Wild Paths turns player movement and environmental exposure into configurable block progression:
tall_grass -> short_grass -> air
|
v
grass_block -> dirt -> dirt_path -> dirt
cobblestone --rain--> mossy_cobblestone
stone_bricks --rain--> mossy_stone_bricks
Every player crossing contributes to the block being used. Walking back and forth and landing after a jump count again, while standing still does not. Each stage has a protected number of crossings followed by an increasing transition probability. Strong traffic can also give nearby surface blocks a smaller amount of wear, producing irregular, natural-looking path edges. Unfinished wear on both ground and plants slowly recovers after traffic stops. Unused dirt paths later recover through the independent timed-transition system.

