File Details
The Others (Horror)
- R
- Jun 13, 2026
- 1.74 MB
- 330
- 26.20
File Name
The_Others.mcaddon
Supported Versions
- 26.20
THE OTHERS — Master Prompt & Full Manual
A single, fully detailed prompt describing everything in the add-on. Paste it to rebuild the mod from scratch, hand it to another developer, or keep it as documentation. Every system, every creature, every number.
1. WHAT THIS IS
The Others is an adaptive psychological-horror add-on for Minecraft Bedrock Edition that layers a reactive "director," sixteen custom creatures, jump scares, house tracking, a heartbeat HUD, a dark UI theme, and quality-of-life survival systems (vein mining, smart farming) on top of a normal survival world. The horror escalates over four stages the longer you survive. Built to feel vanilla-friendly and run on phones and consoles.
2. ⚙️ REQUIRED SETTINGS — READ FIRST
You do NOT need to turn on any experiments. None. Zero.
❌ Experiments / Beta APIs — NOT required, leave OFF
❌ Holiday Creator Features — NOT required
❌ Custom biomes / any experimental toggle — NOT required
✅ Cheats — can stay OFF; every command works without cheats
✅ Minecraft version 1.21.90 or newer — REQUIRED (older versions will reject it)
Install steps
Import The_Others.mcaddon (open it; Minecraft installs both packs automatically).
Make or edit a world → Resource Packs → activate The Others.
Behavior Packs → activate The Others (the resource pack auto-links as a dependency).
Play. The dark UI theme is built into the resource pack, so there is nothing else to enable.
Notes
It is two packs in one file (a behavior pack + a resource pack). The Dark Mode UI is baked into the resource pack — you do not download or enable anything separately.
If you stack other UI/resource packs, keep The Others resource pack at the TOP of the list or the heartbeat/stage HUD may stop displaying.
A version number (e.g. 4.6.0) appears next to the name in the pack list — Bedrock requires this and it cannot be hidden.
Works in multiplayer. Performance is tuned for mobile/console (scans are bounded; chain-mining runs 2 blocks per tick).
Engine modules: @minecraft/server 2.0.0, @minecraft/server-ui 2.0.0. Entity/sound/fog namespace veil:; settings namespace others:.
3. 🎬 THE DIRECTOR (the brain)
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.
Four stages, each darker than the last:
Stage I — "Something is off" (day 0+)
Stage II — "The Thinning" (day 2+)
Stage III — "Breakdown" (day 5+)
Stage IV — "The Veil is gone" (day 9+)
Stages advance based on in-game days survived (thresholds 0 / 2 / 5 / 9), your death count, and a manual floor so debug "advance stage" never slides backward. Stage thresholds scale with difficulty. Each stage-up plays a fade, a tone, a whisper, and thickens the fog.
Timing & mercy
Events begin 20–50 seconds after you join, every session — there is no quiet grace period anymore.
Hard safety rule: nothing can kill you before in-game day 2. Combat-capable creatures spawn unarmed/non-lethal until then (a stared-at Mimic still does its reveal scare, but won't attack; Hollows/Burrowers won't deal damage; etc.).
Event spacing per stage (seconds between ambient events): Stage I 170–320, II 110–230, III 70–170, IV 45–110.
Difficulty multiplier on event frequency & stage pace: Quiet ×0.55, Normal ×1.0, NIGHTMARE ×1.7.
4. 🖥️ THE HUD
Heartbeat — bottom-left corner, double size, transparent (just a red ♥ and a number, no background box). Resting rate ≈ 64–75 BPM. It climbs based on how close the nearest creature is (within 48 blocks; up to ≈ 185 BPM point-blank) plus a little tension. The rate eases up and down smoothly, and the heart blinks "lub-dub" at the displayed BPM — the faster the number, the faster it flashes. A green/blue [VEIN] tag appears beside it when you crouch holding an axe or pickaxe.
Stage readout — top-right corner: STAGE II | DAY 4 | HOME (HOME appears once your house is found).
Both auto-hide during full-screen scare titles. Whisper/glitch messages use the normal centered message line.
The whole HUD can be toggled off in config.
5. 🌫️ ATMOSPHERE
White mist fog, per stage (pale grey-white, not black) — readable Silent Hill haze instead of blindness. Thicker each stage (roughly 28→120 blocks of visibility at Stage I down to 9→42 at Stage IV).
A separate whiteout fog for "The Empty" event.
A faint default mist applies even before the director acts, and the sun and moon are dimmed to pale grey discs — the sky stays permanently overcast and gloomy.
Dark Mode UI built in (theme by FeRaSs1454, license shipped inside the pack): every menu — inventory, chests, crafting table, furnace, anvil, settings — uses a dark theme. Its hotbar styling is hand-merged with the HUD so both coexist in one pack.
6. 🏠 HOUSE TRACKING
Spend about one minute near a bed (roughly six 10-second ticks) or simply interact with a bed, and that spot becomes your home — you'll see "it knows where you sleep" and your tension jumps.
Once your home is known, the torment localizes:
Knocking just outside your walls.
Door scratching (at Stage III+, a 30% chance the scratching has an actual source behind it).
Night sieges — 2–3 creatures take positions ringed around your house and just stand there.
"I KNOW WHERE YOU LIVE" — the screen fades black, the line burns across the center, then your home's exact coordinates appear beneath it.
The Poltergeist and Rotling (below) specifically target your home and farm.
You can wipe the marked location with "forget my house" in config.
7. 💀 JUMP SCARES
Bed scare — every time you try to sleep, there's a stage-scaled chance (Stage I 15%, II 25%, III 35%, IV 50%, ±10% by difficulty) that 2–4.5 seconds later you're thrown out of bed: a face an inch from yours, a sting sound, screen shake, a red flash, and WAKE UP. (You take 1 damage, immediately refunded.)
Face scare — an ambient event (Stage III+, night): the screen blinks black and something is right in front of you.
8. 👁️ THE SIXTEEN CREATURES
Every creature has a creative-mode spawn egg. "Cap" = max that can exist near one player at once.
THE ORIGINAL SIX
1. The Watcher (cap 2)
A tall, near-black humanoid that only moves while you aren't looking at it. It glides steadily toward you when unseen, freezes and stares when seen. Approach it while watching and it relocates 34–44 blocks away; corner it and it vanishes in smoke (with a whisper and a spike of dread). Any damage instantly unmakes it. It never attacks — it just watches.
2. The Smile (cap 3)
A floating, glowing white face that drifts at the edge of your vision. Spawns naturally in deep dark caves. Hold a torch, lantern, or glowing item and look directly at it to banish it (and lose some tension). Vanishes in daylight.
3. The Stalker (cap 2)
A gaunt, hunched figure that circles you at 18–26 blocks, breaks your torches (turning them to air), and teleports behind you when seen. It places one cryptic sign roughly every 10–14 minutes — and never near another sign, so no more clusters. It never fights.
4. The Mimic (cap 1)
Looks exactly like a normal villager — until you stare at it for ~1.6 seconds within 6 blocks. Then it reveals its true glitched face, and from day 2 onward it hunts you and breaks down doors. Before day 2 the reveal is a pure scare and it quickly vanishes.
5. The False Player (cap 1)
Fakes another player in your world: a joined the game message, a persistent username, wandering around opening doors, mining blocks, placing torches, opening chests, sending chat lines, and eventually a fake left the game.
6. The Hollow (cap 4)
The only creature that fights fair — a pale, crawling humanoid. It climbs walls like a spider, leaps at you, breaks doors, and swims. Burns in daylight. This is the honest combat threat the rest of the mod hides behind.
THE NEW TEN
7. The Gloom — cave dweller (cap 2)
Spawns naturally deep underground in darkness (below Y 40). It is blind: it hunts your movement on an all-fours cave-dweller crawl, and freezes solid the instant you stop moving. Move and it finds you; stand still and it loses you. It swims, and only becomes lethal after day 2.
8. The Cinder — the Nether (cap 3)
Spawns naturally in the Nether. A charred figure webbed with glowing ember cracks and furnace-door eyes. Every hit it lands sets you on fire. Immune to fire and lava.
9. The Wisp — the End (cap 3)
Spawns naturally in the End. A pale floating light with a single vertical eye and a hollow chest. Stare at it too long (≈2 seconds) and it blinks out, reappears right behind you, and blinds you with darkness.
10. The Poltergeist — your house (cap 1)
The house guest. It surveys your home, then performs 1–3 actions per visit, with at most ONE destructive act (and only a 55% chance it even tries one): it can break your bed, rip a door off, or — at Stage III+ — light a single fire in your house. Otherwise it empties fuel from your furnaces, steals valuables from your chests (diamonds, ingots, netherite, etc. — usually scattering them 9–14 blocks outside), and shatters your windows. Visits are spaced at least ~18 minutes apart. It leaves with "it took what it wanted."
11. The Rotling — your farm (cap 2)
A small, sickly, hateful vermin. It tramples 2–4 of your crops and dumps dirt into your farm's water sources (breaking your irrigation), then burrows away. Leaves you "something was in the garden."
12. The Burrower (cap 2)
A segmented thing that travels just under the ground, leaving a disturbed, smoking trail moving toward you. Get within ~3.5 blocks and it erupts from the earth and lunges, fights for a few seconds, then re-buries. Stays underground (and harmless) before day 2. Swims.
13. The Marionette (cap 2)
A porcelain doll with painted cheeks and cracked glaze, arms half-raised, swaying gently on slack strings, head always tracking you. It never chases. Get within 5 blocks and it collapses into a pile of string and bone.
14. The Choir (cap 3)
Three hooded figures standing in a triangle, singing an overlapping three-note chord in the dark. Stay out of the middle — step into the center of the triangle and all three vanish at once with a boom and a wave of darkness.
15. The Stray (cap 1)
A small child-sized figure that keeps its distance (12–15 blocks), giggles, and drops little gifts (poppies, bones, rabbit feet) to make you follow it. Follow it for about a minute at night and it leads you into a Hollow ambush — "it was leading you somewhere."
16. The Willow Light (cap 2)
A pale light in the distance that isn't a torch — it genuinely lights the ground around it (it places and cleans up real light blocks). It always recedes as you approach. Chase it long enough (~90 seconds, or get within 9 blocks) and it goes out, blinds you, and leaves you somewhere you don't recognize.
Swimming: the Hollow, Gloom, Stray, Rotling, and Poltergeist can all swim, with proper swim animations — water is no longer a safe retreat.
9. 🎲 AMBIENT EVENTS (~30, stage-gated & weighted, timed per player)
Approaching footsteps behind you • whispers • fake cave sounds • door creaks • darkness pulses • a far watcher • torch theft • action-bar text glitches • knocking • far screams • phantom chat lines • item bait that vanishes when you reach for it • fake creeper fuses behind you • breathing • fake damage (refunded) • false-player visits • sculk spreading across the floor • fake explosions • lightning omens • chat messages from your own username ("stop", "im still down here", "why did you log off") • The Empty (a 45-second whiteout episode with eight rings of footsteps that aren't yours, ending in "...it lets you go") • a false dawn that turns wrong • Hollow hunts • home knocks • door scratching • home sieges • I KNOW WHERE YOU LIVE • Poltergeist visit • Rotling visit • face scare.
10. ⛏️ QUALITY-OF-LIFE SYSTEMS
Vein Mining (toggleable)
Trees: crouch (sneak) + hold an axe + break any log of a tree → the whole tree comes down. It only works on natural trees (requires nearby leaves), so your 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 chain together.
Durability: 1 point per block. If the tool breaks mid-chain, mining stops immediately and the rest stays intact (you get a "tool about to break" warning flash near the end).
Limits: max vein size 32 / 64 / 100 blocks (default 100), set in config. Mines 2 blocks per tick to stay smooth on mobile/console.
Smart Farming
Auto-replant: harvest a fully grown wheat / carrot / potato / beetroot and it replants itself by consuming one seed from the drops (no free duplication).
Better hoes: diamond and netherite hoes give bonus-drop chances (30% / 40%).
Row bonus: crops planted in a row grow slightly faster.
Ripe highlight: holding a hoe makes fully grown crops sparkle so you can spot them.
Worm-Infused Soil: craft dirt + rotten flesh + bone meal → 2 blocks. Place it under farmland for ~2× growth speed, a 60% chance of double harvest, and a 50% chance to return a seed.
Inventory
/others:sort merges and alphabetizes your backpack (your hotbar is left untouched).
Item Hover Info
Hover any tool, weapon, or armor and the tooltip shows Durability (current/max) and, for weapons, Attack Damage (+n). (Vanilla already shows the item's name and enchantments above this.)
11. ⌨️ COMMANDS & CONFIG
Important: Minecraft requires every custom command to have a namespace, so a plain /config is impossible in Bedrock. The fastest ways to open settings:
/c:c — four keystrokes
config:open — typing /config makes this the first autocomplete suggestion
/others:config — the full canonical command
/others:sort — sort your inventory
The config menu lets you set:
Signal strength (difficulty): Quiet / Normal / NIGHTMARE
Phantom voices on/off (fake chat)
HUD overlay on/off (heartbeat + stage readout)
Vein mining on/off, and max vein size (32 / 64 / 100)
Auto-replant crops on/off
HARD MODE on/off — adds: tree-felling drains hunger; standing near lava damages you; snow/ice slows you; and rare ores (diamond, emerald, ancient debris) have a 35% chance to spawn a guardian Hollow when vein-mined
The dial (debug): force an event now / advance one stage / forget my house
Opening the menu also prints your current stage, a nerve bar, day count, deaths, and whether your home is marked.
12. 🔊 PRESENTATION
16 fully procedural creature textures — organic mottling, ambient-occlusion edges, vein networks, glowing ember cracks, porcelain crazing, segment rings, patched cloth.
Animations — humanoid walk, cave-dweller crawl, swim, crawl-swim, quadruped crawl, marionette string-dangle, choir sway, poltergeist drift, burrower wiggle, head twitch, and idle bob, with a controller that auto-switches between idle / walk / swim.
16 synthesized sounds — two whispers, footsteps, heartbeat, drone, static, scrape, breath, creak, far scream, knock, wrong-hum, tone, boom, jump-scare sting, and a child's giggle.
Custom cover-art pack icon; an intro title on first spawn reading T H E O T H E R S / they were already here; and a chat hint pointing you to the config command.
13. 🧩 TECHNICAL GUARANTEES
Two packs (behavior + resource) in one .mcaddon. Shared UUIDs across versions so updates apply to existing worlds in place. Defensive error-handling throughout; per-session timer guards so events never stall; all world scans are bounded; chain-mining is rate-limited for mobile and console. No experiments, no external dependencies.

