Emotions Makes Your Character Feel: 238 emotions, across eight categories, change how you play, how the world reacts, and how the screen looks and sounds.
The Idea
Normally, Minecraft doesn't ask how your character feels. You chop down trees, fight zombies, fall into caves, and build houses, and all of that happens on the outside. The Emotions add-on changes this silent agreement: what happens to you starts leaving marks on the inside. A wolf dies by your side and the screen loses its color. You survive with half a heart and a wave of resilience pushes you back into the fight. You feed an animal in the fields and a golden lightness accompanies your steps. Every relevant event can awaken an emotion, and every emotion has consequences that you feel in your hands, your eyes, and your ears.
The set features 238 emotions, divided into eight categories: Joy and Tranquility, Sadness and Discouragement, Anger and Hostility, Fear and Anxiety, Love and Connection, Shame and Guilt, Surprise and Curiosity, and Complex States. They range from the basic, such as Joy, Anger, and Fear, to the subtle, like Yearning, Spite, Ephemerality, and Sad Serenity. None of them are merely decorative: every emotion carries at least one real effect, whether it is a potion applied to your character, a reaction in the world around you, or both.
What Changes in Practice
There are five things you will notice right in the first few hours of gameplay:
You start to feel. In-game events (killing a boss, losing a pet, sleeping in a warm bed, entering the Nether for the first time) automatically awaken emotions. You don't need to configure anything.
Emotions have intensity. Each one has three levels: I, II, and III. Repeating the trigger makes the emotion grow; leaving it alone makes it calm down.
They accumulate. You can feel multiple emotions at the same time—up to six. Fear and Courage, Joy and Yearning, Anger and Guilt: your character can feel divided, just like a real person.
The world responds. Many emotions affect what is around you: crops grow, flowers sprout, animals regenerate, monsters slow down, flee or catch fire, items come toward you, lightning strikes in the distance.
The screen and sound follow along. Each category has its own color, particles, fog, and sounds. The more intense the emotion, the stronger the spectacle.
Who It Is For
The add-on is designed to be played without a manual. If you never open the encyclopedia, you will still feel the emotions happening, and you will probably understand why each one appeared. For those who love to explore, there is an extra layer: the encyclopedia lists all 238 emotions, explains how to awaken each one, and shows what it does at each level. There is also the satisfaction of collecting: the game records which ones you have already felt.
It is an atmosphere and a mechanic add-on at the same time. It doesn't try to turn Minecraft into another game; it simply adds a layer of reactions that the base game lacks. The bonuses of positive emotions are modest, the penalties of negative ones are bearable, and almost all difficult emotions bring some compensation (Anger gives strength, Fear gives haste to escape). The idea is that feeling everything should be interesting, rather than something the player has to avoid.
How to Read This Guide
This guide follows the order in which you will encounter things in the game: first, the book you receive when starting out; then, the life cycle of an emotion, the levels, the accumulation of multiple emotions, the effects on you and the world, the eight categories, the ways to awaken emotions, and finally, tips and settings.
First Steps: The Emotion Meter
As soon as you enter a world with the add-on for the first time—a few seconds after spawning—the game places the Emotion Meter into your inventory. This book serves as a window into everything the add-on does. You receive a chat notification warning you, and the item drops straight into your inventory. If your inventory is full, it appears on the ground at your feet. The delivery happens only once per player: if you already had the item, nothing is duplicated, and if you lose it later, you won't get another one for free.
Losing the book is not a problem. It can be crafted at a crafting table using three ingredients in any shape: a book, an amethyst shard, and a gold ingot. The recipe is unlocked by default.
Using the Book
Hold the Meter and use it (right-click on PC, long-press on mobile, trigger on console). A panel with three sections opens:
What you are feeling right now. If there are no active emotions, the panel states that you are emotionally neutral. If there are, each emotion appears with its color, its level (I, II, or III), the remaining seconds, and a short line describing what it does.
How many you have felt. At the bottom of the text is a counter, for example, "12/238". It grows with every new emotion and works like a sticker album: each emotion counts once, the first time you feel it.
Two buttons. The first opens the Emotions Encyclopedia, which is the complete catalog (see below). The second, Clear emotions, ends everything you are feeling and returns your character to a neutral state.
The book is not necessary to feel anything. Emotions happen on their own, whether the item is in your inventory or not. It exists for consultation, much like a map or a clock.
The Action Bar
You don't need to open the book to know how you are doing. While there are active emotions, the game displays a line of text just above the hotbar, showing up to three emotions at a time. Each one appears as follows: the name in bold and colored by its category, the level in Roman numerals, a small five-block bar that empties over time, and the remaining time in seconds. When there are more than three, a "+2" or "+3" at the end counts the ones left out; they remain active, they just don't fit on the line. The three shown are always the strongest ones.
When the last emotion ends, the line is replaced by a short phrase: "You have returned to normal", which fades away by itself in moments.
On-Screen Notifications
When a new emotion begins, a large title appears in the center of the screen with its name and, underneath in smaller letters, a description of what it does. If it starts already at level II or III, the level appears next to the name. When an emotion you were already feeling gains a level, the title returns with the new level and the phrase "the emotion has grown more intense". When it loses a level, the notice is discreet: a sentence in the action bar stating that it has calmed down.
The first time you feel a specific emotion, the chat also receives a line marked as "New emotion", with the name and effect. Subsequent times, the chat stays silent to avoid spam: the title and action bar already say it all.
The Life Cycle of an Emotion
Every emotion follows the same path: a trigger awakens it, it lasts for a while, it can grow or shrink while it lasts, and finally, it passes. Understanding these four steps explains almost everything the add-on does.
1. The Trigger
A trigger is anything that happens in the game that the add-on recognizes. Some are one-off events: killing a boss, being knocked down by a fall, eating a cooked meal, mining a rare ore, changing dimensions for the first time. Others are continuous conditions checked every second: having low health near monsters, standing still by a fireplace, spending a long time away from the spawn point, enduring a long rain without shelter. For continuous conditions, the add-on usually requires a minimum amount of time so that a fleeting situation doesn't trigger the emotion: walking through the rain for two steps isn't enough to feel Melancholy.
Each emotion has a trigger described in text within the encyclopedia in direct language, such as "Feed an animal or pet" or "Defeat a boss or mine ancient debris/diamond". The text describes exactly what the game detects; there are no secret triggers.
2. The Beginning
The moment the emotion starts, the game performs a small ceremony for you to notice: a flash of color across the screen, the category's sound, a ring of particles around your body, the title with the emotion's name, and, in the tenser categories, a slight camera shake. From then on, effects are applied: potions, world reactions, continuous particles, and the category's fog.
3. The Duration
Each emotion has a base duration, ranging from half a minute to a few minutes depending on the emotion: fast and visceral ones, like Startle, pass quickly; deep ones, like Transcendence, last quite a while. This duration applies to level I and grows in subsequent levels: level II lasts 30% longer, and level III lasts 70% longer. No emotion exceeds fifteen minutes, no matter how much it accumulates.
Time ticks down in real in-game seconds and is visible on the action bar. Emotions continue counting down when you open the book or a menu and are saved alongside your character: if you leave the world in the middle of an emotion and return, it comes back with the time it had left, and the fog and effects return with it.
4. The End
When the time runs out, the emotion leaves the list, and the game removes the potions it gave you. This is important: the add-on only removes what it placed, and never touches long-lasting potions you drank on your own. The screen fog disappears, and if it was the last emotion, you return to a neutral state.
There is one dramatic exception: dying wipes all emotions. You respawn with a clean slate. Some deaths, however, leave an emotion stored for your respawn, such as the Shame of being defeated by a slime, the accumulated Anger of dying twice to the same monster, or the Grief of losing everything in lava. They appear shortly after you return to the world.
Repetition and Cooldown Between Triggers
If the same trigger repeats while the emotion is already active, the emotion does not restart: it grows a level and its timer is fully renewed. To avoid turning a noisy event into instant growth, there is a minimum interval between two counts of the same emotion, ranging from six to twenty seconds depending on its duration. In practice, this means hitting the same target five times in a row doesn't grant five levels; but maintaining a situation for a good while—like continuing to be surrounded by monsters with low health—makes the emotion escalate step by step, as discussed in the next section.
The Three Intensity Levels
Feeling something mildly is not the same as being overtaken by it, and the add-on treats this difference with three levels: I, II, and III. The level changes almost everything at once: potion strength, the range of world reactions, duration, the quantity and design of particles, fog density, sounds, and camera shake.
Level I: The Discreet Beginning
Most emotions are born at level I. This is the subtle version: a few particles floating around the body, a short flash of color on the screen, thin fog, and a mild potion effect (a bit of speed, a bit of regeneration, a bit of slowness). In tense categories, camera shake is minimal or nonexistent. Level I lets you notice that something has changed without getting in the way of what you were doing.
Level II: The Emotion Takes Over
At level II, potion effects step up or gain an extra effect, and world reactions become broader: the radius in which plants grow, animals heal, or monsters are pushed away increases. Visually, two new pieces appear: a ring of particles orbiting the body and, in the more intense categories, periodic color pulses on the screen. The fog grows denser, the entrance flash lasts longer, and the category's sound plays louder.
Level III: The Peak
Level III is the emotion at its maximum, and it is designed to be unmistakable. A column of particles rises from the body, waves expand across the ground every few seconds, and a category highlight particle appears (hearts for love, ether for complex states, souls for fear). The fog becomes thick, camera shake is the strongest in the category, and upon entering, a second highlight sound plays—such as the roar of anger, the heartbeat of fear, or the activation bell of complex states. Potion effects reach the add-on's ceiling, and in many emotions, an extra effect appears that didn't exist before.
Level III is never lethal or unplayable by design: the strongest negative emotions limit potion effects and almost always bring compensation. Furthermore, the visual spectacle of level III avoids rapid, repetitive flashing: screen pulses are spaced out every 7 to 16 seconds and last less than a second.
How Levels Rise
There are three ways to reach a higher level:
Repetition. Every time the trigger repeats after the minimum cooldown, the emotion goes up a level (up to III) and its duration is fully renewed. This applies to continuous situations: anyone who spends a long time cornered, in the dark, alone, or surrounded by friendly animals will feel the emotion grow.
Strong Triggers. Some events are so striking that they start the emotion directly at a higher level: defeating a boss grants Euphoria straight at level III; dropping to 1.5 hearts or less makes Resilience start at level II; entering the Nether or the End for the first time awakens Wonder at level II.
Essences. By using an Essence (see "How to Awaken Emotions"), your chosen emotion starts at level II. Using another Essence of the same emotion while it is active brings it to level III.
How Levels Drop
Intensity wears you out. If an emotion goes a while without receiving a new trigger, it calms down: its level drops one step, then another, down to I. The time the emotion waits before dropping is half its base duration, with a minimum of twelve seconds. Each new trigger resets this clock. The result is a natural curve: the emotion rises while the situation continues, peaks while it lasts, and lowers when the world calms down before fading away completely.
The game always notifies you when a level changes. When it rises, you get the title "the emotion has grown more intense", a larger particle ring, a flash, and an ascent sound; when it drops, there is a discreet phrase on the action bar.
Multiple Emotions at the Same Time
People rarely feel just one thing. You might finish a victorious battle with a racing heart, tired, grateful for surviving, and worried about what comes next. The add-on lets your character be this way: up to six emotions can be active at the same time, each with its own level, timer, and effects.
How They Coexist
Every emotion lives its own life. There is no single "current emotion"—there is a list. One emotion can level up while another is ending, and a third can start at any moment. Emotions do not cancel each other out or replace each other just because they are opposites: Fear and Courage can coexist, as can Joy and Sadness, and the game treats this tension as part of the charm. You can be Triumphant and Guilty at the same time, and the screen will show both.
When two emotions demand the same thing in different ways, the add-on behaves simply and predictably:
Identical potions do not stack: the strongest one wins. If two emotions grant Speed—one at level I and another at level II—you receive the level II Speed, not both combined. This prevents stacking emotions from making characters unbeatable.
Different potions all apply at the same time. Regeneration from one emotion and Slowness from another act together. Opposite effects, such as Speed and Slowness, cancel each other out according to normal game rules.
All world reactions run concurrently. If one emotion makes plants grow and another slows down monsters, both things happen around you.
When the List Fills Up
The limit is six. If you are already feeling six emotions and a seventh begins, the game makes room by removing the weakest one: the one with the lowest weight and, in case of a tie, the one with the least remaining time. Each emotion has a weight from 1 to 3 (light, striking, or rare), and an emotion lighter than all currently on the list cannot get in. Thus, rare and intense emotions like Euphoria or Transcendence are never pushed out by minor contentment.
What Appears on Screen
With multiple active emotions, the game must choose what to display, using the strength of each: weight, level, and remaining time fraction. The strongest emotions take charge:
The action bar shows the three strongest, with a counter indicating the rest.
Particles come from the two strongest. The first draws all the time; the second draws at half frequency, creating a mix of colors and shapes without overloading the game.
Fog follows the single strongest emotion of all. If a more intense emotion takes over, the fog switches to that new category and level.
Screen pulses and ambient sound also follow the dominant emotion.
The Meter lists all of them without exception, along with the effect text for each.
Naturally Occurring Combinations
The most fun part is watching combinations emerge organically. A typical battle might yield Fervor from consecutive kills, Anger from taking a monster hit, Fear if health drops, and Resilience if you get close to the limit—all at the same time, each with its share of strength, speed, absorption, and stun. A quiet night in a cabin can bundle Welcoming, Calm, and Serenity, yielding gentle regeneration and a golden fog. After a loss, Sadness, Yearning, and Guilt can coexist, draining color from the screen while flowers sprout around you.
Some emotions were designed specifically to converse with others. A single striking event can awaken up to two or three emotions at once, like the end of a difficult fight. The result, when the game runs well, is a character who doesn't feel like an on/off state switch, but rather someone whose mood changes in texture throughout the session.
How Emotions Affect the Player
An emotion's effects come in four layers: what happens to the character's body, what happens to the surrounding world, what you see, and what you hear. Each emotion uses the layers that make sense for it, and some use all of them.
1. In the Body: Potions
The most direct layer is potion effects. Anger gives Strength and Speed. Fear gives Darkness and haste to escape. Sadness brings Slowness and, at stronger levels, Weakness. Serenity gives Night Vision and Regeneration. Pride gives Resistance and Absorption. These are the exact effects you know from the game, just without the potion particles around your head, because the emotion's particles occupy that space.
Twenty-one potion effects are used, including Speed, Slowness, Haste, Mining Fatigue, Strength, Jump Boost, Nausea, Regeneration, Resistance, Night Vision, Hunger, Weakness, Absorption, Slow Falling, and Darkness. By design, there are no lethal effects: no Wither, instant damage, or fatal poison. The strongest buffs (Strength, Regeneration, Resistance, Absorption, Speed, Haste) cap at level IV, even at the peak of an emotion.
Behind the scenes, the add-on renews potions once per second with a three-second duration each. This maintains the effect without flickering and allows it to fade right when the emotion ends. At each level of the emotion, the strength of each potion rises, and some potions only activate at level II or III.
2. In the World
The second layer is what happens around you. The most common reactions are:
Life and nature: plants grow faster, flowers sprout in the grass, nearby animals and villagers regenerate (and emit hearts), the sky clears or, in other emotions, it starts to rain.
Monsters: slow down, speed up, grow weaker, get pushed away, pull toward you, or catch fire when they get too close. Some become marked by particles at a distance, acting as a "hunter vision".
Items and XP: dropped items are pulled toward you, and experience orbs spawn around you.
Allies: in bonding emotions, nearby fellow players receive part of the benefits.
Atmosphere: eerie sounds echo, the camera shakes occasionally, and lightning strikes in the distance.
Range and frequency increase with level: at level I, the reaction only catches nearby targets and happens periodically; at level III, the radius is wider and reactions are more frequent. Each reaction has its own rhythm: plants grow every few seconds, items are pulled every second, the sky only clears periodically.
Safety limits are enforced. The add-on does not destroy blocks, explode anything, or spawn hostile monsters. The only changes it makes to the terrain are flowers over grass and accelerated crop growth. Each reaction processes a small number of targets at a time to keep performance light. The only effect capable of causing terrain damage is distant lightning used exclusively by fury emotions: like any regular game lightning, it can ignite fires, which is why it always strikes at least fourteen blocks away from you.
3. What You See
The third layer is visual, and it changes the most from one category to another:
Entrance flash: when an emotion starts or levels up, the screen receives a flash in the category's color (gold for joy, pink for love, red for anger, dark blue for sadness, near black for fear). It grows longer with each level.
Particles: each category has its own design—sparkles rising, fine rain falling over the head, embers and sparks of fury, smoke and souls, hearts, electric sparks, runes. They render five times per second, keeping movement fluid.
Fog: the world's atmosphere changes in color and distance. In positive categories, it is light and luminous; in negative categories, heavier and darker. Fear's fog at level III is the densest of all.
Shake and pulses: tense categories shake the camera; at high levels, the screen pulses with the emotion's color every few seconds, always with long intervals to avoid fatigue.
4. What You Hear
Each category has its own sound (a short audio snippet made for the add-on) that plays upon entering and returns periodically while the emotion lasts: every twenty seconds at level I, every twelve at level II, and every eight at level III, with increasing volume. At level III, a base game sound matching the category is added, such as the Warden's heartbeat during fear.
The Eight Categories
The 238 emotions are divided into eight families. Each has a color, a particle design, a sound, a fog, and a unique temperament, making it easy to recognize the category just by looking at the screen.
Joy and Tranquility
The largest category, with forty emotions, focusing on your well-being. It covers expansive happiness (Joy, Euphoria, Fervor), peace (Calm, Serenity, Peace, Vigor), and the satisfaction of accomplishment (Pride, Contentment). Effects are modest buffs to speed, regeneration, absorption, and haste, accompanied by world reactions that make nature seem responsive to your mood: animals regenerate, flowers sprout, crops grow, and the sky opens up. Euphoria, for example, is awakened by defeating a boss or finding a rare ore, causing experience orbs to rain around you. Peace, which requires standing among three or more animals with no monsters nearby, clears negative effects.
Sadness and Discouragement
Twenty-eight emotions of loss and heaviness. Sadness arrives when a pet dies nearby; Melancholy, when spending too much time in the rain; Nostalgia, upon returning to base after a long journey; Desolation, after one minute in the Nether; Loneliness, more than two thousand blocks from home with no one around. Effects include slowness, weakness, and an atmosphere of gray fog and light rain over the head. These are the emotions that most call for a break.
Anger and Hostility
Thirty emotions of friction. Anger comes from a monster hit and grants Strength and Speed, plus sets nearby touching monsters on fire. Irritation springs from pests (phantoms, bees, silverfish); Fury, from slaying three low-health monsters, calling down distant lightning; Vengeance, from defeating the type of monster that just killed you. The category also carries variants of spite, disgust, and aversion. It is the most aggressive category visually, featuring camera shake right at level I.
Fear and Anxiety
Twenty-nine emotions of threat. Fear appears in the dark of a cave with monsters nearby; Dread, in a boss's presence; Panic, when surrounded by six or more monsters; Horror, facing a Warden; Anxiety, as night falls; Caution, when sneaking near sculk sensors; Startle, with a creeper right next to you. The reward is speed, the cost is darkness: Fear darkens the edges of vision, and at level III the fog closes in.
Love and Connection
Thirty bonding emotions. Love grows after a few seconds next to pets or other players; Affection, from feeding a pet; Caring, from tending to babies; Empathy, from interacting with a villager; Tenderness, from holding a delicate egg; Belonging, from entering a village with three villagers; Welcoming, from sheltering during a storm. Effects revolve around healing, protection, and sharing with nearby allies.
Shame and Guilt
Thirty emotions of self-judgment and social comparison. Guilt comes from killing a villager or a pet; Remorse, from breaking an expensive block like an enchanting table; Shame, from dying to a slime, a chicken, or another weak creature (and the whole server reads the message); Timidity, from arriving empty-handed near villagers; Humiliation, from a bad fall; Embarrassment, from hitting your own pet. It also includes envy, jealousy, and rivalry.
Surprise and Curiosity
Nineteen discovery emotions. Surprise comes from breaking a spawner; Astonishment, from a nearby explosion; Dazzle, from viewing the world from a height of a hundred and fifty blocks during the day; Wonder, from entering a dimension for the first time; Admiration, from finding a village; Curiosity, from holding a map, compass, or written book. It also houses doubt, perplexity, and disorientation.
Complex States
Thirty-two emotions that defy a single word. Confusion comes from an Enderman hit; Contemplation, from sneaking at the world border; Transcendence, from reaching experience level 50; Boredom, from standing still for five minutes; Resilience, from surviving with one and a half hearts; Obstinacy, from mining with a nearly broken tool; Emptiness, after thirty seconds in the End. The category also includes ambivalent, philosophical states such as Sad Serenity, Resigned Hope, and Ephemerality.
How to Awaken Emotions
There are two paths to feeling something: living what the game recognizes as a trigger, or using an Essence. The first is the natural path, giving the add-on its charm; the second is a shortcut for those who want to choose.
Natural Triggers
All emotions have a way to awaken within normal gameplay without commands. Triggers group into several types, and knowing them helps anticipate what's coming:
Combat: Taking hits, killing monsters in sequence, defeating a boss, being struck by a specific creature type, being surrounded, dropping to very low health. Yields Anger, Fury, Fervor, Euphoria, Panic, Despair, Resilience, Vengeance, and relatives.
Care and Bonding: Feeding animals, playing with babies, trading with villagers, staying next to a pet or another player. Yields Joy, Affection, Caring, Empathy, Love, and Belonging.
Losses and Mistakes: Losing a pet, accidentally killing a villager, hitting your own animal, dying ridiculously, breaking something valuable, falling from a bad height. Yields Sadness, Guilt, Embarrassment, Shame, Remorse, and Humiliation.
Exploration: Entering a dimension for the first time, climbing high up, finding a village, traveling far from home and returning, holding a map. Yields Wonder, Dazzle, Admiration, Loneliness, Nostalgia, and Curiosity.
Routine and Environment: Prolonged rain, nightfall outdoors, a night by the fireplace, standing still for five minutes, sleeping and waking up, being in a populated village. Yields Melancholy, Anxiety, Calm, Boredom, Vigor, and others.
Items and Food: Eating a full meal or spoiled food, eating the same food too many times, wearing a full suit of diamond or netherite armor. Yields Contentment, Repulsion, Satiation, and Pride.
The exact text of each trigger is in the encyclopedia. For emotions that relied on other mods in the original list, the add-on uses a base game equivalent: an emotion intended for an automation network, for example, can respond to busy redstone builds.
Essences
An Essence is a craftable item that awakens any emotion of a chosen category. There is one Essence per category, eight in total. Craft one at a crafting table (the Joy Essence, for example, takes an amethyst shard, yellow dye, and glowstone dust, yielding two units), hold it, and use it: a list of that category's emotions opens up, and the one you tap starts immediately at level II. The Essence is consumed upon use (not consumed in creative mode).
Essences bypass the trigger cooldown and can be used again on the same emotion to raise it to level III. This is useful for planning: a mining night with Surprise and Obstinacy Essence, a boss fight with Courage, a base ceremony with Serenity. It is also the only way to feel rare emotions within a short session, or those depending on situations hard to stage.
Consequential Emotions
Some emotions do not appear at the exact moment of an event, but rather afterward. When you die, all emotions are cleared, but certain causes of death leave a pending emotion that arrives shortly after respawn: Shame for losing to a slime or chicken, Spite for dying twice to the same monster, and others linked to lava, explosions, bosses, and difficult dimensions. These are the only emotions that carry through death.
The Encyclopedia
The Emotions Encyclopedia button in the Meter opens the catalog. First comes the list of the eight categories, each featuring a "12/40 felt" counter. Inside a category, emotions appear in order with a marker on the left: a green ● for active ones and a dark green ✔ for ones you have felt at least once. Tapping an emotion opens its file card.
The file card has four blocks: How to feel (the trigger in direct language), Effect (what it does in a single sentence), By level (what changes across I, II, and III, generated from actual effects so it always matches in-game events), and Base duration, along with a reminder that repeating the trigger levels it up. Nothing is hidden: you can read what each emotion does before feeling it and use the encyclopedia as a goal map.
The catalog is for reference only: it has no button to trigger an emotion, preventing the game from turning into a cheat panel. The path to specific emotions is living the trigger or using an Essence.
Tips, Settings, and Limits
Tips for the First Days
Let it happen. Play normally for an hour or two before opening the encyclopedia. The first emotions come on their own, and discovering why each one appeared is half the fun.
Watch the action bar. It tells you what you are feeling and how much time is left. If a level III is about to end, you can decide whether it's worth renewing.
Use the weather to your advantage. Joy and Tranquility emotions clear the sky and grow plants: a farm next to a fireplace yields more than an isolated farm. Meanwhile, Anger and Fear work well in combat, and Resilience can save a lost fight.
Learn the pairs. Many emotions complement each other: Calm and Serenity, Anger and Courage, Guilt and Remorse. When two combine, the combined effect outweighs each alone.
Avoid boredom. Standing still for five minutes awakens Boredom, bringing mining fatigue. The game rewards movement.
Log your album. The Meter's counter shows how many of the 238 emotions you have felt. It's a great long-term goal.
Playing with Friends
The add-on works in multiplayer worlds and servers. Each player has their own list of emotions, levels, and felt-emotion counter. Some emotions are social by nature: Love grows when another player is nearby, Loneliness depends on being alone, and certain bonding emotions share benefits with nearby allies. Some messages are public on purpose: when a player dies to a weak mob, the entire server sees the Shame message.
Settings
Global add-on values reside in the behavior pack's core/config.js file and can be edited by anyone looking to calibrate their game:
Maximum simultaneous emotions: Six. Increasing this makes a character "fuller" of feelings, but clutters the screen.
Duration multiplier per level: 1, 1.3, and 1.7. Increase for longer emotions.
Duration cap: Fifteen minutes.
Cooldown between triggers: Six to twenty seconds, proportional to duration. Reduce for faster emotion scaling.
Time for level to drop: Half the base duration, minimum twelve seconds.
Color, shake, and pulse of each category: Also in the same file, under a sheet for each category.
For servers, administration commands are available as functions: one per category, one to clear emotions, and one to deliver the Meter and Essences, all located in the emocoes folder. World admins can use them for demonstrations, tests, or rewarding a player.
Limits and Cautions
The add-on is designed to be safe and lightweight, but it helps to know what it doesn't do and where edges might exist:
No lethal effects. No emotion kills on its own. Debuffs are capped and almost always come with compensation.
No terrain destruction. Emotions do not break blocks or spawn monsters. Flowers, plants, and distant lightning are the only environmental changes.
Normal controls. The add-on does not invert keys or lock the camera. For paralysis emotions, the character cannot walk or jump for a few seconds, but can still look around.
Performance. Particles, world reactions, and scans are limited and spaced out. In servers with many players, the cost scales per player, but remains low.
Light sensitivity. Screen pulses are spaced out and short, but entrance flashes of color occur with every emotion. Those sensitive to flashing lights may prefer calibrating pulse values to zero.
A new version. Effects, timers, and visuals were tested in simulation, but some may need tweaking after hours of real gameplay. If an emotion feels too strong or too weak, its category file is the place to adjust it.
In a Sentence
Emotions transforms what happens to your character into something they feel, and what they feel into something the world perceives. Play, and let it surprise you.

