Echoes of the World

Echoes of the World

Echoes of the World transforms Minecraft into a living world that reacts to your actions. With an echo system, dynamic events, and erupting volcanoes, every game becomes unique.

by
75 Downloads
neoforgeadventuregame-mechanicsworldgen
Rent Server with this Mod

About this Mod

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
    1. 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)
Welcome to the new age of Echoes of the World 1.0.3 — The Mystic Ark.

Are you ready to survive a full day of endurance challenges?
The skies turn violet, peaceful creatures become nightmares, and hostile mobs grow as gentle as lambs. During this mysterious event, the balance of Harmony and Chaos is completely reversed!

12. Harmony Tsunami — the wrath of an over-blessed world (NEW in 1.0.3)

When one player carries too much Harmony, the ocean refuses the imbalance
and answers with a single, devastating wave. The Tsunami is the Harmony
counterpart
of the Echo Overlord: where corruption breeds bosses, harmony
breeds floods.

Spawn rules

  • Disabled by default (echoes.tsunamiNaturalSpawnEnabled = false) —
    must be opted in by the server admin. The /echoes tsunami command works
    regardless (admin spawn).
  • Once enabled: rolled once per in-game day, only if at least one online
    player has harmony ≥ tsunamiHarmonyThreshold (default 80).
  • Probability: 4% per day (tsunamiSpawnChancePerDay = 40 out of 1000).
  • 4-in-game-day cooldown (tsunamiCooldownDays = 4) per dimension after
    a natural spawn — no two natural tsunamis stack on top of each other.
  • Spawn distance: 200–500 blocks from the target player.

Anatomy of the wave

  • 65 blocks tall, 700-block-wide visual front — visible from the
    horizon.
  • 60-block central flood strip of actual water placement (the rest is
    pure particle visual to keep the server playable).
  • 5 phases locked to a strict 1-minute total budget:
    • Warning (10s) — water goes mad at the origin, explosion particles,
      deep boom, global title "A tsunami is rising...".
    • Cresting (5s) — the wave forms and crashes forward.
    • Rolling (35s) — the wall of water travels straight toward the
      target, leaving a controlled trail behind it.
    • Dissipating (10s) — the front collapses.
    • Evaporating — background cleanup pass that scrubs the entire path
      until every block of placed water is gone.

Engulfing physics

The tsunami does not push players away. Entities caught in the front
are pulled toward the wave's core, drowned with progressive damage and
hit with Slowness + Blindness as long as they stay submerged. Falling
damage is neutralised so they don't ragdoll.

Anti-flood cleanup (no permanent oceans)

  • The wave runs on a rolling water-trail buffer (tsunamiWaterTrailMax,
    default 600): older water tiles are auto-removed mid-wave, so the tsunami
    flows through the world instead of leaving a lake.
  • Once the wave dissipates, an AABB sweep of the entire travelled
    corridor scans the full 65-block vertical column to remove any
    remaining water, including frosted ice from frost-walker boots.
  • The sweep is persistent across server restarts (saved in NBT) and
    retries until every chunk has been confirmed clean.
  • Anti-lag safeguards: never force-loads chunks, pauses cleanup when no
    player is within 1024 blocks of the corridor, uses a fast-path Y scan
    before committing to a full vertical pass.

Tsunami commands (op)

  • /echoes tsunami — spawns a tsunami targeting you (admin spawn — ignores
    the cooldown and the natural-spawn toggle).
  • /echoes tsunami list — lists active tsunamis in your dimension.
  • /echoes tsunami kill — clears the active tsunamis (stops the wave and
    starts cleanup immediately).

13. The Mystic Ark — a day of inverted reality (NEW in 1.0.3)

"The Mystical Ark has awakened..."

A rare, mysterious event that flips the rules of the world for one full
Minecraft day
(24 000 ticks). Survive 20 minutes of an upside-down
reality.

Awakening

  • Once per in-game day, the world rolls an 8% chance
    (mysticalArkChancePerDay = 80 out of 1000) for the Ark to awaken.
  • Only after at least 1 in-game day has been played in the world
    (mysticalArkMinGameDays = 1) — your first day is safe.
  • Cannot stack: only one Ark active at a time.
  • Awakening cinematic:
    • Sky shifts to violet, with aurora particles drifting overhead.
    • Strange, mistuned thunder and a long mysterious chord.
    • Global title + chat: "The Mystical Ark has awakened...".
    • Phantom lightning bolts strike randomly across the dimension.

Inverted alignment (the core mechanic)

While the Ark is active, every alignment gain is swapped:

  • Positive actions → CHAOS (Corruption)
    • Placing a block, harvesting a crop, killing a hostile mob, trading
      with a villager, even slaying a boss — all give corruption.
  • Negative actions → HARMONY
    • PvP, killing villagers / horses, slaughtering passive mobs — all
      give harmony
      .

It is the single fastest way to flip your alignment, and the only
in-game event where harmony hunters and chaos lords swap their playstyle.

Inverted mob behaviour

  • Hostile mobs become neutral. Zombies, skeletons, creepers, spiders
    and other hostiles stop targeting players — they wander the world
    as if they had forgotten you exist.
  • Animals become hostile. Cows, sheep, pigs, chickens, and other
    passive mobs attack players who get too close, dealing
    mysticalArkPassiveDamage per hit (default 2.0), with a 1.5-second
    per-player cooldown to avoid instant kills.
  • Villagers remain neutral but speak in mistuned tones (sound replaced).

Atmosphere

  • Purple/violet sky tint synchronised to every player in the
    dimension via a custom client payload.
  • Aurora particle waves drift overhead at night and at dusk.
  • Mysterious ambient sound plays every few minutes.
  • Phantom thunder and short lightning flashes at random spots, dealing
    no damage but adding to the dread.

End of the Ark

When the duration elapses (or /echoes mysticalark end is used), the sky
clears, mobs return to normal behaviour, alignment gains revert to default
rules, and a global chat message announces "The Mystic Ark slumbers
again..."

Mystic Ark commands (op)

  • /echoes mysticalark — force-awakens the Ark immediately.
  • /echoes mysticalark end — force-ends the active Ark.
  • /echoes mysticalark status — prints whether the Ark is currently
    active and how many ticks remain.

Available Versions

Echoes of the World 1.0.3release
MC 1.21.1neoforge
May 25, 2026
Echoes of the World 1.0.2release
MC 1.21.1neoforge
May 6, 2026
Echoes of the World 1.0.1release
MC 1.21.1neoforge
April 28, 2026

How to Install Echoes of the World on Your Server

1

Order Server

Order a Minecraft Java server with at least 4 GB RAM (6 GB recommended).

2

Set neoforge Loader

In the panel under "Egg", select the neoforge loader and matching Minecraft version (1.21.1).

3

Install Mod

Open the mod browser in the dashboard and search for "Echoes of the World". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

neoforge

Minecraft Versions

1.21.1

Server-side

Required

Recommended RAM

6 GB(min. 4 GB)

Frequently Asked Questions

Echoes of the World server crashes on startup – what to do?

Most common cause: wrong neoforge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 4 GB RAM is allocated and the loader matches the mod version (1.21.1). You can switch loaders with one click in the panel.

Is Echoes of the World compatible with neoforge?

Echoes of the World officially supports neoforge for Minecraft 1.21.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Echoes of the World – how to optimize performance?

Recommended RAM: 6 GB (per 5 players). Use /spark profiler to check if Echoes of the World consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

Rent Modded Server

Install Echoes of the World with just one click on your server.

Recommended RAM
6 GBab €12/mo
Min. 4 GB | +1 GB pro 5 Spieler
Create Server Now
1-Click Mod Install
NVMe SSD Storage
DDoS Protection included

Details

License
MIT License
Server-side
Required

Supported Versions

1.21.1