promotional bannermobile promotional banner

Attention Economy

Attention Economy is a Minecraft mod that introduces an "attention" system where game systems gradually degrade if the player ignores them for too long. The mod encourages players to rotate activities instead of tunnel-visioning one task forever.

Attention Economy

Attention Economy is a Minecraft mod that introduces an "attention" system where game systems gradually degrade if the player ignores them for too long. The mod encourages players to rotate activities instead of tunnel-visioning one task forever.

The goal is immersive survival gameplay where variety matters. Neglect your armor and it wears faster. Ignore your farms and crops grow slower. Overuse your tools without switching and they become less efficient. The mod provides no popups, no quests, and no forced objectives—just natural consequences that reward engaged, attentive gameplay.


Key Features

  • Seven attention systems - Armor, tools, crops, furnaces, animals, beacons, and shields all require periodic attention.
  • Gradual penalties - Effects scale smoothly from 0% to maximum over time—no sudden punishments.
  • Fast recovery - Systems recover 2x faster than they decay when attended to.
  • Grace periods - No penalties apply immediately after attending to a system.
  • AFK protection - Decay pauses automatically when you're not moving.
  • Per-player tracking - Multiplayer-safe with independent attention levels per player.
  • No permanent damage - All effects are temporary and fully reversible.
  • Mode protection - No penalties in Creative or Spectator mode.
  • Natural gameplay - "Attending" to systems is just playing normally—no special actions required.
  • Fully configurable - All decay rates, penalties, and behaviors can be customized via JSON.

How It Works

Attention Levels

Every 20 ticks (1 second), the mod updates your attention levels for each system:

Mechanic How It Works
Decay Attention decreases slowly when not maintained
Recovery Attention increases when you interact with the system
Grace Period After attending, no decay occurs for a configurable time
Penalty Scaling Penalties scale linearly with neglect level (0-100%)

What Counts as "Attention"

Normal, natural gameplay actions restore attention:

System How to Attend
Armor Open inventory, equip or repair armor
Tools Swap tools, switch held items, use different tools
Crops Walk near farms (16 block radius), interact with crops
Furnaces Open furnaces, stay nearby (8 block radius)
Animals Spend time near animals (16 block radius), interact with them
Beacons Stay near beacons (32 block radius), open beacon UI
Shields Put shield away, use other items, stop blocking

Attention Systems

Armor System

When you neglect your armor (don't open inventory or interact with your gear), it starts wearing out faster.

Neglect Level Durability Damage
0% Normal wear (100%)
25% +12.5% wear
50% +25% wear
75% +37.5% wear
100% +50% wear (150% total)

How to restore: Open your inventory, equip/unequip armor, repair items.


Tools System

Constantly using the same tool without switching causes temporary efficiency loss.

Neglect Level Mining Speed
0% Normal speed (100%)
25% 90% speed
50% 80% speed
75% 70% speed
100% 60% speed

How to restore: Switch tools, change held items, put tools away temporarily.


Crops System

Farms you don't visit slow down their growth rate.

Neglect Level Growth Rate
0% Normal growth (100%)
25% 85% growth
50% 70% growth
75% 55% growth
100% 40% growth

How to restore: Walk near your crops (within 16 blocks), interact with farmland.


Furnaces System

Furnaces you ignore will smelt items more slowly.

Neglect Level Smelting Speed
0% Normal speed (100%)
25% 87.5% speed
50% 75% speed
75% 62.5% speed
100% 50% speed

How to restore: Open the furnace UI, stay nearby (within 8 blocks).


Animals System

Neglected animals have longer breeding cooldowns.

Neglect Level Breeding Cooldown
0% Normal cooldown (100%)
25% +12.5% cooldown
50% +25% cooldown
75% +37.5% cooldown
100% +50% cooldown (150% total)

How to restore: Spend time near your animals (within 16 blocks), feed or interact with them.


Beacons System

Beacons you don't visit have reduced effect duration.

Neglect Level Effect Duration
0% Normal duration (100%)
25% 92.5% duration
50% 85% duration
75% 77.5% duration
100% 70% duration

At severe neglect (below 40% attention), beacon effects also lose 1 amplifier level.

How to restore: Stay near your beacon (within 32 blocks), open the beacon UI.


Shields System

Overusing your shield without breaks increases the recovery delay after blocking.

Neglect Level Recovery Delay
0% Normal delay
25% +10 ticks
50% +20 ticks
75% +30 ticks
100% +40 ticks

How to restore: Put your shield away, switch to other items, stop blocking.


Decay and Recovery Rates

Each system has different timing for how quickly attention decays and recovers:

System Full Decay Time Recovery Speed
Armor 10 minutes 2x decay rate
Tools 5 minutes 2x decay rate
Crops 20 minutes 2x decay rate
Furnaces 10 minutes 2x decay rate
Animals 20 minutes 2x decay rate
Beacons 15 minutes 2x decay rate
Shields 5 minutes 2x decay rate

Grace Period: After attending to any system, no decay occurs for 5 minutes (configurable).


Safeguards

The mod is designed to be fair and non-punishing:

Safeguard Description
No Hard Failures No system can fully stop functioning
Grace Periods Time buffer before penalties begin
AFK Detection Decay pauses if you haven't moved for 1 minute
Mode Protection No penalties in Creative or Spectator mode
Fast Recovery Systems recover 2x faster than they decay
Gradual Scaling Penalties increase smoothly, never suddenly
No Permanent Damage Everything is temporary and reversible

Configuration

Config file location: .minecraft/config/attentioneconomy.json

The config file is created automatically on first launch. All options:

{
  "globalEnabled": true,
  "armorEnabled": true,
  "toolsEnabled": true,
  "cropsEnabled": true,
  "furnacesEnabled": true,
  "animalsEnabled": true,
  "beaconsEnabled": true,
  "shieldsEnabled": true,
  "gracePeriodTicks": 6000,
  "decayRate": 1.0,
  "recoveryRate": 2.0,
  "hardcoreMultiplier": 1.5,
  "afkThresholdTicks": 1200,
  "maxArmorPenalty": 0.5,
  "maxToolPenalty": 0.4,
  "maxCropPenalty": 0.6,
  "maxFurnacePenalty": 0.5,
  "maxAnimalPenalty": 0.5,
  "maxBeaconPenalty": 0.3,
  "maxShieldPenalty": 0.4,
  "armorAttentionRadius": 0,
  "toolAttentionRadius": 0,
  "cropAttentionRadius": 16,
  "furnaceAttentionRadius": 8,
  "animalAttentionRadius": 16,
  "beaconAttentionRadius": 32,
  "shieldAttentionRadius": 0,
  "armorDecayTime": 12000,
  "toolDecayTime": 6000,
  "cropDecayTime": 24000,
  "furnaceDecayTime": 12000,
  "animalDecayTime": 24000,
  "beaconDecayTime": 18000,
  "shieldDecayTime": 6000
}

Config Options Explained

Option Default Description
globalEnabled true Master toggle for the entire mod
armorEnabled true Enable armor attention system
toolsEnabled true Enable tools attention system
cropsEnabled true Enable crops attention system
furnacesEnabled true Enable furnaces attention system
animalsEnabled true Enable animals attention system
beaconsEnabled true Enable beacons attention system
shieldsEnabled true Enable shields attention system
gracePeriodTicks 6000 Ticks before decay starts after attending (6000 = 5 min)
decayRate 1.0 Multiplier for how fast attention decays
recoveryRate 2.0 Multiplier for how fast attention recovers
hardcoreMultiplier 1.5 Extra decay rate multiplier for hardcore worlds
afkThresholdTicks 1200 Ticks of no movement before AFK detection (1200 = 1 min)
maxArmorPenalty 0.5 Maximum armor durability penalty (0.5 = 50% extra wear)
maxToolPenalty 0.4 Maximum tool efficiency penalty (0.4 = 40% slower)
maxCropPenalty 0.6 Maximum crop growth penalty (0.6 = 60% slower)
maxFurnacePenalty 0.5 Maximum furnace speed penalty (0.5 = 50% slower)
maxAnimalPenalty 0.5 Maximum breeding cooldown penalty (0.5 = 50% longer)
maxBeaconPenalty 0.3 Maximum beacon duration penalty (0.3 = 30% shorter)
maxShieldPenalty 0.4 Maximum shield cooldown penalty (0.4 = +40 ticks)
cropAttentionRadius 16 Blocks within which crops count as "attended"
furnaceAttentionRadius 8 Blocks within which furnaces count as "attended"
animalAttentionRadius 16 Blocks within which animals count as "attended"
beaconAttentionRadius 32 Blocks within which beacons count as "attended"
armorDecayTime 12000 Ticks for armor attention to fully decay (12000 = 10 min)
toolDecayTime 6000 Ticks for tool attention to fully decay (6000 = 5 min)
cropDecayTime 24000 Ticks for crop attention to fully decay (24000 = 20 min)
furnaceDecayTime 12000 Ticks for furnace attention to fully decay (12000 = 10 min)
animalDecayTime 24000 Ticks for animal attention to fully decay (24000 = 20 min)
beaconDecayTime 18000 Ticks for beacon attention to fully decay (18000 = 15 min)
shieldDecayTime 6000 Ticks for shield attention to fully decay (6000 = 5 min)

Multiplayer Compatibility

This mod works on both client and server. For full functionality:

Setup Result
Client + Server Full experience with all features
Server Only Full functionality (all logic is server-side)
Client Only No effect (mod requires server-side installation)

Multiplayer Features

  • All attention calculations are done server-side
  • Per-player attention data stored in concurrent hash maps
  • Data persists in world save directory
  • No client-server desync issues

Installation

  1. Install Fabric Loader (0.15.6 or newer) for Minecraft 1.20.1.
  2. Install Fabric API (0.92.0+1.20.1 or newer).
  3. Download the mod JAR file.
  4. Place the JAR into your .minecraft/mods folder.
  5. Launch Minecraft with the Fabric profile.

Building from Source

Clone the repository and run the Gradle build:

git clone https://github.com/AaravVishal1/attention-economy
cd attention-economy
./gradlew build

The compiled JAR will be in build/libs/.

For development, you can run the client directly:

./gradlew runClient

Requirements

Dependency Version
Minecraft 1.20.1
Fabric Loader 0.15.6+
Fabric API 0.92.0+1.20.1
Java 17+

Troubleshooting

Penalties aren't being applied

  1. Check that the mod is enabled (globalEnabled: true in config).
  2. Verify you're not in Creative or Spectator mode.
  3. Make sure you're not AFK (haven't moved for over 1 minute).
  4. Check that the specific system is enabled in config.

Penalties seem too harsh

  • Increase the *DecayTime values to make decay slower.
  • Decrease the max*Penalty values to reduce maximum penalties.
  • Increase gracePeriodTicks for longer buffers after attending.
  • Increase recoveryRate for faster recovery.

Penalties seem too lenient

  • Decrease the *DecayTime values to make decay faster.
  • Increase the max*Penalty values for harsher penalties.
  • Decrease gracePeriodTicks for shorter grace periods.
  • Enable hardcoreMultiplier for 1.5x faster decay.

Crops/furnaces/animals not being tracked

  • Make sure you've interacted with them at least once to register ownership.
  • Check that you're within the attention radius (default 16/8/16 blocks).
  • The mod tracks which player "owns" each block/entity based on interaction.

Data not persisting

  • Attention data is saved when the server stops and when players disconnect.
  • Check for errors in the server log during save/load.
  • Data is stored in <world>/attentioneconomy/attention_data.json.

Technical Details

Performance

  • Attention updated every 20 ticks (1 second) per player
  • Chunk/entity tracking uses concurrent hash maps for thread safety
  • Minimal overhead during normal gameplay
  • Block entity tracking cleaned up periodically

Mixins Used

Mixin Purpose
PlayerEntityMixin Tool efficiency modification
CropBlockMixin Crop growth rate modification
AbstractFurnaceBlockEntityMixin Furnace smelting speed modification
AnimalEntityMixin Breeding cooldown modification
BeaconBlockEntityMixin Beacon effect duration modification
ShieldItemMixin Shield usage tracking
LivingEntityMixin Shield cooldown modification
PlayerScreenHandlerMixin Inventory open detection
PlayerInventoryMixin Hotbar slot change detection
ArmorItemMixin Armor attention system hook

Data Storage

  • Per-player attention data stored in <world>/attentioneconomy/
  • JSON format for easy inspection and backup
  • Automatic cleanup of stale chunk/entity ownership data

Compatibility

  • Compatible with most Fabric mods
  • Uses standard Fabric events and mixins
  • Does not modify vanilla items or add new content
  • Works alongside other balance/survival mods

License

This project is licensed under the MIT License. See LICENSE for details.

The Attention Economy Team

profile avatar
  • 1
    Followers
  • 10
    Projects
  • 1.7K
    Downloads

More from user_a28irxr2yltp4lebView all

  • Rivalry & Tactics project image

    Rivalry & Tactics

    • 121
    • Mods

    Rivalry & Tactics is a combat mod for Minecraft that transforms hostile mobs into intelligent adversaries. Instead of static AI, mobs develop rivalries, coordinate tactically, and adapt to your combat style.

    • 121
    • February 23, 2026
    • Mods
  • Directional Combat project image

    Directional Combat

    • 75
    • Mods

    This is a dynamic directional melee system where every attack's effectiveness depends on your position, weapon, and timing. Strike from behind for devastating backstabs, stagger foes with side attacks, or break through defenses with overhead blows.

    • 75
    • February 23, 2026
    • Mods
  • SoulBounds project image

    SoulBounds

    • 53
    • Mods

    Soulbound is a **dynamic Soul Alignment system** for Minecraft Fabric where players absorb soul fragments from the mobs they kill, gradually transforming how the world's creatures perceive and react to them.

    • 53
    • February 21, 2026
    • Mods
  • Inventory Weights project image

    Inventory Weights

    • 227
    • Mods

    Inventory Weight is a realistic encumbrance system mod for Minecraft that applies movement penalties based on how heavy your inventory is.

    • 227
    • February 10, 2026
    • Mods
  • Rivalry & Tactics project image

    Rivalry & Tactics

    • 121
    • Mods

    Rivalry & Tactics is a combat mod for Minecraft that transforms hostile mobs into intelligent adversaries. Instead of static AI, mobs develop rivalries, coordinate tactically, and adapt to your combat style.

    • 121
    • February 23, 2026
    • Mods
  • Directional Combat project image

    Directional Combat

    • 75
    • Mods

    This is a dynamic directional melee system where every attack's effectiveness depends on your position, weapon, and timing. Strike from behind for devastating backstabs, stagger foes with side attacks, or break through defenses with overhead blows.

    • 75
    • February 23, 2026
    • Mods
  • SoulBounds project image

    SoulBounds

    • 53
    • Mods

    Soulbound is a **dynamic Soul Alignment system** for Minecraft Fabric where players absorb soul fragments from the mobs they kill, gradually transforming how the world's creatures perceive and react to them.

    • 53
    • February 21, 2026
    • Mods
  • Inventory Weights project image

    Inventory Weights

    • 227
    • Mods

    Inventory Weight is a realistic encumbrance system mod for Minecraft that applies movement penalties based on how heavy your inventory is.

    • 227
    • February 10, 2026
    • Mods