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🟤 Copper Plan
4
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Resolution: 128 × 128
✔ High-quality upgrade over vanilla
✔ Balanced performance and visuals
🌱 Perfect entry level for immersive gameplay
Valid until canceled

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⚪ Silver Plan
7
Every month
Resolution: 256 × 256
✔ Sharper details and richer materials
✔ Enhanced depth and lighting
✨ Recommended for realism-focused players
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🟡 Gold Plan
10
Every month
Resolution: 512 × 512 / 1024 × 1024
✔ Ultra-high resolution textures
✔ Maximum material detail and realism
✔ Designed for powerful systems and VR
💎 The ultimate VRRW visual experience
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📘 VRRW — Living Worlds for Minecraft
Cities that grow. Citizens that think. A world that changes.
🔥 Welcome to VRRW
This is not a mod that adds a few new blocks.
This is not a shader pack or a cosmetic overhaul.
VRRW turns Minecraft into a living world simulation.
Cities rise, work, struggle, and collapse.
Citizens follow routines, consume resources, migrate, fight, and flee.
Forests fall realistically. Terrain is carved, not broken.
Politics reshape borders. War leaves scars.
If you are looking for a sandbox where actions matter and the world remembers, keep reading.
Chapter 1 — The Core Idea
VRRW reimagines Minecraft as a civilization-scale simulation.
Instead of focusing on individual blocks, VRRW focuses on:
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societies
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infrastructure
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supply chains
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political power
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physical interaction with the world
Everything is connected.
Nothing happens in isolation.
Chapter 2 — Land, Territory & the First Claim
Every story begins with land.
Through the Country Seller, land is purchased and claimed as territory.
Ownership defines borders, influence, and power.
Territory enables:
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city foundation
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structured building
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production and logistics
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diplomacy and warfare
Borders are visible and change over time as cities expand, unite, or fall.
Chapter 3 — Cities That Live
Introduction
In VRRW, a city is not a construction project.
It is a living entity.
Cities have:
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population
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workforce
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supply systems
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infrastructure
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military power
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diplomatic status
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reputation
A city reacts to prosperity, shortages, war, and politics — just like a real one.
Chapter 4 — Planning Tables: The Brain of Every City
Introduction
Cities are managed through Planning Tables, the structural backbone of VRRW.
These interactive structures open dedicated management screens and control entire systems.
Key Planning Tables include:
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Town Hall
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Mine
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Lumberjack Hut
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Farm & Ranch
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Water Purifier Table
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Warehouse
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Barracks
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Diplomacy Table
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Economic structures (market, taxes, trade)
Planning Tables define:
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workforce assignment
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system upgrades
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development stages
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political decisions
Chapter 5 — Citizens & AI Behavior
Introduction
Citizens are not static NPCs.
They are individuals with routines.
Each citizen has:
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a role or profession
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a workplace and home
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daily activities
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movement patterns
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reactions to danger and shortages
Citizens work, eat, sleep, migrate, flee wars, and settle new cities.
Chapter 6 — Roles & Professions
Introduction
Every city relies on specialized workers.
Examples include:
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Builders
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Miners
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Lumberjacks
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Farmers
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Ranchers
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Water Purifiers
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Soldiers
Roles are assigned through management screens and define how the city functions day to day.
Chapter 7 — Food, Storage & Freshness
Introduction
Food is not a number.
It is a physical resource.
Food items:
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have freshness
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spoil over time
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require proper storage
Refrigeration & Freezing
Refrigerators and freezers preserve food:
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cooling slows decay
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freezing allows long-term storage
A stable food system enables large, thriving cities.
Chapter 8 — Water: Extraction, Purification & Storage
Introduction
Water is a core supply pillar.
Cities use:
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wells
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purification systems
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evaporation and condensation
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water tanks
Water flows through a production chain:
extraction → purification → storage → usage
Dedicated workers operate and maintain the system.
Chapter 9 — Industry, Logistics & Automation
Introduction
Cities function through real production chains.
Resources move through:
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extraction
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transport
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unloading
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storage
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processing
Systems like:
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Miner Containers
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Unload Stations
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Transport networks
allow cities to operate autonomously at scale.
Chapter 10 — Mining Reimagined
Introduction
Mining in VRRW is not about breaking cubes.
Mines:
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operate continuously
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use shafts, tunnels, and transport
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integrate directly into logistics
True 3D Mining
Blocks are carved, not cracked.
Material is removed gradually, creating:
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real cavities
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visible wear
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permanent terrain change
Mining becomes a physical transformation of the world.
Chapter 11 — Nature That Reacts
Introduction
Nature is not static.
Vegetation grows naturally.
Landscapes feel organic.
Falling Trees
Trees do not vanish.
They fall, collide, and reshape their surroundings.
Forestry becomes an event, not an animation.
Chapter 12 — A Physical World
Introduction
The world is no longer bound to cubes.
Objects and machines:
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have real 3D form
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match their collision
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occupy space naturally
Movement, interaction, and construction feel grounded and believable.
Chapter 13 — OBJ Entity Animator: Living Models
Introduction
VRRW introduces a full in-game 3D animation and behavior system.
Entities, machines, and props:
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use real 3D OBJ models
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are animated with timelines and keyframes
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have behavior profiles
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play custom sounds
Everything is created and edited inside the game.
Activities & Behavior
Entities can:
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idle
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work
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eat and drink
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sleep
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attack
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wander or follow
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express emotions
Animated Objects
Animated 3D models can be placed as world objects:
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machines
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props
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infrastructure
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decorations
Chapter 14 — Military Power & Defense
Introduction
Cities must defend themselves.
Barracks manage:
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soldiers
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defense
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military organization
Unit types include:
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melee
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archers
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crossbow units
Siege Warfare
Siege weapons like catapults:
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damage infrastructure
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weaken defenses
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change the outcome of wars
Chapter 15 — Diplomacy & World Politics
Introduction
Cities are political actors.
Through the Diplomacy Table, players manage:
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alliances
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wars
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peace treaties
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tribute
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military support
Politics reshape borders and history.
Chapter 16 — Refugees & Migration
Introduction
War and instability create refugees.
Populations flee destroyed cities and seek safety elsewhere, reshaping demographics and supply systems.
Chapter 17 — Reputation & Influence
Introduction
Every city has a reputation.
Reputation affects:
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migration
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diplomacy
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stability
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conflict likelihood
Prosperous cities attract people.
Unstable cities decline.
Chapter 18 — A World That Remembers
Conclusion
All VRRW systems are interconnected.
Cities shape landscapes.
War leaves scars.
Supply failures ripple through society.
Politics change the world map.
Nothing resets.
Nothing is forgotten.
🌍 Final Words
VRRW is not about building faster.
It is about building meaning.
You do not place blocks.
You shape civilizations.
Welcome to VRRW — a world that thinks, works, and changes.