Overhaul Nether atmosphere and portal corruption - #56
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Summary
Player or developer impact
Players get a darker, visually unified Nether and portals that gradually drain nearby Overworld terrain. Larger portals affect larger areas. Lava sources inside the full affected sphere linearly slow both fronts and stop them when their count matches the portal interior area. Flowing lava does not count and lava is not consumed.
Pack authors can extend the semantic portal-drain tags. Claim integrations can deny individual edits through NETHER_PORTAL_DRAIN. The implementation scans only loaded chunks, performs bounded work, and never force-loads terrain.
Validation
Passed exact selectors:
The final ./gradlew build passed compilation, JUnit, PMD, checks, and assembly. git diff --check also passed.
Not performed: subjective visual approval, natural multi-seed worldgen inspection, long-duration portal pacing, existing-world checks, multiplayer, or dedicated-server testing. These remain documented verification risks.
AI assistance
OpenAI Codex materially assisted design iteration, implementation, documentation, and focused automated validation. The developer selected the player-facing behavior and exact portal palette. Automated build and focused GameTests verified the implementation; subjective visual testing remains with the developer.
Documentation and release notes
Visual evidence
No screenshots or video were captured. Per the repository agent policy and developer instruction, the developer owns subjective in-game visual testing and final approval.
Licensing