Description
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.
**Echoes of the World** 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** 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 **Memory Convergence** — a stormy ritual of lightning, falling shards,
screen-shake and a trinity of unstoppable echoes.
- A **Living Volcano** — slow-burning, multi-phase, with realistic block
ejection, earthquakes felt only by nearby players, seismic waves, and a
giant **Magma Overlord** boss that can emerge from the eruption.
- A **Tri-State Tornado** — 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 **Storm
Sovereign** 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.
---
## 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.
---
## Core systems
### 1. World memory
- **Per-chunk stats**: blocks mined, mob kills, deaths, PvP events, visits.
- **Per-player stats**: corruption, harmony, deaths, kills, blocks
mined/placed, **passive kills**.
- A **danger score** 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 |
**You GAIN harmony when you:**
| 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** |
**Mutual exclusion:**
- 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.
**Special rules:**
- The **passive-kill streak** 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
- **Corruption >= 40** -> **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
- **Corruption >= 40 AND Harmony < 3** -> villagers **refuse to trade**.
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."*
- **Harmony >= 3** (even with high corruption) -> villagers **forgive
you** and trade normally.
- **Harmony >= 35** -> villagers **bless you**: you gain **Hero of the
Village III** 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 **+100–200% HP**, **+60–140% damage**, fire resistance,
knockback resistance and netherite-tier weapons. They are **persistent**
(don't despawn). When they hit you, you briefly suffer **Darkness**.
**Drops**: 1–4 Echo Shards + type-specific bonus (arrows / raw iron). The
**Death echo** has a 10–25% chance to drop an **Echo Heart**. 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
**Convergence**:
- **Title + subtitle** sent to every player in the dimension.
- A short **storm + thunder** in the Overworld.
- **3 real lightning bolts** + 2 cosmetic ones at the epicentre.
- **Screen-shake** for any player within 96 blocks.
- A **boosted trinity** 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 **Echo Overlord** 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** |
| 2 | 50–25% | PURPLE | NOTCHED_6 | **Echo Overlord — Phase II** |
| 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.
**Augmentations:**
- **+60% HP**, glowing, Damage Boost / Resistance / Speed for 30 minutes.
- **Phase 1 (>50% HP)**: lightning strike on the current target every 8s.
- **Phase 2 (<=50% 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.
**Anti-despawn safeguard**: 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:
- **1 Echo Heart**
- **1–4 Echo Cores** (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 **never** a quiet event:
- **8 lightning bolts in a ring** strike around the spawn point.
- **120 + 80 SOUL/SCULK_SOUL particles** burst from the epicentre.
- The **WARDEN_EMERGE roar plays at volume 4.0** — 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 full-screen title**: §4§lTHE AWAKENING — *"Something ancient is rising..."*.
- **30 seconds of DARKNESS**.
- **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 |
|------------------------|-------------|
| **Lost Dungeon** | 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...). |
| **Memory Monolith** | 3x3 obsidian tower, 12 blocks tall, glowstone runes, sea lantern crown, 4 blackstone pylons. Activates with a beacon sound + lightning. |
| **Fallen Shrine** | 5x5 polished diorite platform, 4 blackstone pillars with sea lanterns, central gold-block altar, 4 lit candles, cyan carpet. Amethyst chime + END_ROD. |
| **Echo Crater** | 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 **4 volcanoes per dimension** (configurable).
- Spawn chance rolled **once per in-game day** (default 30/1000 = 3%,
scaled by corruption multiplier up to ~9% at corruption 100).
- Eligible biomes: `IS_MOUNTAIN` and `IS_BADLANDS` tags, **plus** 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
- **Outer cone**: basalt / smooth basalt / blackstone / polished
blackstone, with a non-linear radius taper (12–20 base radius shrinking
to 2 at the top).
- **Inner core**: magma blocks, blackstone and netherrack mixed in.
- **Open lava crater** at the summit, with a magma-block ring underneath.
- **Underground magma chamber** (-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)
- **Dormant** — silent, occasional smoke puff. Active at pressure >= 20
or after ~5 in-game minutes.
- **Active** — continuous smoke, lava bubble particles. Unstable at
pressure >= 50 or after ~8 minutes.
- **Unstable** — large smoke columns, flame particles, **light tremors
every 4 seconds** 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)
- **Deep mining** (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
- **Realistic block projection**: every 0.5s for 30s, **4–8 modified
`FallingBlockEntity`** 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.
- **Ambient FX**: heavy lava + flame + large smoke at the crater.
- **Eruption announcement**: 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 | **3 — violent** (yaw/pitch/roll up to ±0.85) |
| 25–60 blocks | **2 — medium** (up to ±0.45) |
| 60–130 blocks| **1 — light** (up to ±0.20) |
| > 130 blocks | none |
The camera shake **decays linearly** over its duration so the effect
feels like a real seismic wave winding down. **No global server shake**.
#### Seismic wave (visual "ground rises slightly")
- **16 directions** 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 **Magma Overlord** emerges from
the crater. This is a **giant custom Magma Cube**:
- **Size 8** (vs. the 4 vanilla maximum) — visually massive.
- **220 HP**, **12 attack damage**, permanent Fire Resistance and Glowing.
- **Persistent** (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** |
| 2 | 50–25% | RED | NOTCHED_6 | **Magma Overlord — Phase II** |
| 3 | 25–0% | DARK_RED | NOTCHED_10 | **Magma Overlord — Fury** |
**Phase abilities:**
- **Phase 1 (>50%)**: ambient flame aura.
- **Phase 2 (<=50%)**: every 3 seconds, every player within 6 blocks is
ignited (4s on fire) and takes 3 fire damage.
- **Phase 3 (<=25%)**: 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
- **Suction**: every entity within the wind radius (default 36 blocks)
is pulled **toward the tornado's core** 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).
- **Lift**: 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).
- **Items** (`ItemEntity`) and **falling blocks** (`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 **giant custom Breeze**:
- **2.6x scale** (via `Attributes.SCALE`) — visually massive.
- **280 HP**, **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 abilities:**
- **Phase 1**: lightning strikes on its current target.
- **Phase 2**: spawns a **mini-tornado** 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 Corruption** (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.
---
## 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
- **Right-click**: 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
- **Right-click (15s CD)**: context-aware buffs based on your surroundings.
- **Sneak + right-click — RITUAL OF MEMORY**:
- Costs **4 Echo Shards**.
- Grants Resistance II + Strength II + Regen II + Speed I + Night Vision
for 45s.
- **Amplification**: hold an **Echo Heart** 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)
- **Netherite-tier sword**, rare, fire-resistant.
- **Base attack damage**: **+11**.
- **Every hit**: deals an additional **+3 magic damage** (guaranteed).
- **Alignment > 0 (corrupted)**: +1 to **+12 magic damage** scaling with
alignment, applies **Wither II** for 4 seconds.
- **Alignment <= 0 (harmonious)**: heals you with Regeneration on every hit.
- **Visual**: 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.
---
## 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) |


