
WorldPulse
WorldPulse turns each world into a living Pulse across Mining, Combat, Farming, and Exploration, measured in real time from what your players actually do.
Оцените первым
19
0
Список изменений
Adds the World State layer and Automatic Reactions on top of v0.1's activity tracking. This version also replaces the fixed-window Pulse calculation with continuous decay.
Added
- Nature activity channel — a fifth Activity Pulse tracking tree felling, sapling/mangrove propagule planting, and fishing. Player-placed logs are excluded from felling credit, mirroring the existing Mining anti-exploit protection.
- World State layer — four new 0–100 scores computed every update tick:
- Threat — driven by sustained Combat Pulse and by player deaths in that world.
- Stability — smoothly tracks a target derived from Threat and from extreme Mining/Combat activity, rather than jumping instantly.
- Ecology — a running ecological balance driven by felling (down) and planting (up), with a gentle pull back toward a configurable healthy baseline over time. Unlike every other tracked value, it does not decay toward zero on its own.
- Civilization — driven by completed villager trades, building-material placement, and bed placement, plus the current online population and how much of the world has been explored.
- Automatic Reactions — chat announcements when a world's Threat rises above, or its Ecology/Stability falls below, a configurable threshold, with a matching recovery message once it settles back. Separate warning/safe thresholds (hysteresis) plus a cooldown prevent spam from a value hovering near the line. Toggleable per world.
/worldpulse statusnow also displays Threat, Stability, Ecology, and Civilization alongside the five Activity Pulse channels.world_state_snapshotstable — periodic, asynchronous World State snapshots saved alongside the existing Activity Pulse history.- New configuration sections:
pulse.decay-per-hour,world-state.*(per-score formula weights), andreactions.*(per-score warning/safe thresholds and cooldown), plus anaturetoggle and areactions.enabledtoggle per world.
Changed
- Pulse calculation now uses continuous exponential decay instead of a fixed rolling window. Every Activity Pulse channel (and most World State scores) updates each tick as
new = clamp(old × decayFactor + gain, 0, 100), so a value fades smoothly rather than dropping off a cliff when it exits a 15-minute window.pulse.window-minuteshas been removed in favor ofpulse.decay-per-hour. pulse.thresholds.*now represent points needed per hour of sustained activity to hold a Pulse near 100, rather than points needed within the old fixed window. Existing values carry over with the same names but a different effective meaning.- Scheduling for Activity Pulse, World State, and Reactions is now centralized in a single coordinator so all three update in a guaranteed, consistent order every tick.
world_statisticsgains anaturecolumn. Existing v0.1 databases are migrated automatically on first startup after updating — no manual steps required.
Technical
- World State and Reaction state live in memory only, updated on the same main-thread tick as Activity Pulse; database writes for both new and existing tables remain asynchronous and off the hot path.
- Anti-exploit block-placement tracking (previously Mining-only) is now shared via a common utility and reused by the new Nature channel.
Known Limitations (by design, addressed in later versions)
- Reactions are chat notifications only — no mob spawns, special loot, GUI, boss bars, titles, or sounds yet (planned for v0.3's Dynamic Events).
- No per-player statistics, profiles, or achievements yet (planned for v0.4).
- No PlaceholderAPI or DiscordSRV integration yet (planned for v1.0).
Requirements
- Paper (or a Paper fork) — Spigot/CraftBukkit is not supported
- Minecraft 1.21.x
- Java 21+
Файлы
WorldPulse-0.2.jar(11.50 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
0.2
Загрузчики
Paper
Версии игры
1.21–1.21.11
Загрузок
10
Дата публикации
03.10.2026
