George 773fb0223f Tune ecosystem sensitivity and add simulation richness (Steps 1-6)
Tuning:
- simulationIntervalTicks: 100→50 (faster sim feedback)
- FURNACE_SCAN_INTERVAL: 100→50 (matches sim interval for pollution equilibrium)
- PollutionModule.BASE_DECAY_RATE: 0.02→0.008 (slower natural decay)
- SoilModule.POLLUTION_CONTAMINATION_THRESHOLD: 30→10, CONTAMINATION_FERTILITY_DRAIN: 0.002→0.005
- VegetationModule.DIEOFF_POLLUTION_THRESHOLD: 60→30
- WorldEffectsModule: lower grass-degrade/pollution-indicator thresholds so effects
  trigger from realistic furnace-driven pollution levels
- NeoForgeWorldEffectExecutor.BLOCK_ATTEMPTS: 8→20

New features:
- Campfire pollution source (0.2 air, 0.05 ground per lit campfire)
- Cross-region air pollution spreading (2% of gradient per sim cycle)
- SimulationManager.queueRegionForUpdate() for priority enqueueing
- LivingWorldBootstrap.notifyPlayerInRegion() boosts priority when player enters region
- Player region tracking in LivingWorldMod: checks every 20 MC ticks, queues update
  on region change
- NeoForgeWorldEffectExecutor: implement SAPLING_GROWTH_BOOSTED (oak sapling placement);
  VEGETATION_SPREADS also places short grass and flowers; GRASS_DEGRADES_TO_DIRT clears
  plants and converts dirt→coarse_dirt at intensity>0.5

All 400 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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