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Minecraft: Java Edition
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Anabiosis
Greek: return to life after suspended animation.
A server-side Fabric mod that makes unloaded chunks catch up on the time they missed when they reload - crops grow, furnaces finish, and marked farms genuinely run - without chunk loaders and without keeping anything ticking while you're away.
Server-side only: vanilla clients can connect. Requires Fabric API.
1. Growth catch-up
When a chunk reloads, every growable block receives the random ticks it statistically missed, drawn from the same distribution vanilla would have produced and applied through each block's own randomTick - so light, hydration, and spacing rules are honored, never reimplemented.
Covers crops, stems, saplings, sugar cane, cactus, bamboo, kelp, cave vines, nether wart, sweet berries, cocoa, and budding amethyst. Copper oxidation is supported but off by default. Work is queued and throttled so reloads never lag the server.
2. Machine catch-up
Furnaces, blast furnaces, smokers, and brewing stands advance arithmetically over the elapsed time - fuel, cook progress, and brew cycles computed per event, not per tick. Smelting XP is banked exactly as vanilla does; collecting the output pays the same experience.
3. Sim regions
Mob farms can't be computed lazily - spawning, pathfinding, and water streams need real simulation. So Anabiosis replays them.
Stand at your farm's AFK spot and run /anabiosis sim add - that's it. Nothing stays loaded and nothing ticks while you're away. When the area reloads, the missed time is replayed as real simulation: genuine spawn attempts using vanilla's own spawner code and mob caps, real entity AI and physics, real hoppers and monster spawners - fast-forwarded within a per-tick compute budget, so the server holds 20 TPS while your farm visibly blurs through hours of catch-up in a minute or two.
The marker acts as the phantom AFK player: vanilla's 24-128 block spawn ring, spawner activation range, and despawn rules all evaluate against where you placed it. Loot is never extrapolated or estimated - every drop comes from a mob that actually spawned, wandered, fell, and died during the replay.
Deliberately excluded from replay: scheduled ticks and redstone. Clocks, pistons, and observers never run faster than realtime - replay is for farm mechanics only.
Configuration
config/anabiosis.properties is generated on first run: per-category growth toggles, catch-up caps, replay budget, replay ceiling (default 6 hours - absences beyond it are truncated, never scaled), and region limits.
Note: if your server sets pause-when-empty-seconds (the modern default), game time freezes when the server is empty and nothing accrues for anyone. Set it to -1 if you want time to pass while everyone is offline.
Source, issues, and full documentation: https://github.com/1Aa1k/anabiosis


