Echoes of the World

Echoes of the World transforms Minecraft into a living world that reacts to your actions. With an echo system, dynamic events, and erupting volcanoes, every game becomes unique.

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Echoes of the World

Echoes of the World > The world remembers what you do. And one day, it remembers loud enough to > strike back — sometimes through a Warden, sometimes through a volcano, > sometimes through a deadly tornado. Echo Overlord is a *consequence* mod for Minecraft NeoForge 1.21.1. Every chunk you mine, every fight you start, every animal you slaughter, every villager you trade with, every death you suffer — it all carves an Echo Overlord into the world's memory. The deeper your mark, the louder the echo: ghostly versions of past actions begin to manifest, hunt the most marked players, and culminate in cinematic global events: - The Echo Overlord — a stormy ritual of lightning, falling shards, screen-shake and a trinity of unstoppable echoes. - A Echo Overlord — slow-burning, multi-phase, with realistic block ejection, earthquakes felt only by nearby players, seismic waves, and a giant Echo Overlord boss that can emerge from the eruption. - A Echo Overlord — a deadly EF5 wedge tornado that travels in a near-straight track, sucks mobs / items / falling blocks toward its core, destroys fragile blocks in its path, and can summon the Echo Overlord Breeze boss. - The Echo Overlord Warden — the apex boss of the corruption path, reserved for fully corrupted players (configurable, default 100/100).

It is fully server-aware (memory is per-world, not per-player), so your multiplayer server gets a long-term, evolving narrative built directly from your players' actions.

And every new in-game day, the world surprises you with a brand-new procedural adventure: a dungeon, a monolith, a forsaken village, a shrine, or a smoking crater — never the same twice.

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Boss progression — driven by corruption

Bosses are no longer "random pop-ups". The world reads the corruption of the players online and unlocks tiers of threats accordingly:

| Max corruption (any online player) | Natural bosses available | |------------------------------------|-----------------------------------------------------| | 0–29 | None (calm world; only daily adventures + Convergence) | | 30+ | Magma Overlord (volcano eruptions) and Storm Sovereign Breeze (tornado spawns) | | 100 | + Echo Overlord (Warden) — apex boss |

- The threshold (`echoes.bossCorruptionThreshold`, default 30) gates the natural spawn of Magma and Storm Sovereign bosses. - A separate config (`echoes.echoOverlordCorruptionRequired`, default 100) gates the Echo Overlord Warden — both its natural spawn and the `/echoes boss` command. The Warden is, by design, the sole reward of full corruption. - A corruption multiplier (`echoes.corruptionSpawnBoostPercent`, default 300) makes natural events (volcanoes, tornadoes, eruptions, bosses) up to 3x more frequent at corruption 100. Set to 100 to disable.

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Core systems

1. World memory

- hotspot: blocks mined, mob kills, deaths, PvP events, visits. - hotspot: corruption, harmony, deaths, kills, blocks mined/placed, hotspot. - A hotspot is computed from these stats. Above thresholds, a chunk becomes a hotspot that can spawn echoes, trigger Convergences and even raise a volcano.

2. Alignment system: corruption vs. harmony

The mod's beating heart. Every action shifts your alignment, and the two stats are mutually exclusive — gaining one consumes the other first.

You GAIN corruption when you: | Action | Corruption | |-----------------------------------------|------------| | Attack another player (PvP) | +5 | | Kill a villager / horse (innocent kill) | +6 | | Slaughter passive mobs | every 5 kills -> +3 | | Kill a non-classified neutral creature | +2 |

+20 | Action | Harmony | |-----------------------------------------|---------| | Place a block | +1 | | Harvest a crop | +2 | | Kill a hostile (aggressive) mob | +1 | | Trade with a villager | +1 per trade | | Slay the Echo Overlord boss | +20 |

drained first - When you gain corruption, your existing harmony is drained first (down to 0) before your corruption rises. The reverse is also true. - You can no longer "stack" both. The world reads your *current* alignment as a clear identity — light or shadow.

innocent kill - The innocent kill punishes industrial farming: cows, sheep, chickens, pigs, foxes, pandas, parrots, fish, etc. give 0 corruption individually, but every 5th passive kill triggers a +3 corruption hit. - Killing a villager OR a horse counts as an innocent kill and gives +6 corruption immediately. - Trading is detected via vanilla `TRADED_WITH_VILLAGER`, so it works for ANY trade.

3. Alignment-driven world reactions

The mod reacts in real time to your alignment:

Mobs sense darkness

- Pillagers, all Skeletons, and Creepers -> Pillagers, all Skeletons, and Creepers stop targeting you. They recognise a kindred darkness and ignore your presence. *(They'll still target other players — only YOU are spared.)*

Villager forgiveness curve

- bonus emeralds -> villagers bonus emeralds. The interaction is cancelled, a "VILLAGER_NO" sound plays and a refusal message appears: *"The villager recoils, disgusted by your corruption. They refuse to trade."* - bonus emeralds (even with high corruption) -> villagers bonus emeralds and trade normally. - bonus emeralds -> villagers bonus emeralds: you gain bonus emeralds while near them (vanilla discount effect) and receive bonus emeralds dropped at your feet on every trade.

All four thresholds are configurable.

4. Echo mobs (the ghosts of the world's actions)

Echoes are vanilla mobs (zombie / stray / husk) that have been massively buffed and re-skinned at runtime:

| Echo type | Base mob | Glow | Trail | Special ability (every ~5s) | |-------------|----------|------|---------|-----------------------------| | Miner | Zombie | yes | smoke | inflicts Blindness on target | | Warrior | Stray | yes | soul fire | fires a salvo of 3 slowing arrows | | Death | Husk | yes | soul | applies Wither + Slow II in an aura |

All echoes get Darkness, Darkness, fire resistance, knockback resistance and netherite-tier weapons. They are Darkness (don't despawn). When they hit you, you briefly suffer Darkness.

Absorption: 1–4 Echo Shards + type-specific bonus (arrows / raw iron). The Absorption has a 10–25% chance to drop an Absorption. Killing an echo grants a short Absorption buff and a chat ping.

5. Memory Convergence (cinematic global event)

When the global hottest chunk passes a configurable danger threshold and a cooldown has elapsed (default ~4 in-game days), the world spawns a rain of Echo Shards: - rain of Echo Shards sent to every player in the dimension. - A short rain of Echo Shards in the Overworld. - rain of Echo Shards + 2 cosmetic ones at the epicentre. - rain of Echo Shards for any player within 96 blocks. - A rain of Echo Shards of echoes (tier 2: ~3x HP, ~2x damage) is spawned and targets the players with the most kills/deaths. - A rain of Echo Shards (6 piles, 1–3 each) falls at the epicentre.

`/echoes convergence` (op) for the global hotspot or `/echoes convergence here` to test the event at your feet.

6. Echo Overlord — the Warden boss (apex / 100% corruption)

The world spawns an all when all of these are true: - Boss spawning enabled (`echoes.bossSpawnEnabled = true`). - A player has reached the corruption requirement (`echoes.echoOverlordCorruptionRequired = 100` by default). - Pressure score (`kills*6 + corruption - harmony - deaths*2`) is >= 140. - Cooldown of one in-game day since the last Echo Overlord.

The Overlord is a custom Warden, not a Wither — meaning he has the Warden's native sonic boom, DARKNESS aura, immense durability, and unparalleled threat presence.

Three-phase boss bar:

| Phase | HP range | Bar color | Bar style | Title | |-------|----------|-----------|-----------------|--------------------------------| | 1 | 100–50% | BLUE | Smooth progress | Echo Overlord — Final Awakening | | 2 | 50–25% | PURPLE | NOTCHED_6 | Echo Overlord — Final Awakening | | 3 | 25–0% | RED | NOTCHED_10 | Echo Overlord — Final Awakening |

Bar shown to every player within 80 blocks, auto-syncs as players enter / leave, cleaned up the moment the boss dies / despawns / leaves.

Phase 3 (<=25% HP) - Phase 3 (<=25% HP), glowing, Damage Boost / Resistance / Speed for 30 minutes. - Phase 3 (<=25% HP): lightning strike on the current target every 8s. - Phase 3 (<=25% HP): summons a Miner + Warrior trio every 12s, and forces DARKNESS on every player within 24 blocks. - Phase 3 (<=25% HP): summons a tier-2 trinity every 8s + ring of lightning at its feet + extended DARKNESS at 32 blocks.

never disappears mid-fight: vanilla Wardens have a built-in `Dig` behaviour that calls `entity.discard()` after the animation, even when `setPersistenceRequired(true)` is set. The mod constantly refreshes the Warden's `DIG_COOLDOWN` brain memory and cancels any `DIGGING` pose on the spot, so the boss never disappears mid-fight. It also re-acquires its target every second within a 96-block radius and forces its `ATTACK_TARGET` brain memory, guaranteeing engagement.

When killed, it drops: - 6–12 Echo Shards - 6–12 Echo Shards (a special "memory of the world" relic) - 6–12 Echo Shards - + a flurry of soul particles, 6 lightning bolts, the Warden death sound, and a global chat announcement.

The slayer also gets +20 harmony and a personal title.

7. The Awakening — boss spawn cinematic

When the Echo Overlord materialises, it is A camera shake a quiet event: - A camera shake strike around the spawn point. - A camera shake burst from the epicentre. - The A camera shake — every nearby player hears it like a horn from the underworld. - Thunder is layered on top. - Within a 64-block radius, every player gets: - A camera shake: §4§lTHE AWAKENING — *"Something ancient is rising..."*. - A camera shake. - A camera shake.

Toggleable with `echoes.bossAwakeningCinematic = false`.

8. Boss kills you -> reset alignment

If the Echo Overlord lands the killing blow on you, your corruption AND harmony are reset to 0. Configurable: `echoes.bossResetOnKillPlayer = true`.

9. Daily Adventures — never the same world twice

Every in-game Minecraft day, the world picks a random adventure type and materialises it 150–400 blocks from a random online player. Coordinates are announced server-wide.

Five procedural structures:

| Adventure | Description | |------------------------|-------------| | Forsaken Village | 7x7x4 buried stone-brick room, 4 soul lanterns, 2 random spawners, cobwebs, an epic loot chest (iron, gold, diamonds, emeralds, enchanted golden apples, Echo Shards, chance of Echo Heart, amethyst...). | | Forsaken Village | 3x3 obsidian tower, 12 blocks tall, glowstone runes, sea lantern crown, 4 blackstone pylons. Activates with a beacon sound + lightning. | | Forsaken Village | 5x5 polished diorite platform, 4 blackstone pillars with sea lanterns, central gold-block altar, 4 lit candles, cyan carpet. Amethyst chime + END_ROD. | | Forsaken Village | Hemispherical r=5 crater, magma + obsidian floor, soul fire, wither rose. Explosion sfx + black smoke. | | Forsaken Village | 3 ruined cobble houses arranged around a central well. Hay bales scattered. |

10. Living Volcanoes — Echo Volcanoes

The world can grow massive procedural volcanoes (60–120 blocks tall). Spawn rarely (default ~3% per in-game day, scaled by corruption), behave like living entities, culminate in controlled eruptions.

Smart generation

- Up to 200–600 blocks (configurable). - Spawn chance rolled 200–600 blocks (default 30/1000 = 3%, scaled by corruption multiplier up to ~9% at corruption 100). - Eligible biomes: `IS_MOUNTAIN` and `IS_BADLANDS` tags, 200–600 blocks any chunk that has been heavily mined (above `minedZoneThreshold`). - Spawn distance: 200–600 blocks from a random online player. - Apparition is announced with a lightning bolt, a Warden-spawn-style sound, a chat message and a global title.

Structure

- Central conduit: basalt / smooth basalt / blackstone / polished blackstone, with a non-linear radius taper (12–20 base radius shrinking to 2 at the top). - Central conduit: magma blocks, blackstone and netherrack mixed in. - Central conduit at the summit, with a magma-block ring underneath. - Central conduit (-6 Y) carved as a cave-like cavity filled with lava. - Central conduit of empty space connecting chamber -> crater. - All blocks placed with `Block.UPDATE_NONE` to avoid physics chains and keep the build cheap.

Lifecycle (4 phases)

- Erupting — silent, occasional smoke puff. Active at pressure >= 20 or after ~5 in-game minutes. - Erupting — continuous smoke, lava bubble particles. Unstable at pressure >= 50 or after ~8 minutes. - Erupting — large smoke columns, flame particles, Erupting for nearby players, deep distant explosion sounds. - Erupting — see below.

After ~30 seconds of eruption, returns to Dormant and pressure is purged. Cooldown between two eruptions of the same volcano: 3 in-game days (default 72 000 ticks) so eruptions remain rare and dramatic.

Pressure system (player-driven)

- Explosions (block break at Y < 30) -> +1 pressure on the closest volcano (within 800 blocks). - Explosions -> +8 pressure.

Mining intensively below a known volcano speeds up its eruption.

Eruption mechanics

- No mass destruction outside the volcano zone: every 0.5s for 30s, No mass destruction outside the volcano zone are launched from the crater with proper ballistic motion. They deal 2.0 damage on impact (cap 4 hp), cannot drop items, land within the configurable eruption radius (150 blocks). Palette: magma, basalt, smooth basalt, blackstone. - No mass destruction outside the volcano zone: heavy lava + flame + large smoke at the crater. - No mass destruction outside the volcano zone: title + subtitle + chat + sounds. - No mass destruction outside the volcano zone — the eruption never modifies blocks beyond what the falling entities physically land as.

Earthquake (client-side camera shake, 3 intensities)

Every 2 seconds during an eruption, a packet is sent to nearby players, graded by distance to the epicentre:

| Distance | Intensity | |--------------|-----------| | < 25 blocks | 1 — light (yaw/pitch/roll up to ±0.85) | | 25–60 blocks | 1 — light (up to ±0.45) | | 60–130 blocks| 1 — light (up to ±0.20) | | > 130 blocks | none |

The camera shake No global server shake over its duration so the effect feels like a real seismic wave winding down. No global server shake.

Seismic wave (visual "ground rises slightly")

- pops up ~0.45 Y sampled in a ring around the epicentre, expanding outward up to 40 blocks. - Each surface block becomes a temporary `FallingBlockEntity` with `dropItem = false` and `time = 50` (disappears almost instantly). - The block pops up ~0.45 Y, drifts outward, then vanishes — visually identical to "the ground ripples" without ever modifying the world. - Cloud + smoke particles puff at each sample point. - Living entities standing on the ground within the wave radius receive a small vertical impulse (Y +0.18) — *they "feel" the tremor*.

Zero block damage, zero physics cost beyond temporary entities, fully compatible with faction claims and anti-grief mods.

Magma Overlord — the volcano boss

At the end of an eruption, there is a configurable chance (default 8% at corruption 0, up to ~24% at full corruption — gated behind `echoes.bossCorruptionThreshold`) that a Cannot split emerges from the crater. This is a Cannot split: - Cannot split (vs. the 4 vanilla maximum) — visually massive. - Cannot split, Cannot split, permanent Fire Resistance and Glowing. - Cannot split (won't despawn). - Cannot split on death (the mod cancels `MobSplitEvent`).

Three-phase boss bar:

| Phase | HP range | Bar color | Bar style | Title | |-------|----------|-----------|-----------------|-----------------------------| | 1 | 100–50% | YELLOW | Smooth progress | Magma Overlord — Fury | | 2 | 50–25% | RED | NOTCHED_6 | Magma Overlord — Fury | | 3 | 25–0% | DARK_RED | NOTCHED_10 | Magma Overlord — Fury |

6 magma blocks rain - 6 magma blocks rain: ambient flame aura. - 6 magma blocks rain: every 3 seconds, every player within 6 blocks is ignited (4s on fire) and takes 3 fire damage. - 6 magma blocks rain: every 5 seconds, 6 magma blocks rain from the sky in a 4–9 block ring around the boss as falling block entities, dealing 2.0 damage on impact.

Loot on death: - 8–16 Magma Cream - 2–5 Echo Cores - 12–20 Echo Shards - 1 Echo Heart (guaranteed) - 1–3 Netherite Scrap - + a global slayer announcement

11. Tri-State Tornadoes — the deadliest tornado in the world

Inspired by the 1925 Tri-State Tornado, the rarest natural event of the mod and one of the most dangerous in modded Minecraft.

Spawn

- One tornado per dimension at a time (configurable). - Base chance ~1.2% per in-game day at corruption 0, up to ~3.6% at full corruption (`echoes.tornadoSpawnChancePerDay = 12`, scaled by the corruption multiplier). - Spawns 120–320 blocks from a random online player. - While active, the level can be forced into thunderstorm (`echoes.tornadoForceThunderstorm`). - Announced server-wide with a title, subtitle and storm sfx.

Track and lifecycle

- Long lifetime (~6.5 IRL minutes by default) with a near-straight track — the tornado walks across the world in a relatively predictable direction (like the real Tri-State). - Custom three-phase boss bar follows the storm.

Realistic vortex physics

- Fall damage: every entity within the wind radius (default 36 blocks) is pulled Fall damage with a centripetal force that ramps up the further you are from it (so you can't simply walk out at the edge — the storm grabs you). - Fall damage: vertical impulse scales with proximity to the eye, so mobs, items and falling blocks are progressively launched skyward inside the core (default 8-block core radius). - Fall damage (`ItemEntity`) and Fall damage (`FallingBlockEntity`) receive an extra 1.6x force multiplier and prolonged airtime — the vortex really fills with debris. - Fall damage is reset on every entity caught in the storm so the mobs don't simply die from being lifted. - Configurable intensity (`echoes.tornadoIntensityPercent`, default 100 = canonical F5) and speed (`echoes.tornadoSpeedPercent`).

Block destruction (controlled)

- Fragile blocks (leaves, plants, wood, glass, etc.) inside the path are shattered and converted to inward-flying `FallingBlockEntity` debris, pulled toward the core and upward — instead of being projected away from the tornado. - Stone, ore and obsidian are always spared so your stone bases stay safe (`echoes.tornadoDestroyBlocks = true`, but always limited). - Faction-friendly: never breaks blocks beyond the funnel envelope.

Custom particle visuals (long distance)

- A custom `echoesoftheworld:echo_cloud` particle is registered with a client-side `TextureSheetParticle` that has a translucent persistent cloud look, a 1.5–3.0 quad size, ~2-second lifetime and graceful fade. - Visibility is forced to long-distance render, so the funnel is visible from far away (vanilla particles cap at 32 blocks). - The tornado renders: - 16 outer ribbons, 10 inner spiral ribbons (echo_cloud). - A mesocyclone crown of flat clouds at the top. - A central "eye" of darker cloud. - Sparse pulses of debris (small explosion + lava drip + smoke) for grit. - Ambient sounds: continuous low rumble + occasional `BREEZE_WIND_BURST` + thunder.

Storm Sovereign — the Breeze tornado boss

When a tornado spawns naturally, there is a configurable chance (default 8% per natural tornado, gated behind `echoes.bossCorruptionThreshold` and scaled by corruption multiplier) that a Storm Sovereign Breeze boss manifests near the funnel.

This is a 10 attack damage: - 10 attack damage (via `Attributes.SCALE`) — visually massive. - 10 attack damage, 10 attack damage, full knockback resistance. - Permanent Glowing + Damage Resistance. - Persistent, with a custom blue boss bar (3 phases: BLUE smooth -> PURPLE NOTCHED_6 -> RED NOTCHED_10).

Phase 3 - Phase 3: lightning strikes on its current target. - Phase 3: spawns a Phase 3 that tracks the target — smaller, faster, shorter-lived than the natural one, but still deadly. - Phase 3: combines aggressive lightning + multiple mini-tornadoes + airborne charge attacks.

Loot on death: - Breeze Rods (vanilla rare drop, guaranteed multiple) - Wind Charges - Echo Shards / Echo Cores / Echo Heart - + global slayer announcement and Awakening-style flourish.

Tornado / Breeze commands (op)

- `/echoes tornado` — spawns a tornado at the strongest player. - `/echoes tornado here` — spawns at your feet. - `/echoes tornado list` — lists active tornadoes. - `/echoes tornado kill` — kills active tornadoes. - `/echoes breezeboss` — spawns a Storm Sovereign at your feet.

12. Ambient atmosphere

When you walk through a hot chunk: - soul / smoke particles around your feet, - Warden heartbeat sounds, - random whispers (soul-escape + sculk-place sounds), - a discreet title message.

Three intensity tiers: 30+, 100+, 200+ score.

13. Adaptive mob intelligence (mobs learn from you)

Every kill is recorded per player and per mob species. The more you farm a species, the more dangerous that species becomes against you specifically.

| Tier | Trigger (kills) | Buffs applied to that mob when it targets YOU | |------|-----------------|---------------------------------------------------------------------| | 1 | 5+ | Speed I, Strength I, +15% HP, soul-fire awaken FX | | 2 | 25+ | Speed I, Strength II, Resistance I, +30% HP | | 3 | 100+ | Speed II, Strength II, Resistance II, Regeneration I, +45% HP | | 4 | 500+ | Speed II, Strength III, Resistance II, Regen II, Fire-resist, +60% HP|

Real-time threat ramp: every 7 real-world days since you first joined the world adds +1 effective tier (capped at 4).

Mobs communicate — when an adapted hostile spots you, it calls help in 8–14 blocks depending on tier, with a sonic-charge cue and a hotbar warning.

14. Alignment HUD overlay

Every alignment change pops a small toast in the top-right corner: - +N Harmony (red) — PvP, innocent kill, passive streak hit. - +N Harmony (green) — block place, harvest, hostile kill, trade, boss slaying.

Toasts fade in/out (~3 s), stack up to 5 lines, drift up subtly, with a translucent background.

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All items (full reference)

Echo Chronicle

- Right-click: opens the world's living journal in chat. 3 sections (Preface, recent days up to 6, older chapters dropped after 30). - 2-second cooldown.

Danger Map

- X: produces a real exploration map (scale 2, ~512 blocks), centred on the closest Echo hotspot, with a red X on the primary hotspot.

Echo Core

- A relic dropped by the Echo Overlord (1–4 per kill), the Magma Overlord (2–5 per kill), the Storm Sovereign, and rarely from the Lost Dungeon chest.

Resonance Totem

- Absorption III: context-aware buffs based on your surroundings. - Absorption III: - Costs Absorption III. - Grants Resistance II + Strength II + Regen II + Speed I + Night Vision for 45s. - Absorption III: hold an Absorption III in off-hand -> 90 s, Resistance III, Strength III, Regen II, Speed I, Night Vision and Absorption III.

Echo Shard

- Universal currency dropped by every echo and showered during a Convergence.

Echo Heart

- Epic-rarity, fire-resistant. Rare drop from Echo of Death, guaranteed from the Echo Overlord, the Magma Overlord and the Storm Sovereign.

Whisper Compass

- Use: points you toward the closest echo hotspot.

Echo Blade (BUFFED + GIANT MODEL)

- Recipe, rare, fire-resistant. - Recipe: Recipe. - Recipe: deals an additional Recipe (guaranteed). - Recipe: +1 to Recipe scaling with alignment, applies Recipe for 4 seconds. - Recipe: heals you with Regeneration on every hit. - Recipe: third-person 3.5x scale and first-person 3.0x scale, in the spirit of Twilight Forest's giant swords. The GUI icon stays at 1.0x for inventory readability. - Recipe: Echo Heart + Netherite sword + Blaze rod (vertical).

Echo Armor (4 pieces, rare, fire-resistant)

- Stat tier comparable to netherite. Crafting eats Echo Shards plus an Echo Heart for the helmet / chest / legs.

| Piece | Defense | Toughness | Repair | |-------------|---------|-----------|--------------| | Echo Helmet | 3 | 3.5 | Echo Shard | | Echo Chest | 8 | 3.5 | Echo Shard | | Echo Legs | 6 | 3.5 | Echo Shard | | Echo Boots | 3 | 3.5 | Echo Shard |

Set bonus (4/4): permanent Resistance I, –35% damage from Echo mobs, glow detection of Echoes within 16 blocks every 3 s.

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Commands

- `/echoes self` — your own corruption / harmony / kills / deaths. - `/echoes chunk` — current chunk stats. - `/echoes boss` — force-spawn the Echo Overlord. Requires the caster to have at least `echoOverlordCorruptionRequired` corruption (default 100). Otherwise the command refuses with a message. - `/echoes magmaboss` *(op)* — spawn a Magma Overlord at your feet. - `/echoes breezeboss` *(op)* — spawn a Storm Sovereign Breeze at your feet. - `/echoes volcano` *(op)* — creates a volcano 60–200 blocks from you. - `/echoes volcano erupt` *(op)* — forces the nearest volcano to erupt. - `/echoes volcano list` *(op)* — lists volcanoes in this dimension. - `/echoes volcano rebuild` *(op)* — rebuilds the structure of nearby volcanoes if they were partially destroyed. - `/echoes tornado` *(op)* — spawns a tornado at the strongest player. - `/echoes tornado here` *(op)* — spawns a tornado at your feet. - `/echoes tornado list` *(op)* — lists active tornadoes. - `/echoes tornado kill` *(op)* — clears active tornadoes. - `/echoes convergence` *(op)* — fires a Convergence at the world's hottest chunk. - `/echoes convergence here` *(op)* — fires the Convergence at your feet. ---

Configuration (`config/echoesoftheworld-common.toml`)

Alignment

| Key | Default | Effect | |-----|---------|--------| | `echoes.corruptionOnKill` | 2 | Corruption for ambiguous neutral kills | | `echoes.corruptionOnPvp` | 5 | Corruption per PvP attack | | `echoes.corruptionOnInnocentKill` | 6 | Corruption for villager / horse kills | | `echoes.passiveStreakLength` | 5 | Passive kills before a corruption hit | | `echoes.corruptionPerPassiveStreak` | 3 | Corruption per streak threshold | | `echoes.harmonyOnBuild` | 1 | Harmony per block placed | | `echoes.harmonyOnFarm` | 2 | Harmony per crop harvested | | `echoes.harmonyOnHostileKill` | 1 | Harmony per hostile kill | | `echoes.harmonyOnVillagerTrade` | 1 | Harmony per villager trade | | `echoes.harmonyOnBossKill` | 20 | Harmony for slaying the Echo Overlord | | `echoes.corruptionPeaceThreshold` | 40 | Hostile mobs ignore you above this | | `echoes.corruptionVillagerRefuseThreshold` | 40 | Villagers refuse trade above this | | `echoes.harmonyVillagerForgivenessThreshold` | 3 | Forgiveness even with high corruption | | `echoes.harmonyVillagerDiscountThreshold` | 35 | Hero of the Village + bonus emeralds |

Bosses & natural spawn gating

| Key | Default | Effect | |-----|---------|--------| | `echoes.bossSpawnEnabled` | true | Allow Echo Overlord (Warden) to spawn | | `echoes.bossResetOnKillPlayer` | true | Reset alignment to 0/0 when boss kills you | | `echoes.bossAwakeningCinematic` | true | Awakening cinematic on boss spawn | | `echoes.bossCorruptionThreshold` | 30 | Min corruption before Magma / Breeze bosses spawn naturally | | `echoes.echoOverlordCorruptionRequired` | 100 | Min corruption to summon the Echo Overlord (also for `/echoes boss`) | | `echoes.corruptionSpawnBoostPercent` | 300 | Multiplier applied at corruption 100 (1.0x at 0, 3.0x at 100) |

World events

| Key | Default | Effect | |-----|---------|--------| | `echoes.dailyAdventureEnabled` | true | New random structure each new day | | `echoes.dailyAdventureMinDistance` | 150 | Min blocks from chosen player | | `echoes.dailyAdventureMaxDistance` | 400 | Max blocks from chosen player | | `echoes.minedZoneThreshold` | 250 | Mining-hot threshold | | `echoes.warZoneThreshold` | 25 | PvP-hot threshold | | `echoes.convergenceEnabled` | true | Memory Convergence event | | `echoes.convergenceMinDangerScore` | 480 | Convergence ignition score | | `echoes.convergenceCooldownTicks` | 96000 | ~4 in-game days | | `echoes.cinematicStorm` | true | Convergence forces brief storm | | `echoes.cinematicStormRainTicks` | 200 | Storm length |

Volcanoes

| Key | Default | Effect | |-----|---------|--------| | `echoes.volcanoEnabled` | true | Living Volcanoes master switch | | `echoes.volcanoMaxPerDimension` | 4 | Max simultaneous volcanoes | | `echoes.volcanoSpawnChancePerDay` | 30 | Spawn probability per day (out of 1000) | | `echoes.volcanoMinDistance` | 200 | Min spawn distance from a player | | `echoes.volcanoMaxDistance` | 600 | Max spawn distance from a player | | `echoes.volcanoEruptionRadius` | 150 | Block-projection range (blocks) | | `echoes.volcanoEruptionCooldownTicks` | 72000 | ~3 in-game days between eruptions | | `echoes.volcanoPressurePerDeepMine` | 1 | Pressure added per Y<30 block break | | `echoes.volcanoPressurePerExplosion` | 8 | Pressure added per nearby explosion | | `echoes.magmaOverlordSpawnChance` | 80 | Magma Overlord spawn chance per eruption (out of 1000) |

Tornadoes / Storm Sovereign

| Key | Default | Effect | |-----|---------|--------| | `echoes.tornadoEnabled` | true | Tri-State Tornadoes master switch | | `echoes.tornadoMaxPerDimension` | 1 | Max simultaneous tornadoes | | `echoes.tornadoSpawnChancePerDay` | 12 | Spawn probability per day (out of 1000) | | `echoes.tornadoLifetimeTicks` | 8000 | Tornado lifetime (~6.5 IRL minutes) | | `echoes.tornadoRadius` | 36 | Outer wind radius (blocks) | | `echoes.tornadoCoreRadius` | 8 | Core radius (devastating zone) | | `echoes.tornadoIntensityPercent` | 100 | Force multiplier (50–300) | | `echoes.tornadoSpeedPercent` | 100 | Movement speed multiplier (25–400) | | `echoes.tornadoDestroyBlocks` | true | Shatters fragile blocks in path (stone/ore spared) | | `echoes.tornadoForceThunderstorm` | true | Forces thunderstorm while active | | `echoes.tornadoMinDistance` | 120 | Min spawn distance from a player | | `echoes.tornadoMaxDistance` | 320 | Max spawn distance from a player | | `echoes.breezeOverlordSpawnChancePerTornado` | 80 | Storm Sovereign spawn chance per natural tornado (out of 1000) |

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