Attention Economy is a Minecraft mod that introduces an "attention" system where game systems gradually degrade if the player ignores them for too long. The mod encourages players to rotate activities instead of tunnel-visioning one task forever.
The goal is immersive survival gameplay where variety matters. Neglect your armor and it wears faster. Ignore your farms and crops grow slower. Overuse your tools without switching and they become less efficient. The mod provides no popups, no quests, and no forced objectives—just natural consequences that reward engaged, attentive gameplay.
Every 20 ticks (1 second), the mod updates your attention levels for each system:
| Mechanic | How It Works |
|---|---|
| Decay | Attention decreases slowly when not maintained |
| Recovery | Attention increases when you interact with the system |
| Grace Period | After attending, no decay occurs for a configurable time |
| Penalty Scaling | Penalties scale linearly with neglect level (0-100%) |
Normal, natural gameplay actions restore attention:
| System | How to Attend |
|---|---|
| Armor | Open inventory, equip or repair armor |
| Tools | Swap tools, switch held items, use different tools |
| Crops | Walk near farms (16 block radius), interact with crops |
| Furnaces | Open furnaces, stay nearby (8 block radius) |
| Animals | Spend time near animals (16 block radius), interact with them |
| Beacons | Stay near beacons (32 block radius), open beacon UI |
| Shields | Put shield away, use other items, stop blocking |
When you neglect your armor (don't open inventory or interact with your gear), it starts wearing out faster.
| Neglect Level | Durability Damage |
|---|---|
| 0% | Normal wear (100%) |
| 25% | +12.5% wear |
| 50% | +25% wear |
| 75% | +37.5% wear |
| 100% | +50% wear (150% total) |
How to restore: Open your inventory, equip/unequip armor, repair items.
Constantly using the same tool without switching causes temporary efficiency loss.
| Neglect Level | Mining Speed |
|---|---|
| 0% | Normal speed (100%) |
| 25% | 90% speed |
| 50% | 80% speed |
| 75% | 70% speed |
| 100% | 60% speed |
How to restore: Switch tools, change held items, put tools away temporarily.
Farms you don't visit slow down their growth rate.
| Neglect Level | Growth Rate |
|---|---|
| 0% | Normal growth (100%) |
| 25% | 85% growth |
| 50% | 70% growth |
| 75% | 55% growth |
| 100% | 40% growth |
How to restore: Walk near your crops (within 16 blocks), interact with farmland.
Furnaces you ignore will smelt items more slowly.
| Neglect Level | Smelting Speed |
|---|---|
| 0% | Normal speed (100%) |
| 25% | 87.5% speed |
| 50% | 75% speed |
| 75% | 62.5% speed |
| 100% | 50% speed |
How to restore: Open the furnace UI, stay nearby (within 8 blocks).
Neglected animals have longer breeding cooldowns.
| Neglect Level | Breeding Cooldown |
|---|---|
| 0% | Normal cooldown (100%) |
| 25% | +12.5% cooldown |
| 50% | +25% cooldown |
| 75% | +37.5% cooldown |
| 100% | +50% cooldown (150% total) |
How to restore: Spend time near your animals (within 16 blocks), feed or interact with them.
Beacons you don't visit have reduced effect duration.
| Neglect Level | Effect Duration |
|---|---|
| 0% | Normal duration (100%) |
| 25% | 92.5% duration |
| 50% | 85% duration |
| 75% | 77.5% duration |
| 100% | 70% duration |
At severe neglect (below 40% attention), beacon effects also lose 1 amplifier level.
How to restore: Stay near your beacon (within 32 blocks), open the beacon UI.
Overusing your shield without breaks increases the recovery delay after blocking.
| Neglect Level | Recovery Delay |
|---|---|
| 0% | Normal delay |
| 25% | +10 ticks |
| 50% | +20 ticks |
| 75% | +30 ticks |
| 100% | +40 ticks |
How to restore: Put your shield away, switch to other items, stop blocking.
Each system has different timing for how quickly attention decays and recovers:
| System | Full Decay Time | Recovery Speed |
|---|---|---|
| Armor | 10 minutes | 2x decay rate |
| Tools | 5 minutes | 2x decay rate |
| Crops | 20 minutes | 2x decay rate |
| Furnaces | 10 minutes | 2x decay rate |
| Animals | 20 minutes | 2x decay rate |
| Beacons | 15 minutes | 2x decay rate |
| Shields | 5 minutes | 2x decay rate |
Grace Period: After attending to any system, no decay occurs for 5 minutes (configurable).
The mod is designed to be fair and non-punishing:
| Safeguard | Description |
|---|---|
| No Hard Failures | No system can fully stop functioning |
| Grace Periods | Time buffer before penalties begin |
| AFK Detection | Decay pauses if you haven't moved for 1 minute |
| Mode Protection | No penalties in Creative or Spectator mode |
| Fast Recovery | Systems recover 2x faster than they decay |
| Gradual Scaling | Penalties increase smoothly, never suddenly |
| No Permanent Damage | Everything is temporary and reversible |
Config file location: .minecraft/config/attentioneconomy.json
The config file is created automatically on first launch. All options:
{
"globalEnabled": true,
"armorEnabled": true,
"toolsEnabled": true,
"cropsEnabled": true,
"furnacesEnabled": true,
"animalsEnabled": true,
"beaconsEnabled": true,
"shieldsEnabled": true,
"gracePeriodTicks": 6000,
"decayRate": 1.0,
"recoveryRate": 2.0,
"hardcoreMultiplier": 1.5,
"afkThresholdTicks": 1200,
"maxArmorPenalty": 0.5,
"maxToolPenalty": 0.4,
"maxCropPenalty": 0.6,
"maxFurnacePenalty": 0.5,
"maxAnimalPenalty": 0.5,
"maxBeaconPenalty": 0.3,
"maxShieldPenalty": 0.4,
"armorAttentionRadius": 0,
"toolAttentionRadius": 0,
"cropAttentionRadius": 16,
"furnaceAttentionRadius": 8,
"animalAttentionRadius": 16,
"beaconAttentionRadius": 32,
"shieldAttentionRadius": 0,
"armorDecayTime": 12000,
"toolDecayTime": 6000,
"cropDecayTime": 24000,
"furnaceDecayTime": 12000,
"animalDecayTime": 24000,
"beaconDecayTime": 18000,
"shieldDecayTime": 6000
}
| Option | Default | Description |
|---|---|---|
globalEnabled |
true |
Master toggle for the entire mod |
armorEnabled |
true |
Enable armor attention system |
toolsEnabled |
true |
Enable tools attention system |
cropsEnabled |
true |
Enable crops attention system |
furnacesEnabled |
true |
Enable furnaces attention system |
animalsEnabled |
true |
Enable animals attention system |
beaconsEnabled |
true |
Enable beacons attention system |
shieldsEnabled |
true |
Enable shields attention system |
gracePeriodTicks |
6000 |
Ticks before decay starts after attending (6000 = 5 min) |
decayRate |
1.0 |
Multiplier for how fast attention decays |
recoveryRate |
2.0 |
Multiplier for how fast attention recovers |
hardcoreMultiplier |
1.5 |
Extra decay rate multiplier for hardcore worlds |
afkThresholdTicks |
1200 |
Ticks of no movement before AFK detection (1200 = 1 min) |
maxArmorPenalty |
0.5 |
Maximum armor durability penalty (0.5 = 50% extra wear) |
maxToolPenalty |
0.4 |
Maximum tool efficiency penalty (0.4 = 40% slower) |
maxCropPenalty |
0.6 |
Maximum crop growth penalty (0.6 = 60% slower) |
maxFurnacePenalty |
0.5 |
Maximum furnace speed penalty (0.5 = 50% slower) |
maxAnimalPenalty |
0.5 |
Maximum breeding cooldown penalty (0.5 = 50% longer) |
maxBeaconPenalty |
0.3 |
Maximum beacon duration penalty (0.3 = 30% shorter) |
maxShieldPenalty |
0.4 |
Maximum shield cooldown penalty (0.4 = +40 ticks) |
cropAttentionRadius |
16 |
Blocks within which crops count as "attended" |
furnaceAttentionRadius |
8 |
Blocks within which furnaces count as "attended" |
animalAttentionRadius |
16 |
Blocks within which animals count as "attended" |
beaconAttentionRadius |
32 |
Blocks within which beacons count as "attended" |
armorDecayTime |
12000 |
Ticks for armor attention to fully decay (12000 = 10 min) |
toolDecayTime |
6000 |
Ticks for tool attention to fully decay (6000 = 5 min) |
cropDecayTime |
24000 |
Ticks for crop attention to fully decay (24000 = 20 min) |
furnaceDecayTime |
12000 |
Ticks for furnace attention to fully decay (12000 = 10 min) |
animalDecayTime |
24000 |
Ticks for animal attention to fully decay (24000 = 20 min) |
beaconDecayTime |
18000 |
Ticks for beacon attention to fully decay (18000 = 15 min) |
shieldDecayTime |
6000 |
Ticks for shield attention to fully decay (6000 = 5 min) |
This mod works on both client and server. For full functionality:
| Setup | Result |
|---|---|
| Client + Server | Full experience with all features |
| Server Only | Full functionality (all logic is server-side) |
| Client Only | No effect (mod requires server-side installation) |
.minecraft/mods folder.Clone the repository and run the Gradle build:
git clone https://github.com/AaravVishal1/attention-economy
cd attention-economy
./gradlew build
The compiled JAR will be in build/libs/.
For development, you can run the client directly:
./gradlew runClient
| Dependency | Version |
|---|---|
| Minecraft | 1.20.1 |
| Fabric Loader | 0.15.6+ |
| Fabric API | 0.92.0+1.20.1 |
| Java | 17+ |
globalEnabled: true in config).*DecayTime values to make decay slower.max*Penalty values to reduce maximum penalties.gracePeriodTicks for longer buffers after attending.recoveryRate for faster recovery.*DecayTime values to make decay faster.max*Penalty values for harsher penalties.gracePeriodTicks for shorter grace periods.hardcoreMultiplier for 1.5x faster decay.<world>/attentioneconomy/attention_data.json.| Mixin | Purpose |
|---|---|
PlayerEntityMixin |
Tool efficiency modification |
CropBlockMixin |
Crop growth rate modification |
AbstractFurnaceBlockEntityMixin |
Furnace smelting speed modification |
AnimalEntityMixin |
Breeding cooldown modification |
BeaconBlockEntityMixin |
Beacon effect duration modification |
ShieldItemMixin |
Shield usage tracking |
LivingEntityMixin |
Shield cooldown modification |
PlayerScreenHandlerMixin |
Inventory open detection |
PlayerInventoryMixin |
Hotbar slot change detection |
ArmorItemMixin |
Armor attention system hook |
<world>/attentioneconomy/This project is licensed under the MIT License. See LICENSE for details.