pollution downstream (15% of runoff × ground pollution)
### Climate Events — **Complete** (multi-region)
Automatically triggered when regional conditions reach critical thresholds. All have visible in-world effects.
#### Drought
- **Trigger**: water availability < 20, drought risk > 65, with 2+ dry neighbours
- **Effect**: further drains water availability and raises drought risk across affected regions; spreads to adjacent dry regions every 5 cycles
- **Resolution**: epicentre water availability recovers above 45
#### Wildfire
- **Trigger**: YOUNG_WOODLAND+ region, drought risk > 65, no rain, air pollution > 25 (stochastic)
- **Effect**: `VEGETATION_DIES` and `WILDFIRE` block effects (actual fire!) on affected regions; air pollution spike; spreads to adjacent drought-stressed forest
- **Resolution**: rain level > 0.4 in epicentre
#### Flood
- **Trigger**: water availability > 92, rain > 0.72, with a lower-elevation downstream neighbour
- **Effect**: `WATER_POOL_FORMS` in downstream regions; soil contamination from silt
- **Resolution**: water availability drops below 70 or rain eases
### Desertification Permanence — **Complete**
- Regions with sustained heavy damage (damage accumulation > 65, health < 20) have their succession cap **lowered** by one stage
- This means a desertified region can no longer recover to forest on its own — player intervention (removing pollution, adding water, bone meal, replanting) is required
- Players are notified via chat when desertification lowers a cap
### Region Trend Tracking — **Complete**
- Last 5 health samples per region stored each post-sim cycle
- Trend arrow (↑↓→) computed from recent vs older average
- Visible in the compass HUD next to the region coordinates
- Full trend detail in `/lw atmosphere`
### River Erosion — **Complete**
- Accumulated water runoff intensity tracked per region (flow from higher → lower elevation)
- When flow intensity crosses the threshold (80 units), a `RIVER_CARVE` world effect fires
- Block effect: water source placed on natural terrain (sand/dirt/gravel/grass); at high intensity the block below is also removed, deepening the channel
- Rivers form gradually over many sim cycles — permanent terrain changes
### Tidal Simulation — **Complete** (physical blocks)
- Two tidal cycles per Minecraft day (24 000 ticks) using a sine wave
- Every 1 200 ticks (~1 real minute):
- **Coastal regions** (elevation ≤ sea level + 6) receive water-availability adjustments
- **Physical block changes**: on rising tide, water sources are placed on natural shoreline blocks (sand/gravel/stone) at sea level; on falling tide, those sources are removed
- Result: visible waterline that rises and falls on beaches and ocean shores
### Biome-Aware Initialisation — **Complete**
- When a player first enters a region, the biome temperature and downfall (wetness) are read
- Soil fertility, soil moisture, water availability, and drought risk are initialised to biome-appropriate starting values
- Deserts start arid and nutrient-poor; jungles/swamps start moist and fertile; mountains start cool and dry
- Biome-derived succession ceiling set simultaneously (desert = SPARSE_GRASS cap; forest = MATURE_FOREST cap)
### Config File — **Complete**
Server-side TOML: `world/serverconfig/livingworld-server.toml`
Tunable at runtime without recompiling:
```toml
[pollution]
decay_rate = 0.002
ground_to_water_leach = 0.0005
spread_rate = 0.02
wind_boost = 0.5
[vegetation]
grass_growth_rate = 0.06
flower_growth_rate = 0.04
shrub_growth_rate = 0.03
tree_growth_rate = 0.02
# ... dieoff rates
[recovery]
base_progress_per_tick = 2.0
damage_per_bad_tick = 1.5
damage_decay_rate = 0.05
[seed_dispersal]
seed_emission_rate = 0.01
corridor_boost_multiplier = 3.5
seed_pollution_block = 0.015
```
### Persistence — **Complete**
All 8 data-bearing modules use a Properties-based codec system. Region data survives server restart correctly. Global climate tracker (carbon ppm, warming level, biodiversity index) saved separately to `living_world/global_climate.dat`.
### Region Border Visualiser — **Complete**
`/lw region borders` — sends cyan dust particles along all 4 edges of the region at surface height. Optional `[regionX regionZ]` args to visualise a specific region.
---
## Commands
All commands require permission level 2.
| Command | Description |
|---------|-------------|
| `/lw status` | Show active regions, enabled modules, simulation tick |
| `/lw region info [x z]` | Full diagnostics for current or specified region |
| `/lw region borders [rx rz]` | Visualise region boundary with particles |
| `/lw region force-update` | Force an immediate simulation cycle on current region |
| `/lw region set <stat> <value>` | Manually override a region metric (debug) |
| `/lw map [radius]` | ASCII coloured region map (17 radius, default 3) |
| `/lw atmosphere` | Region atmosphere: season, rain, storm, succession, trend, seeds |
| `/lw climate` | Global climate: CO₂ ppm, warming °C, biodiversity, rain penalty |
| `/lw wind` | Wind direction, angle, spread rate, speed multiplier |
| `/lw hud` | Toggle persistent HUD without holding compass |
| `/lw speed <1100>` | Accelerate simulation (100x = very fast testing) |
| `/lw speed reset` | Return to real-time speed (1x) |
| `/lw simulate <ticks>` | Force N simulation cycles on all active regions |
| `/lw stats` | Simulation profiler statistics |
| `/lw modules list` | List all registered modules and their enabled state |
| `/lw demo degrade` | One-command demo: degrade current region to barren |
| `/lw demo recover` | One-command demo: restore current region to mature forest |
### /lw map Output Example
```
[LW] Map 7×7 around (0,0) | [X]=you, ↑N ↓S ←W →E
F F W W s · ·
F F W s G G ·
F W [X] G G g ·
W G G G g B ·
s G g B B · ·
· · · · · · ·
· · · · · · ·
F=Forest W=Woodland s=Scrub G=Grass g=Sparse B=Barren ·=Unknown
```
---
## Compass HUD Reference
Hold a compass (or `/lw hud`) to see the action-bar HUD:
```
[LW] (0,0)↑ Eco:72 Poll:3.2 Soil:61 Wat:58 Rain:42% Storm:8% Seeds:1.8
```
| Field | Meaning |
|-------|---------|
| `(0,0)` | Region coordinates |
| `↑↓→` | Ecosystem health trend (recovering / declining / stable) |
| `Eco` | Ecosystem health 0100 (green >60, yellow >30, red ≤30) |
| `Poll` | Pollution score 0100 (green <15, yellow <40, red ≥40) |
| `Soil` | Soil quality 0100 |
| `Wat` | Water quality 0100 |
| `Rain` | Regional rain level % |
| `Storm` | Thunder/storm level % (shown only when >15%) |
| `Seeds` | Accumulated seed rain (shown only when active) |
---
## Succession Stages
| Stage | Symbol | Conditions Required |
|-------|--------|---------------------|
| BARREN | `B` | — |
| SPARSE_GRASS | `g` | Soil ≥ 10, pollution ≤ 80, veg ≥ 10 |
| GRASSLAND | `G` | Soil ≥ 25, pollution ≤ 70, veg ≥ 20 |
| SCRUBLAND | `s` | Soil ≥ 40, pollution ≤ 60, veg ≥ 35 |
| YOUNG_WOODLAND | `W` | Soil ≥ 50, pollution ≤ 50, veg ≥ 45 |
| MATURE_FOREST | `F` | Soil ≥ 60, pollution ≤ 40, veg ≥ 55 |
Biome caps prevent a desert from reaching MATURE_FOREST naturally. Sustained damage (damage accumulation > 65, health < 20) can lower the cap permanently — **desertification**. Player intervention is required to restore the potential.
---
## Player Effects from Pollution
| Pollution Level | Effect |
|----------------|--------|
| > 40 | Nausea (Confusion) + smoke fog particles |
| > 60 | Slowness |
| > 80 | Weakness |
---
## Architecture
```
LivingWorldMod (NeoForge event wiring)
└─ LivingWorldBootstrap (lifecycle, post-sim hooks)
├─ SimulationManager → SimulationScheduler → RegionUpdateJob
├─ RegionManager → RegionStorage → FileRegionPersistenceService
├─ ModuleRegistry (9 modules, pipeline order)
├─ GlobalClimateTracker (CO₂, warming, biodiversity)
├─ EcosystemTuning (config-loaded tuning constants)
└─ Post-sim hooks:
spreadPollutionAcrossRegions() [wind-driven]
applySeasonalEffects() [soil/water/veg seasonal]
applyClimateWarmingEffects() [drought pressure from CO₂]
applyWaterRunoff() [elevation-based; river erosion]
applyDynamicCapUpdate() [raise/lower succession ceiling]
applySeedDispersal() [corridor-boosted recolonisation]
recordHealthTrend() [↑↓→ trend tracking]
applyClimateEvents() [drought/wildfire/flood events]
LivingWorldMod platform hooks:
updateTidalEffects() [block-level tidal simulation]
initializeRegionFromBiome() [biome-aware starting values]
checkPlayerRegions() [HUD, effects, ambient sounds]
scanAndRecordFurnaceActivity() [pollution from lit furnaces]
```
---
## Building
```bash
./gradlew build
```
Output: `build/libs/living_world-*.jar`
Requires NeoForge 21.1.172 / Minecraft 1.21.1.
---
## Planned / In Progress
- Full worldgen integration (custom biome distribution, terrain shaping beyond post-load modification)
- `/lw events` command to list active climate events and their affected regions
- Persistence for river flow intensity and accumulated seed rain across restarts
- Multiplayer region ownership / notification system
- More succession stages (wetland, alpine, volcanic)