HELLO!?!?
A Minecraft Bedrock add-on. One entity: The Unnamed. A very bad addon that is fun with a friend. do not expect much because I am new to modding. it is still good though. it is similar to the one who watches but that is not intended (I only knew about the one who watches until after the I made the mod)
There is only ever one of it in a world. It does not spawn, charge you and die. It escalates over days — starting as something that will not let you get near it, ending as something that comes through the door.
Install
- Put
HELLO.mcaddonon the device running Minecraft. - Open it (double-click on Windows, tap on mobile/console file share). Minecraft imports both packs.
- New or existing world → Settings → Behaviour Packs → activate HELLO!?!?. The resource pack is pulled in automatically by dependency.
- Beta APIs is NOT required. The pack uses the stable
@minecraft/server2.0.0 script API.
Requires Bedrock 1.21.80 or newer. Structures only generate in newly explored chunks — an existing world works fine, you just have to walk somewhere you have not been.
WARNING: SPOILERS AHEAD
The first three days
Before world day 4 it will only ever watch. No matter how high dread climbs, it is capped at the Watcher phase. It spawns much further out than normal — 36 to 62 blocks — stands still, and stares.
And it will not let you approach. Walk inside 24 blocks and it is simply gone, with a sound. You cannot get a close look at it during the first three days, and that is the point.
| World day | Highest phase it can reach |
|---|---|
| 0–3 | Watcher only, at distance, flees if approached |
| 4 | up to Lurker |
| 5+ | up to Hunt |
All of that lives in CFG.PHASE_DAY_GATE and CFG.SHY_* if you want it sooner.
The four phases
Every player has a private dread score. It rises everywhere, always — faster at night, indoors, underground, in the Nether and the End, and in jumps every time you read a journal. Standing in open daylight slows it to a crawl but no longer stops it.
| Phase | Dread | What it does |
|---|---|---|
| 0 — Dread | 0 | Nothing is there. Footsteps behind you that don't match yours. A breath. |
| 1 — Watcher | 100 | It stands and stares. It will not move while you look at it. Stare longer than six seconds and it leaves — loudly. |
| 2 — Lurker | 320 | Weeping-angel rules. Frozen while observed, closing the gap the instant you look away. Indoors it finds a window or a door and puts its face against it. Torches near it go out. |
| 3 — Hunt | 640 | Title card, darkness, scream. Hostile: 0.345 speed, breaks doors, immune to fire/lava/fall/drowning, blinds on hit. Outrun it past 46 blocks and it appears behind you again. |
The hunt lasts 60 seconds. Surviving it drops you back to phase 1 — and every hunt you live through multiplies the rate for the next cycle. Dying resets dread to zero, which is the only clean slate on offer.
Killing it is possible: 150 HP behind a 0.5 damage multiplier. It does not help as much as you would like.
It shows up rarely
Appearances are deliberately sparse. Once it withdraws, it is a 4–7½ minute wait before a Watcher returns, and 2½–5 minutes for a Lurker. Ambient whispers and footsteps have an 80-second floor between them and only a 2–5% chance per second after that.
At the window
When you are under a roof, the Lurker goes looking for a way to see in. It scans a 15×15×5 box around you for glass, panes, iron bars, fences, doors and trapdoors, checks each one has somewhere to stand on the far side with a clear sightline back to you, and picks the best.
Then it walks there, turns to face the opening rather than you, and folds.
A hello:stoop property carries how far down it has to bend to put its face at the opening — a 3.75-block creature at a 1.5-block window has to bend nearly double. The animation counter-rotates the head and both arms against that fold, so the face stays level and forward and the hands come up flat against the surface either side of it. At a high window it barely leans; at a low one it crouches right down and presses in.
At a door it knocks three times first, then switches to listen — the side of its head flat against the wood, one hand on the door, completely motionless.
Journals
Three structures generate in the Overworld, each with chests wired to a book table:
- Abandoned camp (surface, ~1 in 22 chunks)
- Watcher's shrine (surface, ~1 in 40)
- Bunker (underground, ~1 in 30, y −48 to 26)
Ten signed books rotate through them: a surveyor watching a stump change position, a monk on why it has no name, a list of rules, a bunker warden's incident log, and one that is not written by a person.
Reading any written book adds 90 dread. The journals are how it finds out you exist.
Commands
Run as /scriptevent <id> [arg].
| Command | Effect |
|---|---|
hello:status |
day, dread, phase (raw and day-capped), hunts, whether it is present, who it is focused on |
hello:phase 0-3 |
jump to a phase (tells you if the day gate is capping it) |
hello:dread <n> |
set dread directly |
hello:hunt |
start a hunt now |
hello:here |
put a watcher 12–18 blocks away |
hello:cull |
force a world-wide duplicate sweep, report how many were removed |
hello:reset |
wipe dread and hunt count |
hello:pause / hello:resume |
stop/start everything for you |
Tuning
Everything worth changing is in the CFG block at the top of HELLO_Unnamed_BP/scripts/main.js.
DREAD_RATEscales every per-second accrual at once.0.5halves the pacing,2.0doubles it.PHASE_DAY_GATEis the earliest world day each phase can happen.[0, 0, 4, 5]by default;[0, 0, 0, 0]removes the gate entirely.SHY_UNTIL_DAY,SHY_FLEE_DISTANCE,SHY_SPAWN_MIN/MAXcontrol the keep-your-distance behaviour of the first three days.WATCH_GAP/LURK_GAPare the seconds between appearances.AMBIENCE_GAPandAMBIENCE_CHANCEcontrol the noises.HUNT_SECONDS,HUNT_ACCEL,STARE_BREAK_SECONDS,DREAD_PHASE_*do what they say.
How it is built
- Only one, ever.
spawnStalkerrefuses outright if one already exists, and a sweep runs every 5 seconds across the Overworld, Nether and End removing every copy but one. That covers duplicates from world reloads,/summon, spawn eggs and chunk restores. It attaches to whichever player currently has the highest phase and dread, and it hands itself over if someone overtakes them. - Model — 19 bones, 48 cubes, per-face UVs at 6 texels per model unit (512×512 skin). ~3.75 blocks tall, bone white, built after The One Who Watches: six tapering rib bands over a bare sternum and spine, a narrow pelvis, arms that hang straight down to long red claws, and a tall slab of a head tilted 34° over to one side — a dark recessed plate with a bone rim, two small lights, and a slot for a mouth. The right arm is longer than the left and the left leg is shorter, so it never stands level.
- Two skins — the render controller switches on
minecraft:variant. The watching form is clean bone with white eyes and red hands. The hunt form is the same body run through blood, with the mouth slot split open into teeth and the eyes burning orange. - Animation — 15 animations across 3 state-machine controllers (15 states, 104 transitions). The AI drives them through three client-synced entity properties:
hello:posepicks the body state,hello:agitationscales tremor and tic frequency,hello:stoopdrives how far it folds at a window.emerge(it comes up out of the ground),stillness(a 0.6° drift and nothing else),stalk(time-driven, because it teleports and would otherwise glide),walk/run,peek,listen,knock,hunt_idle,attack,collapse,look(over-rotates past where a neck should stop),twitch(a 0.44s snap fired at random), and an always-onoverlayfor breathing and tremor. - Sound — all nine cues synthesised from scratch, no vanilla samples: FM scream, formant-swept whisper that is trying to say the word, resonant knocks, a 12-second drone, heartbeat, breath, footfall, vanish, and the sting that plays the moment you notice it.
- Build — every asset is generated by script (geometry, both skins, the
.mcstructurefiles via a hand-written little-endian NBT writer, the sounds, the pack icon). A cross-reference validator runs 473 checks over identifier wiring, and a negative-test suite deliberately breaks 11 things to confirm the validator catches them.
Don't hit nine.

