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>