{"id":61383,"date":"2026-06-03T16:41:56","date_gmt":"2026-06-03T13:41:56","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/echoesoftheworld\/"},"modified":"2026-06-03T16:41:56","modified_gmt":"2026-06-03T13:41:56","slug":"echoesoftheworld","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/echoesoftheworld\/","title":{"rendered":"Echoes of the World"},"content":{"rendered":"<p>Echoes of the World<br \/>\n> The world remembers what you do. And one day, it remembers loud enough to<br \/>\n> strike back \u2014 sometimes through a Warden, sometimes through a volcano,<br \/>\n> sometimes through a deadly tornado.<br \/>\n**Echoes of the World** is a *consequence* mod for Minecraft NeoForge 1.21.1.<br \/>\nEvery chunk you mine, every fight you start, every animal you slaughter,<br \/>\nevery villager you trade with, every death you suffer \u2014 it all carves an<br \/>\n**echo** into the world&#8217;s memory. The deeper your mark, the louder the echo:<br \/>\nghostly versions of past actions begin to manifest, hunt the most marked<br \/>\nplayers, and culminate in cinematic global events:<br \/>\n&#8211; The **Memory Convergence** \u2014 a stormy ritual of lightning, falling shards,<br \/>\n  screen-shake and a trinity of unstoppable echoes.<br \/>\n&#8211; A **Living Volcano** \u2014 slow-burning, multi-phase, with realistic block<br \/>\n  ejection, earthquakes felt only by nearby players, seismic waves, and a<br \/>\n  giant **Magma Overlord** boss that can emerge from the eruption.<br \/>\n&#8211; A **Tri-State Tornado** \u2014 a deadly EF5 wedge tornado that travels in a<br \/>\n  near-straight track, sucks mobs \/ items \/ falling blocks toward its core,<br \/>\n  destroys fragile blocks in its path, and can summon the **Storm<br \/>\n  Sovereign** Breeze boss.<br \/>\n&#8211; The **Echo Overlord** Warden \u2014 the apex boss of the corruption path,<br \/>\n  reserved for fully corrupted players (configurable, default 100\/100).<\/p>\n<p>It is fully **server-aware** (memory is per-world, not per-player), so your<br \/>\nmultiplayer server gets a long-term, evolving narrative built directly from<br \/>\nyour players&#8217; actions.<\/p>\n<p>And every new in-game day, the world surprises you with a brand-new<br \/>\n**procedural adventure**: a dungeon, a monolith, a forsaken village, a<br \/>\nshrine, or a smoking crater \u2014 never the same twice.<\/p>\n<p>&#8212;<\/p>\n<p>## Boss progression \u2014 driven by corruption<\/p>\n<p>Bosses are no longer &#8220;random pop-ups&#8221;. The world reads the corruption of<br \/>\nthe players online and unlocks tiers of threats accordingly:<\/p>\n<p>| Max corruption (any online player) | Natural bosses available                            |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|<br \/>\n| 0\u201329                               | None (calm world; only daily adventures + Convergence) |<br \/>\n| 30+                                | Magma Overlord (volcano eruptions) and Storm Sovereign Breeze (tornado spawns) |<br \/>\n| 100                                | + **Echo Overlord** (Warden) \u2014 apex boss            |<\/p>\n<p>&#8211; The threshold (`echoes.bossCorruptionThreshold`, default 30) gates the<br \/>\n  natural spawn of Magma and Storm Sovereign bosses.<br \/>\n&#8211; A separate config (`echoes.echoOverlordCorruptionRequired`, default 100)<br \/>\n  gates the Echo Overlord Warden \u2014 both its natural spawn and the<br \/>\n  `\/echoes boss` command. The Warden is, by design, the **sole reward of<br \/>\n  full corruption**.<br \/>\n&#8211; A corruption multiplier (`echoes.corruptionSpawnBoostPercent`, default<br \/>\n  300) makes natural events (volcanoes, tornadoes, eruptions, bosses) up<br \/>\n  to 3x more frequent at corruption 100. Set to 100 to disable.<\/p>\n<p>&#8212;<\/p>\n<p>## Core systems<\/p>\n<p>### 1. World memory<br \/>\n&#8211; **Per-chunk stats**: blocks mined, mob kills, deaths, PvP events, visits.<br \/>\n&#8211; **Per-player stats**: corruption, harmony, deaths, kills, blocks<br \/>\n  mined\/placed, **passive kills**.<br \/>\n&#8211; A **danger score** is computed from these stats. Above thresholds, a chunk<br \/>\n  becomes a **hotspot** that can spawn echoes, trigger Convergences and<br \/>\n  even raise a volcano.<\/p>\n<p>### 2. Alignment system: corruption vs. harmony<\/p>\n<p>The mod&#8217;s beating heart. Every action shifts your alignment, and the two<br \/>\nstats are **mutually exclusive** \u2014 gaining one consumes the other first.<\/p>\n<p>**You GAIN corruption when you:**<br \/>\n| Action                                  | Corruption |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;|<br \/>\n| Attack another player (PvP)             | +5         |<br \/>\n| Kill a villager \/ horse (innocent kill) | +6         |<br \/>\n| Slaughter passive mobs                  | every 5 kills -> +3 |<br \/>\n| Kill a non-classified neutral creature  | +2         |<\/p>\n<p>**You GAIN harmony when you:**<br \/>\n| Action                                  | Harmony |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;|<br \/>\n| Place a block                           | +1      |<br \/>\n| Harvest a crop                          | +2      |<br \/>\n| Kill a hostile (aggressive) mob         | +1      |<br \/>\n| Trade with a villager                   | +1 per trade |<br \/>\n| Slay the Echo Overlord boss             | **+20** |<\/p>\n<p>**Mutual exclusion:**<br \/>\n&#8211; When you gain corruption, your existing harmony is **drained first**<br \/>\n  (down to 0) before your corruption rises. The reverse is also true.<br \/>\n&#8211; You can no longer &#8220;stack&#8221; both. The world reads your *current* alignment<br \/>\n  as a clear identity \u2014 light or shadow.<\/p>\n<p>**Special rules:**<br \/>\n&#8211; The **passive-kill streak** punishes industrial farming: cows, sheep,<br \/>\n  chickens, pigs, foxes, pandas, parrots, fish, etc. give 0 corruption<br \/>\n  individually, but every 5th passive kill triggers a +3 corruption hit.<br \/>\n&#8211; Killing a villager OR a horse counts as an **innocent kill** and gives<br \/>\n  +6 corruption immediately.<br \/>\n&#8211; Trading is detected via vanilla `TRADED_WITH_VILLAGER`, so it works for<br \/>\n  ANY trade.<\/p>\n<p>### 3. Alignment-driven world reactions<\/p>\n<p>The mod **reacts in real time** to your alignment:<\/p>\n<p>#### Mobs sense darkness<br \/>\n&#8211; **Corruption >= 40** -> **Pillagers, all Skeletons, and Creepers** stop<br \/>\n  targeting you. They recognise a kindred darkness and ignore your<br \/>\n  presence. *(They&#8217;ll still target other players \u2014 only YOU are spared.)*<\/p>\n<p>#### Villager forgiveness curve<br \/>\n&#8211; **Corruption >= 40 AND Harmony < 3** -> villagers **refuse to trade**.<br \/>\n  The interaction is cancelled, a &#8220;VILLAGER_NO&#8221; sound plays and a refusal<br \/>\n  message appears: *&#8221;The villager recoils, disgusted by your corruption.<br \/>\n  They refuse to trade.&#8221;*<br \/>\n&#8211; **Harmony >= 3** (even with high corruption) -> villagers **forgive<br \/>\n  you** and trade normally.<br \/>\n&#8211; **Harmony >= 35** -> villagers **bless you**: you gain **Hero of the<br \/>\n  Village III** while near them (vanilla discount effect) and receive<br \/>\n  **bonus emeralds** dropped at your feet on every trade.<\/p>\n<p>All four thresholds are configurable.<\/p>\n<p>### 4. Echo mobs (the ghosts of the world&#8217;s actions)<\/p>\n<p>Echoes are vanilla mobs (zombie \/ stray \/ husk) that have been **massively<br \/>\nbuffed and re-skinned at runtime**:<\/p>\n<p>| Echo type   | Base mob | Glow | Trail   | Special ability (every ~5s) |<br \/>\n|&#8212;&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;-|&#8212;&#8212;|&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|<br \/>\n| Miner       | Zombie   | yes  | smoke   | inflicts Blindness on target |<br \/>\n| Warrior     | Stray    | yes  | soul fire | fires a salvo of 3 slowing arrows |<br \/>\n| Death       | Husk     | yes  | soul    | applies Wither + Slow II in an aura |<\/p>\n<p>All echoes get **+100\u2013200% HP**, **+60\u2013140% damage**, fire resistance,<br \/>\nknockback resistance and netherite-tier weapons. They are **persistent**<br \/>\n(don&#8217;t despawn). When they hit you, you briefly suffer **Darkness**.<\/p>\n<p>**Drops**: 1\u20134 Echo Shards + type-specific bonus (arrows \/ raw iron). The<br \/>\n**Death echo** has a 10\u201325% chance to drop an **Echo Heart**. Killing an<br \/>\necho grants a short **Absorption** buff and a chat ping.<\/p>\n<p>### 5. Memory Convergence (cinematic global event)<\/p>\n<p>When the global hottest chunk passes a configurable danger threshold and a<br \/>\ncooldown has elapsed (default ~4 in-game days), the world spawns a<br \/>\n**Convergence**:<br \/>\n&#8211; **Title + subtitle** sent to every player in the dimension.<br \/>\n&#8211; A short **storm + thunder** in the Overworld.<br \/>\n&#8211; **3 real lightning bolts** + 2 cosmetic ones at the epicentre.<br \/>\n&#8211; **Screen-shake** for any player within 96 blocks.<br \/>\n&#8211; A **boosted trinity** of echoes (tier 2: ~3x HP, ~2x damage) is spawned<br \/>\n  and targets the players with the most kills\/deaths.<br \/>\n&#8211; A **rain of Echo Shards** (6 piles, 1\u20133 each) falls at the epicentre.<\/p>\n<p>`\/echoes convergence` (op) for the global hotspot or<br \/>\n`\/echoes convergence here` to test the event at your feet.<\/p>\n<p>### 6. Echo Overlord \u2014 the Warden boss (apex \/ 100% corruption)<\/p>\n<p>The world spawns an **Echo Overlord** when **all** of these are true:<br \/>\n&#8211; Boss spawning enabled (`echoes.bossSpawnEnabled = true`).<br \/>\n&#8211; A player has reached the corruption requirement<br \/>\n  (`echoes.echoOverlordCorruptionRequired = 100` by default).<br \/>\n&#8211; Pressure score (`kills*6 + corruption &#8211; harmony &#8211; deaths*2`) is >= 140.<br \/>\n&#8211; Cooldown of one in-game day since the last Echo Overlord.<\/p>\n<p>The Overlord is a **custom Warden**, not a Wither \u2014 meaning he has the<br \/>\nWarden&#8217;s native sonic boom, DARKNESS aura, immense durability, and<br \/>\nunparalleled threat presence.<\/p>\n<p>**Three-phase boss bar:**<\/p>\n<p>| Phase | HP range | Bar color | Bar style       | Title                          |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|<br \/>\n| 1     | 100\u201350%  | BLUE      | Smooth progress | **Echo Overlord**              |<br \/>\n| 2     | 50\u201325%   | PURPLE    | NOTCHED_6       | **Echo Overlord \u2014 Phase II**   |<br \/>\n| 3     | 25\u20130%    | RED       | NOTCHED_10      | **Echo Overlord \u2014 Final Awakening** |<\/p>\n<p>Bar shown to every player within **80 blocks**, auto-syncs as players<br \/>\nenter \/ leave, cleaned up the moment the boss dies \/ despawns \/ leaves.<\/p>\n<p>**Augmentations:**<br \/>\n&#8211; **+60% HP**, glowing, Damage Boost \/ Resistance \/ Speed for 30 minutes.<br \/>\n&#8211; **Phase 1 (>50% HP)**: lightning strike on the current target every 8s.<br \/>\n&#8211; **Phase 2 (<=50% HP)**: summons a Miner + Warrior trio every 12s, and\n  forces DARKNESS on every player within 24 blocks.\n- **Phase 3 (<=25% HP)**: summons a tier-2 trinity every 8s + ring of\n  lightning at its feet + extended DARKNESS at 32 blocks.\n\n**Anti-despawn safeguard**: vanilla Wardens have a built-in `Dig`\nbehaviour that calls `entity.discard()` after the animation, even when\n`setPersistenceRequired(true)` is set. The mod constantly refreshes\nthe Warden's `DIG_COOLDOWN` brain memory and cancels any `DIGGING` pose\non the spot, so the boss **never disappears mid-fight**. It also\nre-acquires its target every second within a 96-block radius and forces\nits `ATTACK_TARGET` brain memory, guaranteeing engagement.\n\nWhen killed, it drops:\n- **1 Echo Heart**\n- **1\u20134 Echo Cores** (a special \"memory of the world\" relic)\n- **6\u201312 Echo Shards**\n- + a flurry of soul particles, 6 lightning bolts, the Warden death sound,\n  and a global chat announcement.\n\nThe slayer also gets **+20 harmony** and a personal title.\n\n### 7. The Awakening \u2014 boss spawn cinematic\n\nWhen the Echo Overlord materialises, it is **never** a quiet event:\n- **8 lightning bolts in a ring** strike around the spawn point.\n- **120 + 80 SOUL\/SCULK_SOUL particles** burst from the epicentre.\n- The **WARDEN_EMERGE roar plays at volume 4.0** \u2014 every nearby player\n  hears it like a horn from the underworld.\n- Thunder is layered on top.\n- Within a 64-block radius, every player gets:\n  - **A full-screen title**: \u00a74\u00a7lTHE AWAKENING \u2014 *\"Something ancient is rising...\"*.\n  - **30 seconds of DARKNESS**.\n  - **A camera shake**.\n\nToggleable with `echoes.bossAwakeningCinematic = false`.\n\n### 8. Boss kills you -> reset alignment<\/p>\n<p>If the Echo Overlord lands the killing blow on you, your **corruption AND<br \/>\nharmony are reset to 0**. Configurable: `echoes.bossResetOnKillPlayer = true`.<\/p>\n<p>### 9. Daily Adventures \u2014 never the same world twice<\/p>\n<p>Every in-game Minecraft day, the world picks a random adventure type and<br \/>\nmaterialises it 150\u2013400 blocks from a random online player. Coordinates<br \/>\nare announced server-wide.<\/p>\n<p>Five procedural structures:<\/p>\n<p>| Adventure              | Description |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| **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&#8230;). |<br \/>\n| **Memory Monolith**    | 3&#215;3 obsidian tower, 12 blocks tall, glowstone runes, sea lantern crown, 4 blackstone pylons. Activates with a beacon sound + lightning. |<br \/>\n| **Fallen Shrine**      | 5&#215;5 polished diorite platform, 4 blackstone pillars with sea lanterns, central gold-block altar, 4 lit candles, cyan carpet. Amethyst chime + END_ROD. |<br \/>\n| **Echo Crater**        | Hemispherical r=5 crater, magma + obsidian floor, soul fire, wither rose. Explosion sfx + black smoke. |<br \/>\n| **Forsaken Village**   | 3 ruined cobble houses arranged around a central well. Hay bales scattered. |<\/p>\n<p>### 10. Living Volcanoes \u2014 Echo Volcanoes<\/p>\n<p>The world can grow **massive procedural volcanoes** (60\u2013120 blocks tall).<br \/>\nSpawn rarely (default ~3% per in-game day, scaled by corruption), behave<br \/>\nlike living entities, culminate in controlled eruptions.<\/p>\n<p>#### Smart generation<br \/>\n&#8211; Up to **4 volcanoes per dimension** (configurable).<br \/>\n&#8211; Spawn chance rolled **once per in-game day** (default 30\/1000 = 3%,<br \/>\n  scaled by corruption multiplier up to ~9% at corruption 100).<br \/>\n&#8211; Eligible biomes: `IS_MOUNTAIN` and `IS_BADLANDS` tags, **plus** any<br \/>\n  chunk that has been heavily mined (above `minedZoneThreshold`).<br \/>\n&#8211; Spawn distance: **200\u2013600 blocks** from a random online player.<br \/>\n&#8211; Apparition is announced with a lightning bolt, a Warden-spawn-style<br \/>\n  sound, a chat message and a global title.<\/p>\n<p>#### Structure<br \/>\n&#8211; **Outer cone**: basalt \/ smooth basalt \/ blackstone \/ polished<br \/>\n  blackstone, with a non-linear radius taper (12\u201320 base radius shrinking<br \/>\n  to 2 at the top).<br \/>\n&#8211; **Inner core**: magma blocks, blackstone and netherrack mixed in.<br \/>\n&#8211; **Open lava crater** at the summit, with a magma-block ring underneath.<br \/>\n&#8211; **Underground magma chamber** (-6 Y) carved as a cave-like cavity<br \/>\n  filled with lava.<br \/>\n&#8211; **Central conduit** of empty space connecting chamber -> crater.<br \/>\n&#8211; All blocks placed with `Block.UPDATE_NONE` to avoid physics chains and<br \/>\n  keep the build cheap.<\/p>\n<p>#### Lifecycle (4 phases)<br \/>\n&#8211; **Dormant** \u2014 silent, occasional smoke puff. Active at pressure >= 20<br \/>\n  or after ~5 in-game minutes.<br \/>\n&#8211; **Active** \u2014 continuous smoke, lava bubble particles. Unstable at<br \/>\n  pressure >= 50 or after ~8 minutes.<br \/>\n&#8211; **Unstable** \u2014 large smoke columns, flame particles, **light tremors<br \/>\n  every 4 seconds** for nearby players, deep distant explosion sounds.<br \/>\n&#8211; **Erupting** \u2014 see below.<\/p>\n<p>After ~30 seconds of eruption, returns to Dormant and pressure is purged.<br \/>\n**Cooldown between two eruptions of the same volcano: 3 in-game days**<br \/>\n(default 72 000 ticks) so eruptions remain rare and dramatic.<\/p>\n<p>#### Pressure system (player-driven)<br \/>\n&#8211; **Deep mining** (block break at Y < 30) -> +1 pressure on the closest<br \/>\n  volcano (within 800 blocks).<br \/>\n&#8211; **Explosions** -> +8 pressure.<\/p>\n<p>Mining intensively below a known volcano speeds up its eruption.<\/p>\n<p>#### Eruption mechanics<br \/>\n&#8211; **Realistic block projection**: every 0.5s for 30s, **4\u20138 modified<br \/>\n  `FallingBlockEntity`** are launched from the crater with proper<br \/>\n  ballistic motion. They deal 2.0 damage on impact (cap 4 hp), cannot<br \/>\n  drop items, land within the configurable eruption radius (150 blocks).<br \/>\n  Palette: magma, basalt, smooth basalt, blackstone.<br \/>\n&#8211; **Ambient FX**: heavy lava + flame + large smoke at the crater.<br \/>\n&#8211; **Eruption announcement**: title + subtitle + chat + sounds.<br \/>\n&#8211; **No mass destruction outside the volcano zone** \u2014 the eruption never<br \/>\n  modifies blocks beyond what the falling entities physically land as.<\/p>\n<p>#### Earthquake (client-side camera shake, 3 intensities)<br \/>\nEvery 2 seconds during an eruption, a packet is sent to nearby players,<br \/>\ngraded by distance to the epicentre:<\/p>\n<p>| Distance     | Intensity |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8211;|<br \/>\n| < 25 blocks  | **3 \u2014 violent** (yaw\/pitch\/roll up to \u00b10.85) |\n| 25\u201360 blocks | **2 \u2014 medium**  (up to \u00b10.45)              |\n| 60\u2013130 blocks| **1 \u2014 light**   (up to \u00b10.20)              |\n| > 130 blocks | none                                       |<\/p>\n<p>The camera shake **decays linearly** over its duration so the effect<br \/>\nfeels like a real seismic wave winding down. **No global server shake**.<\/p>\n<p>#### Seismic wave (visual &#8220;ground rises slightly&#8221;)<br \/>\n&#8211; **16 directions** sampled in a ring around the epicentre, expanding<br \/>\n  outward up to 40 blocks.<br \/>\n&#8211; Each surface block becomes a temporary `FallingBlockEntity` with<br \/>\n  `dropItem = false` and `time = 50` (disappears almost instantly).<br \/>\n&#8211; The block **pops up ~0.45 Y**, drifts outward, then vanishes \u2014<br \/>\n  visually identical to &#8220;the ground ripples&#8221; without ever modifying the<br \/>\n  world.<br \/>\n&#8211; Cloud + smoke particles puff at each sample point.<br \/>\n&#8211; Living entities standing on the ground within the wave radius receive<br \/>\n  a small vertical impulse (Y +0.18) \u2014 *they &#8220;feel&#8221; the tremor*.<\/p>\n<p>**Zero block damage, zero physics cost beyond temporary entities, fully<br \/>\ncompatible with faction claims and anti-grief mods.**<\/p>\n<p>#### Magma Overlord \u2014 the volcano boss<\/p>\n<p>At the end of an eruption, there is a configurable chance (default 8% at<br \/>\ncorruption 0, up to ~24% at full corruption \u2014 gated behind<br \/>\n`echoes.bossCorruptionThreshold`) that a **Magma Overlord** emerges from<br \/>\nthe crater. This is a **giant custom Magma Cube**:<br \/>\n&#8211; **Size 8** (vs. the 4 vanilla maximum) \u2014 visually massive.<br \/>\n&#8211; **220 HP**, **12 attack damage**, permanent Fire Resistance and Glowing.<br \/>\n&#8211; **Persistent** (won&#8217;t despawn).<br \/>\n&#8211; **Cannot split** on death (the mod cancels `MobSplitEvent`).<\/p>\n<p>**Three-phase boss bar:**<\/p>\n<p>| Phase | HP range | Bar color | Bar style       | Title                       |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|<br \/>\n| 1     | 100\u201350%  | YELLOW    | Smooth progress | **Magma Overlord**          |<br \/>\n| 2     | 50\u201325%   | RED       | NOTCHED_6       | **Magma Overlord \u2014 Phase II** |<br \/>\n| 3     | 25\u20130%    | DARK_RED  | NOTCHED_10      | **Magma Overlord \u2014 Fury**   |<\/p>\n<p>**Phase abilities:**<br \/>\n&#8211; **Phase 1 (>50%)**: ambient flame aura.<br \/>\n&#8211; **Phase 2 (<=50%)**: every 3 seconds, every player within 6 blocks is\n  ignited (4s on fire) and takes 3 fire damage.\n- **Phase 3 (<=25%)**: every 5 seconds, **6 magma blocks rain** from the\n  sky in a 4\u20139 block ring around the boss as falling block entities,\n  dealing 2.0 damage on impact.\n\n**Loot on death:**\n- 8\u201316 Magma Cream\n- 2\u20135 Echo Cores\n- 12\u201320 Echo Shards\n- 1 Echo Heart (guaranteed)\n- 1\u20133 Netherite Scrap\n- + a global slayer announcement\n\n### 11. Tri-State Tornadoes \u2014 the deadliest tornado in the world\n\nInspired by the 1925 Tri-State Tornado, the rarest natural event of the\nmod and one of the most dangerous in modded Minecraft.\n\n#### Spawn\n- One tornado per dimension at a time (configurable).\n- Base chance ~1.2% per in-game day at corruption 0, up to ~3.6% at full\n  corruption (`echoes.tornadoSpawnChancePerDay = 12`, scaled by the\n  corruption multiplier).\n- Spawns 120\u2013320 blocks from a random online player.\n- While active, the level can be forced into thunderstorm\n  (`echoes.tornadoForceThunderstorm`).\n- Announced server-wide with a title, subtitle and storm sfx.\n\n#### Track and lifecycle\n- **Long lifetime** (~6.5 IRL minutes by default) with a near-straight\n  track \u2014 the tornado walks across the world in a relatively predictable\n  direction (like the real Tri-State).\n- Custom three-phase boss bar follows the storm.\n\n#### Realistic vortex physics\n- **Suction**: every entity within the wind radius (default 36 blocks)\n  is pulled **toward the tornado's core** with a centripetal force that\n  ramps up the further you are from it (so you can't simply walk out at\n  the edge \u2014 the storm grabs you).\n- **Lift**: vertical impulse scales with proximity to the eye, so mobs,\n  items and falling blocks are progressively launched skyward inside the\n  core (default 8-block core radius).\n- **Items** (`ItemEntity`) and **falling blocks** (`FallingBlockEntity`)\n  receive an extra 1.6x force multiplier and prolonged airtime \u2014 the\n  vortex really fills with debris.\n- **Fall damage** is reset on every entity caught in the storm so the\n  mobs don't simply die from being lifted.\n- Configurable intensity (`echoes.tornadoIntensityPercent`, default 100\n  = canonical F5) and speed (`echoes.tornadoSpeedPercent`).\n\n#### Block destruction (controlled)\n- Fragile blocks (leaves, plants, wood, glass, etc.) inside the path are\n  shattered and converted to inward-flying `FallingBlockEntity` debris,\n  pulled toward the core and upward \u2014 instead of being projected away\n  from the tornado.\n- **Stone, ore and obsidian are always spared** so your stone bases stay\n  safe (`echoes.tornadoDestroyBlocks = true`, but always limited).\n- Faction-friendly: never breaks blocks beyond the funnel envelope.\n\n#### Custom particle visuals (long distance)\n- A custom `echoesoftheworld:echo_cloud` particle is registered with a\n  client-side `TextureSheetParticle` that has a translucent persistent\n  cloud look, a 1.5\u20133.0 quad size, ~2-second lifetime and graceful fade.\n- Visibility is forced to **long-distance render**, so the funnel is\n  visible from far away (vanilla particles cap at 32 blocks).\n- The tornado renders:\n  - 16 outer ribbons, 10 inner spiral ribbons (echo_cloud).\n  - A mesocyclone crown of flat clouds at the top.\n  - A central \"eye\" of darker cloud.\n  - Sparse pulses of debris (small explosion + lava drip + smoke) for\n    grit.\n- Ambient sounds: continuous low rumble + occasional `BREEZE_WIND_BURST`\n  + thunder.\n\n#### Storm Sovereign \u2014 the Breeze tornado boss\n\nWhen a tornado spawns naturally, there is a configurable chance (default\n8% per natural tornado, gated behind `echoes.bossCorruptionThreshold` and\nscaled by corruption multiplier) that a **Storm Sovereign** Breeze boss\nmanifests near the funnel.\n\nThis is a **giant custom Breeze**:\n- **2.6x scale** (via `Attributes.SCALE`) \u2014 visually massive.\n- **280 HP**, **10 attack damage**, full knockback resistance.\n- Permanent Glowing + Damage Resistance.\n- Persistent, with a custom blue boss bar (3 phases: BLUE smooth -><br \/>\n  PURPLE NOTCHED_6 -> RED NOTCHED_10).<\/p>\n<p>**Phase abilities:**<br \/>\n&#8211; **Phase 1**: lightning strikes on its current target.<br \/>\n&#8211; **Phase 2**: spawns a **mini-tornado** that tracks the target \u2014<br \/>\n  smaller, faster, shorter-lived than the natural one, but still deadly.<br \/>\n&#8211; **Phase 3**: combines aggressive lightning + multiple mini-tornadoes<br \/>\n  + airborne charge attacks.<\/p>\n<p>**Loot on death:**<br \/>\n&#8211; Breeze Rods (vanilla rare drop, guaranteed multiple)<br \/>\n&#8211; Wind Charges<br \/>\n&#8211; Echo Shards \/ Echo Cores \/ Echo Heart<br \/>\n&#8211; + global slayer announcement and Awakening-style flourish.<\/p>\n<p>#### Tornado \/ Breeze commands (op)<br \/>\n&#8211; `\/echoes tornado` \u2014 spawns a tornado at the strongest player.<br \/>\n&#8211; `\/echoes tornado here` \u2014 spawns at your feet.<br \/>\n&#8211; `\/echoes tornado list` \u2014 lists active tornadoes.<br \/>\n&#8211; `\/echoes tornado kill` \u2014 kills active tornadoes.<br \/>\n&#8211; `\/echoes breezeboss` \u2014 spawns a Storm Sovereign at your feet.<\/p>\n<p>### 12. Ambient atmosphere<\/p>\n<p>When you walk through a hot chunk:<br \/>\n&#8211; soul \/ smoke particles around your feet,<br \/>\n&#8211; **Warden heartbeat** sounds,<br \/>\n&#8211; random whispers (soul-escape + sculk-place sounds),<br \/>\n&#8211; a discreet title message.<\/p>\n<p>Three intensity tiers: 30+, 100+, 200+ score.<\/p>\n<p>### 13. Adaptive mob intelligence (mobs learn from you)<\/p>\n<p>Every kill is recorded **per player and per mob species**. The more you<br \/>\nfarm a species, the more dangerous that species becomes against you<br \/>\nspecifically.<\/p>\n<p>| Tier | Trigger (kills) | Buffs applied to that mob when it targets YOU                       |<br \/>\n|&#8212;&#8212;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|<br \/>\n| 1    | 5+              | Speed I, Strength I, +15% HP, soul-fire awaken FX                    |<br \/>\n| 2    | 25+             | Speed I, Strength II, Resistance I, +30% HP                          |<br \/>\n| 3    | 100+            | Speed II, Strength II, Resistance II, Regeneration I, +45% HP        |<br \/>\n| 4    | 500+            | Speed II, Strength III, Resistance II, Regen II, Fire-resist, +60% HP|<\/p>\n<p>Real-time threat ramp: every 7 real-world days since you first joined<br \/>\nthe world adds **+1 effective tier** (capped at 4).<\/p>\n<p>**Mobs communicate** \u2014 when an adapted hostile spots you, it calls help<br \/>\nin 8\u201314 blocks depending on tier, with a sonic-charge cue and a hotbar<br \/>\nwarning.<\/p>\n<p>### 14. Alignment HUD overlay<\/p>\n<p>Every alignment change pops a small toast in the top-right corner:<br \/>\n&#8211; **+N Corruption** (red) \u2014 PvP, innocent kill, passive streak hit.<br \/>\n&#8211; **+N Harmony** (green) \u2014 block place, harvest, hostile kill, trade,<br \/>\n  boss slaying.<\/p>\n<p>Toasts fade in\/out (~3 s), stack up to 5 lines, drift up subtly, with<br \/>\na translucent background.<\/p>\n<p>&#8212;<\/p>\n<p>## All items (full reference)<\/p>\n<p>### Echo Chronicle<br \/>\n&#8211; **Right-click**: opens the world&#8217;s living journal in chat. 3 sections<br \/>\n  (Preface, recent days up to 6, older chapters dropped after 30).<br \/>\n&#8211; 2-second cooldown.<\/p>\n<p>### Danger Map<br \/>\n&#8211; **Right-click**: produces a real exploration map (scale 2, ~512 blocks),<br \/>\n  centred on the closest Echo hotspot, with a red **X** on the primary<br \/>\n  hotspot.<\/p>\n<p>### Echo Core<br \/>\n&#8211; A relic dropped by the Echo Overlord (1\u20134 per kill), the Magma Overlord<br \/>\n  (2\u20135 per kill), the Storm Sovereign, and rarely from the Lost Dungeon<br \/>\n  chest.<\/p>\n<p>### Resonance Totem<br \/>\n&#8211; **Right-click (15s CD)**: context-aware buffs based on your surroundings.<br \/>\n&#8211; **Sneak + right-click \u2014 RITUAL OF MEMORY**:<br \/>\n  &#8211; Costs **4 Echo Shards**.<br \/>\n  &#8211; Grants Resistance II + Strength II + Regen II + Speed I + Night Vision<br \/>\n    for 45s.<br \/>\n  &#8211; **Amplification**: hold an **Echo Heart** in off-hand -> 90 s,<br \/>\n    Resistance III, Strength III, Regen II, Speed I, Night Vision and<br \/>\n    **Absorption III**.<\/p>\n<p>### Echo Shard<br \/>\n&#8211; Universal currency dropped by every echo and showered during a<br \/>\n  Convergence.<\/p>\n<p>### Echo Heart<br \/>\n&#8211; Epic-rarity, fire-resistant. Rare drop from Echo of Death, guaranteed<br \/>\n  from the Echo Overlord, the Magma Overlord and the Storm Sovereign.<\/p>\n<p>### Whisper Compass<br \/>\n&#8211; **Use**: points you toward the closest echo hotspot.<\/p>\n<p>### Echo Blade (BUFFED + GIANT MODEL)<br \/>\n&#8211; **Netherite-tier sword**, rare, fire-resistant.<br \/>\n&#8211; **Base attack damage**: **+11**.<br \/>\n&#8211; **Every hit**: deals an additional **+3 magic damage** (guaranteed).<br \/>\n&#8211; **Alignment > 0 (corrupted)**: +1 to **+12 magic damage** scaling with<br \/>\n  alignment, applies **Wither II** for 4 seconds.<br \/>\n&#8211; **Alignment <= 0 (harmonious)**: heals you with Regeneration on every hit.\n- **Visual**: third-person 3.5x scale and first-person 3.0x scale, in\n  the spirit of Twilight Forest's giant swords. The GUI icon stays at\n  1.0x for inventory readability.\n- **Recipe**: Echo Heart + Netherite sword + Blaze rod (vertical).\n\n### Echo Armor (4 pieces, rare, fire-resistant)\n- Stat tier comparable to netherite. Crafting eats Echo Shards plus an\n  Echo Heart for the helmet \/ chest \/ legs.\n\n| Piece       | Defense | Toughness | Repair       |\n|-------------|---------|-----------|--------------|\n| Echo Helmet | 3       | 3.5       | Echo Shard   |\n| Echo Chest  | 8       | 3.5       | Echo Shard   |\n| Echo Legs   | 6       | 3.5       | Echo Shard   |\n| Echo Boots  | 3       | 3.5       | Echo Shard   |\n\n**Set bonus (4\/4)**: permanent Resistance I, \u201335% damage from Echo mobs,\nglow detection of Echoes within 16 blocks every 3 s.\n\n---\n\n## Commands\n\n- `\/echoes self` \u2014 your own corruption \/ harmony \/ kills \/ deaths.\n- `\/echoes chunk` \u2014 current chunk stats.\n- `\/echoes boss` \u2014 force-spawn the Echo Overlord. **Requires the caster\n  to have at least `echoOverlordCorruptionRequired` corruption** (default\n  100). Otherwise the command refuses with a message.\n- `\/echoes magmaboss` *(op)* \u2014 spawn a Magma Overlord at your feet.\n- `\/echoes breezeboss` *(op)* \u2014 spawn a Storm Sovereign Breeze at your feet.\n- `\/echoes volcano` *(op)* \u2014 creates a volcano 60\u2013200 blocks from you.\n- `\/echoes volcano erupt` *(op)* \u2014 forces the nearest volcano to erupt.\n- `\/echoes volcano list` *(op)* \u2014 lists volcanoes in this dimension.\n- `\/echoes volcano rebuild` *(op)* \u2014 rebuilds the structure of nearby\n  volcanoes if they were partially destroyed.\n- `\/echoes tornado` *(op)* \u2014 spawns a tornado at the strongest player.\n- `\/echoes tornado here` *(op)* \u2014 spawns a tornado at your feet.\n- `\/echoes tornado list` *(op)* \u2014 lists active tornadoes.\n- `\/echoes tornado kill` *(op)* \u2014 clears active tornadoes.\n- `\/echoes convergence` *(op)* \u2014 fires a Convergence at the world's\n  hottest chunk.\n- `\/echoes convergence here` *(op)* \u2014 fires the Convergence at your feet.\n---\n## Configuration (`config\/echoesoftheworld-common.toml`)\n### Alignment\n| Key | Default | Effect |\n|-----|---------|--------|\n| `echoes.corruptionOnKill` | 2 | Corruption for ambiguous neutral kills |\n| `echoes.corruptionOnPvp` | 5 | Corruption per PvP attack |\n| `echoes.corruptionOnInnocentKill` | 6 | Corruption for villager \/ horse kills |\n| `echoes.passiveStreakLength` | 5 | Passive kills before a corruption hit |\n| `echoes.corruptionPerPassiveStreak` | 3 | Corruption per streak threshold |\n| `echoes.harmonyOnBuild` | 1 | Harmony per block placed |\n| `echoes.harmonyOnFarm` | 2 | Harmony per crop harvested |\n| `echoes.harmonyOnHostileKill` | 1 | Harmony per hostile kill |\n| `echoes.harmonyOnVillagerTrade` | 1 | Harmony per villager trade |\n| `echoes.harmonyOnBossKill` | 20 | Harmony for slaying the Echo Overlord |\n| `echoes.corruptionPeaceThreshold` | 40 | Hostile mobs ignore you above this |\n| `echoes.corruptionVillagerRefuseThreshold` | 40 | Villagers refuse trade above this |\n| `echoes.harmonyVillagerForgivenessThreshold` | 3 | Forgiveness even with high corruption |\n| `echoes.harmonyVillagerDiscountThreshold` | 35 | Hero of the Village + bonus emeralds |\n### Bosses &#038; natural spawn gating\n| Key | Default | Effect |\n|-----|---------|--------|\n| `echoes.bossSpawnEnabled` | true | Allow Echo Overlord (Warden) to spawn |\n| `echoes.bossResetOnKillPlayer` | true | Reset alignment to 0\/0 when boss kills you |\n| `echoes.bossAwakeningCinematic` | true | Awakening cinematic on boss spawn |\n| `echoes.bossCorruptionThreshold` | 30 | Min corruption before Magma \/ Breeze bosses spawn naturally |\n| `echoes.echoOverlordCorruptionRequired` | 100 | Min corruption to summon the Echo Overlord (also for `\/echoes boss`) |\n| `echoes.corruptionSpawnBoostPercent` | 300 | Multiplier applied at corruption 100 (1.0x at 0, 3.0x at 100) |\n\n### World events\n| Key | Default | Effect |\n|-----|---------|--------|\n| `echoes.dailyAdventureEnabled` | true | New random structure each new day |\n| `echoes.dailyAdventureMinDistance` | 150 | Min blocks from chosen player |\n| `echoes.dailyAdventureMaxDistance` | 400 | Max blocks from chosen player |\n| `echoes.minedZoneThreshold` | 250 | Mining-hot threshold |\n| `echoes.warZoneThreshold` | 25 | PvP-hot threshold |\n| `echoes.convergenceEnabled` | true | Memory Convergence event |\n| `echoes.convergenceMinDangerScore` | 480 | Convergence ignition score |\n| `echoes.convergenceCooldownTicks` | 96000 | ~4 in-game days |\n| `echoes.cinematicStorm` | true | Convergence forces brief storm |\n| `echoes.cinematicStormRainTicks` | 200 | Storm length |\n### Volcanoes\n| Key | Default | Effect |\n|-----|---------|--------|\n| `echoes.volcanoEnabled` | true | Living Volcanoes master switch |\n| `echoes.volcanoMaxPerDimension` | 4 | Max simultaneous volcanoes |\n| `echoes.volcanoSpawnChancePerDay` | 30 | Spawn probability per day (out of 1000) |\n| `echoes.volcanoMinDistance` | 200 | Min spawn distance from a player |\n| `echoes.volcanoMaxDistance` | 600 | Max spawn distance from a player |\n| `echoes.volcanoEruptionRadius` | 150 | Block-projection range (blocks) |\n| `echoes.volcanoEruptionCooldownTicks` | 72000 | ~3 in-game days between eruptions |\n| `echoes.volcanoPressurePerDeepMine` | 1 | Pressure added per Y<30 block break |\n| `echoes.volcanoPressurePerExplosion` | 8 | Pressure added per nearby explosion |\n| `echoes.magmaOverlordSpawnChance` | 80 | Magma Overlord spawn chance per eruption (out of 1000) |\n### Tornadoes \/ Storm Sovereign\n| Key | Default | Effect |\n|-----|---------|--------|\n| `echoes.tornadoEnabled` | true | Tri-State Tornadoes master switch |\n| `echoes.tornadoMaxPerDimension` | 1 | Max simultaneous tornadoes |\n| `echoes.tornadoSpawnChancePerDay` | 12 | Spawn probability per day (out of 1000) |\n| `echoes.tornadoLifetimeTicks` | 8000 | Tornado lifetime (~6.5 IRL minutes) |\n| `echoes.tornadoRadius` | 36 | Outer wind radius (blocks) |\n| `echoes.tornadoCoreRadius` | 8 | Core radius (devastating zone) |\n| `echoes.tornadoIntensityPercent` | 100 | Force multiplier (50\u2013300) |\n| `echoes.tornadoSpeedPercent` | 100 | Movement speed multiplier (25\u2013400) |\n| `echoes.tornadoDestroyBlocks` | true | Shatters fragile blocks in path (stone\/ore spared) |\n| `echoes.tornadoForceThunderstorm` | true | Forces thunderstorm while active |\n| `echoes.tornadoMinDistance` | 120 | Min spawn distance from a player |\n| `echoes.tornadoMaxDistance` | 320 | Max spawn distance from a player |\n| `echoes.breezeOverlordSpawnChancePerTornado` | 80 | Storm Sovereign spawn chance per natural tornado (out of 1000) |\n<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Echoes of the World transforms Minecraft into a living world that reacts to your actions.<br \/>\nWith an echo system, dynamic events, and erupting volcanoes, every game becomes 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