Description
THE OTHERS — Complete Prompt & Manual (v7.5.0)
A full description of everything in the add-on. Paste it to rebuild, extend, share, or document the mod.
⚙️ REQUIRED SETTINGS — READ FIRST
You MUST turn on the "Beta APIs" experiment. The mod uses the beta scripting API to register real slash commands and run its AI.
When creating or editing your world:
Go to the world's Experiments settings.
Turn ON → "Beta APIs" (sometimes shown as "Beta APIs" / "Holiday Creator Features + GameTest"). This is required.
Activate The Others under either Behavior Packs OR Resource Packs — the packs are linked, so enabling one enables the other automatically.
Load in. A "THE OTHERS" welcome screen appears within a second or two — read it and press Play.
Other notes:
Minecraft Bedrock 1.21.90+ required.
Modules used: @minecraft/server 2.0.0 and @minecraft/server-ui 2.0.0 (beta channel).
Cheats can stay OFF — the commands work without them.
Works in multiplayer; tuned to run on phones and consoles.
Two packs in one .mcaddon. The dark color theme is built into the resource pack (container menus use the normal Minecraft UI so their buttons always work).
⌨️ COMMANDS
Type /others: and the commands autocomplete in the command box (this is why Beta APIs is required — it lets the add-on register real commands).
/others:config — opens the settings panel
/others:beasts — opens the creature on/off panel
/others:sort — sorts your inventory (hotbar untouched)
You can also just type config, beasts, or sort in chat as shortcuts.
The settings panel (/others:config)
A simple form with a §2TUNE button to save:
Difficulty — dropdown: Easy / Normal / Hard / Nightmare (controls how often events happen and how fast the four stages arrive)
Faster hunger drain — toggle (food bar drains quicker)
Ore goblins — toggle (guardian creatures spawn when you vein-mine rare ore)
Vein miner — max size — dropdown: 32 / 64 / 100 blocks
Open creature on/off list after saving — toggle (jumps to the creature panel after you press TUNE)
🎬 THE DIRECTOR
A per-player tension value (0–100) rises in darkness, at low health, when you take damage, and when creatures are near; it decays in light and safety. The world moves through four stages:
Stage I — Something is off (day 0+)
Stage II — The Thinning (day 3+)
Stage III — Breakdown (day 7+)
Stage IV — The Veil is gone (day 12+)
Stage thresholds scale with difficulty. Each stage thickens the fog and unlocks more events.
Pacing (the key to it being scary, not annoying):
The first unsettling event happens ~10 seconds after you join — presence is immediate.
The first creature appears in ~45–90 seconds, then roughly one presence every 2–3.5 minutes after.
At most 2 creatures near you at once — there is never a swarm. One deliberate scare at a time.
Nothing can hurt you before in-game day 2. The first night or two is pure dread — watching, sounds, figures — with no damage. After that, the teeth come out.
Idle creatures that linger too long quietly fade so they don't pile up.
🖥️ HUD
Heartbeat — bottom-left corner, large, transparent: a red ♥ and BPM. Resting ~64–75; climbs toward ~185 as a creature gets close, and the heart blinks at that rate. A [VEIN] tag appears when you crouch holding an axe/pickaxe.
Corner readout — top-right: STAGE II | DAY 4 | HOME.
Both hide during scare titles.
🌫️ ATMOSPHERE
Pale white mist fog per stage (Silent Hill haze, not blindness) that thickens each stage; a whiteout fog for "The Empty"; a permanently dim grey sun and moon. The inside of menus uses the normal Minecraft UI (so every button works), with a dark color tint where the game allows it.
⛏️ VEIN MINER (quality of life)
Trees: crouch + hold an axe + break any log → the whole tree comes down. Only works on natural trees (needs leaves nearby), so your own builds are safe.
Ores: crouch + hold a pickaxe + break an ore → all connected ore of the same type breaks. Works on vanilla and modded ores; stone and deepslate variants of the same ore are linked.
Costs durability — 1 point per block. If your tool is about to break you get a warning, and mining stops the instant the tool breaks (the rest stays in the ground).
Max size set in /others:config: 32 / 64 / 100 blocks (default 100). Mines 2 blocks per tick so it stays smooth on phones and consoles.
Also: harvested mature crops auto-replant by consuming one dropped seed; better hoes give bonus drops; Worm-Infused Soil (craft dirt + rotten flesh + bone meal → makes vanilla rooted dirt) under farmland roughly doubles growth and harvests. Item tooltips show durability and attack damage. /others:sort tidies your bag.
🤖 THE AI
The creatures don't chase you with normal mob pathfinding — the horror is script-driven positioning, the same technique top horror add-ons use:
They spawn behind you, just off-screen to the side, or along your crosshair at 15–50 blocks — wherever it's scariest.
Forced-to-look beat: the Watcher can appear close behind you and smoothly rotate your camera to face it so you're made to see it standing there.
Heart-stop beat: while you aren't looking, it can materialize directly in your path and snap your gaze onto it for a moment.
The Gloom surges toward you in lunges while you move; the Maw keeps pace and resurfaces behind you if you outrun it.
👁️ THE CREATURES (16 + an apex)
Every creature has a spawn egg. Any can be turned off individually in /others:beasts.
Original six
The Watcher (anywhere, mostly night) — moves only while you aren't looking; watches from cover, peeks around corners and through windows, and can force your gaze onto it. Vanishes if cornered. Never attacks.
The Smile (deep dark caves, natural) — a floating glowing face. Hold a light and look at it to banish it.
The Stalker (night/caves) — circles you, steals your torches, and leaves one cryptic sign every 10–14 minutes. Never fights.
The Mimic (daylight) — looks exactly like a villager until you stare too long; then it hunts you and breaks doors.
The False Player (anytime) — fakes another player joining: wanders, mines, opens doors, "chats", then fake-leaves.
The Hollow (night, stage 3+) — the one honest fight. Crawls, climbs walls, leaps, breaks doors, swims. Burns in daylight.
The new ten
The Gloom (caves, natural) — blind; a true all-fours crawler. Hunts your movement and freezes the instant you stop. Move, and it surges toward you. Swims.
The Cinder (the Nether, natural) — charred and webbed with glowing ember cracks. Every hit sets you on fire.
The Wisp (the End, natural) — a pale single-eyed light. Stare too long and it blinks behind you, then darkness.
The Poltergeist (your house, ~18 min apart) — surveys your home and does up to one destructive act per visit: breaks a bed or door, or starts one fire — otherwise it empties furnaces, robs chests (scattering loot outside), and shatters windows.
The Rotling (your farm) — tramples 2–4 crops and dumps dirt into your farm's water, then burrows away.
The Burrower (stage 3+) — travels underground leaving a trail toward you, then erupts and lunges. Travels silently and gives up if it can't reach you (no more sound spam).
The Marionette (night, stage 2+) — a porcelain doll that sways on slack strings and never chases. Collapses if you get within 5 blocks.
The Choir (night, stage 2+) — three hooded singers in a triangle. Step into the center and all three vanish with a boom.
The Stray (night, stage 2+) — a giggling small one that drops gifts to lead you into a Hollow ambush.
The Willow Light (night) — a receding real light that isn't a torch. Chase it and it goes out, stranding you in the dark.
THE MAW — the apex predator
A massive hunched predator with a head that is mostly teeth and glowing red eyes. It appears as a rare Stage-IV night hunt: the screen flashes red and "RUN — something enormous woke up" burns across it. Then it spawns behind you and relentlessly pursues for ~90 seconds — it's fast, climbs, breaks doors, swims, roars so you always hear it coming, shakes the ground as it nears, and hits for 9 damage with knockback (a couple of hits kill). Outrun it and it resurfaces behind you; survive the timer and it sinks away ("...it lost you"). About 20 minutes between hunts.
🎲 AMBIENT EVENTS (~30, stage-gated, governed timing)
Footsteps behind you, whispers, fake cave sounds, door creaks, darkness pulses, a far watcher, torch theft, HUD glitches, knocking, far screams, phantom chat, vanishing bait, fake creeper fuses, breathing, a harmless "something brushed past you" before day 2, false-player visits, sculk creep, fake explosions, lightning omens, chat from your own username, The Empty (a 45-second whiteout with footsteps that aren't yours), a false dawn, Hollow hunts, home knocks, door scratching, night sieges, I KNOW WHERE YOU LIVE (your home's exact coordinates), the Poltergeist, the Rotling, face scares, and the Maw hunt.
🏠 HOUSE TRACKING
Spend about a minute near a bed, or touch one, and that spot becomes your home. This unlocks knocking at your walls, door scratching, creatures surrounding the house at night, and the "I KNOW WHERE YOU LIVE" event that prints your home's exact coordinates. The Poltergeist and Rotling specifically target your home and farm. Clear it with the debug option in settings.
💀 JUMP SCARES
Bed scare — trying to sleep has a stage-scaled chance (15% → 50%) that something is leaning over you when the screen snaps back: a face, a sting, a shake, and WAKE UP.
Face scare — at Stage III+ at night, the dark blinks and something is right there.
✅ NOTES ON STABILITY
No swarms (2 creatures max near you). No damage before day 2. Sounds are volume-governed and rate-limited so nothing machine-guns. Container menus (furnace, chest, etc.) use the normal Minecraft UI so their buttons always work. The welcome screen appears right on join and only once.










