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Reactive World

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Game Version
Minecraft 26.1
Progress
95% complete
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Brezidan
Lvl 7Apprentice Engineer
2

Reactive World

About

Reactive World makes the Overworld react to player activity. When you hunt animals, the world remembers. When you over-farm your land, the soil wears out. The more you exploit a species or a plot of land, the harder it becomes to sustain. Leave nature alone long enough, and it gradually recovers.

More features will be added over time…

Installation


LAST VERSION OF THE MOD: 26.1.2-1.0.0-beta.3
⏩ Requires NeoForge to be installed: https://neoforged.net/.
⏩ Copy the jar file of the mod in the "Mods" folder.
⏩ For each version, check in the changelog the supported/tested versions of Minecraft and Neoforge.


Fauna dynamics


Affected Mobs


The mod tracks kills and affects natural spawns for the following creatures:

Bee, Axolotl, Cat, Horse, Goat, Pig, Dolphin, Camel, Frog, Llama, Rabbit, Wolf, Sheep, Mule, Ocelot, Polar Bear, Panda, Parrot, Chicken, Squid, Glow Squid, Fox, Armadillo, Tadpole, Cow, Donkey, Cod, Salmon, Tropical Fish, Pufferfish

Only kills made by players in the Overworld are counted.

How It Works


1. Kill Tracking

Every time a player kills one of the tracked mobs, the kill count for that species increases by 1. The game also records when the last kill happened.

2. Spawn Suppression

When a tracked mob tries to naturally spawn, the mod calculates the probability that the spawn is cancelled, using a sigmoid (S-curve) function:


$$\text{cancelChance} = \frac{1}{1 + e^{-(K - k_0) \cdot a}}$$

Variable Meaning Default
KCurrent kill count for that speciesN/A
k₀Kill count at which there is a 50% chance a spawn is cancelled13
aSteepness of the curve (how fast the penalty ramps up)0.4

- At low kill counts (well below k₀), spawns are almost unaffected.
- At exactly K = k, 50% of natural spawns are cancelled.
- At high kill counts (well above k₀), spawns are almost completely suppressed.

3. Fauna Regeneration


The kill count for each species slowly decreases over time, representing the population recovering. This happens on a periodic timer, but only if you haven't killed any more of that species recently.

The regeneration formula applied each interval is:

$$K_{\text{new}} = K_{\text{current}} \times (1 - r)$$

Variable Meaning Default
rRegeneration rate / fraction reduced per interval0.02 (−2%)
Regen intervalHow often regeneration is applied72000 ticks (3 MC days)
Idle thresholdMinimum time since last kill before regen triggers = interval × multiplier1.5× → 4.5 MC days

So if you stop killing Sheep, after 4.5 in-game days the kill counter starts dropping by 2% every 3 days, gradually restoring natural spawn rates. Once the kill count drops below 1, it is fully reset to zero.

Configuration


You can adjust these settings in the mod configuration screen from the Minecraft interface:
KeyDescriptionDefault
sigmoid_k0Kill threshold for 50% spawn suppression13
sigmoid_aSigmoid steepness0.4
regen_interval_ticksTicks between each regen step72000
regen_interval_multiplierIdle time multiplier before regen starts1.5
regen_rate% of kill count removed each regen step0.02


Farmland

Overview

Farmland has a finite capacity to produce. Harvesting crops repeatedly without letting the soil rest will progressively exhaust the land. Over-farmed soil slows crop growth, and if pushed too far, dies entirely; turning back to dirt and refusing to grow anything until it has had enough time to recover.

How It Works

1. Exhaustion

Each time a crop is harvested on a piece of farmland, its exhaustion level increases by 1. By default, only fully mature crops trigger exhaustion (exhaust_only_on_mature_crop). Automatic harvests (pistons, water flows, etc.) can also be tracked if enabled.

When a player harvests a crop, the farmland immediately converts to dirt, forcing re-tilling.
When an automatic system harvests, the farmland only converts to dirt once the exhaustion reaches the maximum level.

2. Growth Penalty

Even before the land is dead, exhausted farmland slows crop growth. Each potential growth tick has a cancel chance determined by a configurable curve, based on the ratio exhaustion / max_exhaustion:

CurveFormulaCancel Chance Behaviour
SOFT√(ratio)High cancel chance from the first harvest, softens at high exhaustion
LINEARratioSteady, predictable cancel chance (default)
STEEPratio²Low cancel chance at low exhaustion, punishing near max


3. Fallow & Tilling

When you try to till exhausted land, the mod checks whether a sufficient fallow period has passed since the last harvest:
  • Fallow respected (enough time has passed): exhaustion decreases by 1. A green particle effect confirms the land is recovering.
  • Fallow not respected (too soon): tilling succeeds but a warning message is shown with orange particles. The exhaustion level is not reduced.
  • Dead land (exhaustion ≥ max, and dead recovery not yet elapsed): tilling is blocked. A smoke particle and an error message indicate the land needs more rest.
  • Dead land recovered (enough time has passed since death): the exhaustion data is cleared and the land can be tilled normally again.
4. Dead Land Recovery

Once land has been pushed to its maximum exhaustion, it needs a long rest (dead_recovery_ticks) before it can be farmed again. During this period:
  • Tilling is blocked.
  • Crops cannot grow on this soil (even if somehow planted).
  • Smoke particles indicate the blocked state.
After the recovery period, the next tilling attempt fully resets the exhaustion and restores the land.

Configuration

KeyDescription
Default
fallow_ticks_requiredMinimum ticks of rest between harvests before exhaustion stops increasing4800 (2 MC days)
max_exhaustion_levelNumber of harvests without sufficient fallow before land dies5
dead_recovery_ticksTicks for dead land to fully recover144000 (6 MC days)
exhaust_only_on_mature_cropOnly count exhaustion when harvesting a fully grown croptrue
track_automatic_harvestsAlso track exhaustion from automatic harvests (pistons, water, villagers, etc.)true
growth_penalty_curveShape of the growth cancel-chance curve (SOFT, LINEAR, STEEP)LINEAR

3 Update Logs

[CHANGELOG] Reactive World 26.1.2-1.0.0-beta.3 : by Brezidan 06/05/2026 5:35:36 pmJune 5 @ 9:35 pm UTC

Features

  • Upgraded Neoforge to 26.1.2.73 (no longer in beta)

Versions

Mod tested with Minecraft 26.1.2 and NeoForge 26.1.2.73.
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