32e413cc9f3d46c68216185b9fd3f72bdcc8fa42
- Dynamic succession cap: desert regions (initially capped at SPARSE_GRASS) can now advance to MATURE_FOREST if water and soil conditions improve sustainably. applyDynamicCapUpdate() raises the cap each sim cycle; maxSuccessionStage is now persisted in the region codec so progress survives server restarts. - Elevation-based water runoff: LivingWorldMod samples average surface height once per region on first entry. applyWaterRunoff() uses height differences to transfer water availability from high regions to low neighbours when it is raining, simulating drainage basin physics — valleys collect water, hills drain. - Water pool formation (WATER_POOL_FORMS): WorldEffectsModule emits the new effect when a BARREN/SPARSE_GRASS region has regional rain > 0.3. NeoForgeWorldEffectExecutor finds the lowest sampled surface point and places water source blocks there; at high intensity the pool widens to adjacent blocks. These physical water blocks are then picked up by the periodic hasWaterBody() scan and feed back a hydration boost, enabling succession. - Player water management: water bucket placement now invalidates the water-body scan cache for that region so player-built pools are detected within one player-check cycle. The scan itself is now periodic (every ~10 min) rather than one-shot, so natural pools from puddle formation are also re-evaluated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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