Charon's Echo 1.0.0 - the first crossing
Curse Maven Snippet
What's new
Changelog
1.0.0 — the first crossing
THE CHURCH AND THE CRYPT — the church (a hand-built 32x32x48) rises once on the plateau, floor flush with the ground, read from its own marker vocabulary: gilded blackstone = the Broker's post, lodestone = the crypt stairwell, lectern = the ledger (markers dissolve once read). Beneath it the CRYPT is carved: a stairwell descending below the rivers to the WEEK ROOM, where seven day-shelves hold a rolling week of the dead — click a shelf to read that day's fallen and open their grave books. The year's halls lie sealed beyond the north arch. (Placeholder architecture; the builder's crypt kit replaces the carving when it exists.)
THE WAR BELOW THE MOON — an eternal three-sided war in Charon's Echo, invisible to the living, joinable by the dead. The KEEPERS (iron golems, creakings, allay couriers) hold the yards; the RESTLESS (parched, bogged, stray) rise from the active grave field; the HOLLOW WIND (vex, breeze) raids both. The war is fought at the FRONT — the field currently receiving burials; filled fields are settled ground forever. Living players are untouchable and harmless (the war cannot see them); sniffers and allays are civilians. Payment moved to the stone: the crossing is free, and touching your grave offers the choice — pay the fare (obol), pay the toll (XP), or TAKE THE OATH: enlist with the Keepers or the Restless, receive a loaned phantom kit, and serve
war-service-minutes(default 15) at the front. Each enemy downed shaveswar-kill-credit-secondsoff the clock; serving out is a free resurrection. Enlisted dead of opposing sides can fight each other — defeat means downed (respawn at muster,war-downed-penalty-secondsadded), never death; your items were in the grave all along./charon oathshows your service;/charon oath quitpauses the clock.THE STYGIAN ORCHARD — plant the Withered Grove in the overworld. The Broker, a trader who stopped wandering long ago, stands in Charon's Echo selling Stygian Seeds (config
orchard-seed-price, default 32 emeralds). Plant one on solid ground: it grows in two stages (small tree, then a grown elder) while its chunk is loaded. Grown trees hang Tollfruit from their chains — a mangrove-root bud that sculk slowly seals, then ripens into a glowing froglight. Break the ripe fruit (anyone may), and craft 4 Tollfruit → 1 Charon's Obol. The tree itself drops NOTHING as blocks: breaking any part of it without a netherite axe fails; with one, a felling ritual crumbles the whole tree to nothing and returns only its seed. Per-player tree cap (orchard-tree-cap, default 3). Trees only grow into open ground and wait politely when blocked. Fruit per cycle is a weighted roll (1–4); the tree rests after a full harvest. Wild elders in Charon's Echo bear fruit too — the one thing the living may take from the graveyard — and elder growth has its mysteries.Big-slot decor (ruins, wild elders) tolerates relief 5 on its footprint — flat-ground demands left the wilds with no big pieces at all; wild elders are deliberately rare (~1 in 5–6 big slots).
Fixed: graveyard chunks already loaded at server start (forceloaded areas) were dropped from the decoration queue and never decorated.
Fixed: saved studio plots created under an older layout could overlap the widened base rows — default-row plots now re-fit to the current layout on every load.
/charon plot new <category> <category>no longer doubles the prefix, and/charon plot remove <name>(admin) deletes a builder plot.Graves face WEST, the way of the dead; ghosts arrive facing their own epitaph.
Headstone size classes: small 3×3×3 markers, standard 4×4×4 stones, large 5×5×5 monuments (new default-set rows headstone_small_1..4, headstone_large_1..2). The TERRAIN picks the class per grave — flat ground rolls the full mix (60/25/15), slopes drop the monuments, rough spots take only small markers — and only the chosen stone's footprint (+1 ring) is terraced, so small stones hug the land. Classes fall back to each other until templates exist.
SETS — style families:
/charon set new <name> [size]stakes a gold-bordered, owner-sized (32–256) area in the Studio; plots stake free-form wherever the builder stands (/charon plot newinside a set). Lifecycle: open (any gravekeeper builds) →set trust(steward +set invited builders only) →set approve(locked; every exported piece enters generation at once) →set reopen(additions ship after next approval). Each region of Charon's Echo draws from ONE approved set (seed-deterministic), falling back to the default set for uncovered categories — styles never mix mid-field. No minimum content: a trees-only set is welcome. Set templates are namespaced (<set>/<piece>).World seed now shapes the graveyard terrain — every server's Charon's Echo is unique (regenerate the dimension after updating)
Gravekeeper builder roster:
/charon builder add|remove <player>— rostered builders may build in Charon's Echo and the Studio and use studio/export/place/plot commands without op; both dimensions are otherwise build-protectedStudio content pipeline:
/charon plot new <category> <name>stakes a new correctly-sized plot at the end of its category row (headstone/tree/big_tree/clutter/ruin/building),/charon plot approve <name>(admin) promotes an exported build into generation,/charon plot listshows categories and pending/approved buildsGraves remember their headstone variant: approved headstone templates are pasted per grave (stable choice per grave), placeholder otherwise;
/charon rebuild-gravesre-terraces and re-pastes the whole yard from the records to upgrade old gravesField gate signs glow and are written on both faces
The full death loop is live: a soul-fire death portal rises at the death site — walk in to pay Charon (consumes an Echo Shard, or he takes half the grave's XP) and cross to your grave in Charon's Echo; graves are allocated on a square spiral of 40×40 fenced, terraced fields (48 plots each, soul lanterns on the corners) with generated headstones (name / cause / day on the sign); touch your stone to reclaim items + XP, then the return portal beside the grave carries you back to a safe spot at your death site, alive; reclaimed graves persist as "— at rest —" memorials; portals are pure particles, no blocks, and a relogged ghost always gets its return portal back
Project scaffold: Fabric / Minecraft 26.2, Loom 1.17.12, JDK 25, sgui
Charon's Echo graveyard dimension: monochrome rolling hills (pale moss / tuff / deepslate), church plateau at origin, winding river with small ponds, no caves, End-style void skybox, fixed time, silent gray-tinted custom biome, no natural mob spawns
Terrain is built by a real registered chunk generator (
charons_echo:graveyard) at the noise stage, so vanilla computes lighting and heightmaps correctlyStudio authoring dimension with labeled plot grid for hand-building structure templates
Death loop core: death is intercepted (no drops, no death screen) — items + XP are captured into a persistent grave record and the player rises as a ghost at the death site: invisible with a soul-particle silhouette, flying, invulnerable, no world interaction, gray name (
charon_deadteam),charon.ghosttag, tethered to a 24-block radius around the death anchor; ghost state survives relog/restart and is re-asserted every tick against other mods/charon revive [player]restores the oldest unclaimed grave (items + XP) and lifts the ghost state — interim testing path until portals landObol crafting (runtime-injected so the result keeps its components): 1 echo shard + 1 gold ingot + 1 soul sand → 1 Charon's Obol
Charon's Obol item (marked vanilla echo shard with glint + lore, crossplay-safe): soul-bound — the one item death cannot take;
/charon obol [count]gives them (crafting/buying later). Renamed from "Echo Shard" — vanilla already has one.Commands:
/charon studio,/charon export [name],/charon place <name>,/charon visit,/charon back(gamemaster-level)
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