George c82a2afc4f Add seasons, player pollution effects, wildfire, fog, water body boost, /lw atmosphere
Seasons (Step 1)
- Season enum (SPRING/SUMMER/AUTUMN/WINTER) derived from gameTime / 24000 / 8.
- AtmosphereModule applies seasonal rain modifier: spring +10%, summer -15%,
  winter -25%. Cascades naturally through water → soil → succession.
- Bootstrap post-sim pass: spring boosts soil fertility (+0.003/cycle),
  winter draws moisture out of topsoil (-0.002/cycle).

Player pollution effects (Step 2)
- Poll > 40: nausea (MobEffects.CONFUSION in 1.21.1); > 60: slowness; > 80: weakness.
- Duration 100 ticks, refreshed each PLAYER_CHECK_INTERVAL (1 s). Expires
  5 s after the player leaves the polluted region.

Wildfire (Step 3)
- WILDFIRE added to WorldEffectType.
- WorldEffectsModule emits WILDFIRE when droughtRisk > 70 AND thunderLevel > 0.5
  with 1% probability per sim cycle.
- NeoForgeWorldEffectExecutor places fire blocks on surface grass/leaves/logs;
  Minecraft fire spreading takes over from there.

Fog (Step 4)
- When pollutionScore > 40, 1–3 SMOKE particles sent per check interval at
  player eye-level via ServerLevel.sendParticles(player, ...) — per-player only,
  not broadcast to everyone.

Water body passive boost (Step 5)
- On first entry to a region, hasWaterBody() samples 30 surface positions.
  If ≥5 are water, applyWaterBodyBoost() permanently raises purification
  capacity +15, water availability +10, and lowers drought risk -10.

/lw atmosphere command (Step 6)
- Shows: Region (x,z) | Season: Spring | Rain: 72% | Storm: 18%
- Wired via Function<CommandSourceStack, String> atmosphereStatus parameter
  added to LivingWorldCommandRoot.registerDeferred().

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