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Unearthed Echoes

Excavate the ruins of a world that came before. Structures with hidden loot and guardians, plus thirst, temperature and a full atmosphere overhaul.
MCPEDL

MCPEDL

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Unearthed Echoes

Description

Unearthed Echoes - Ruins, Relics, and the World That Came Before

Something was here before you. Eight kinds of ruin generate across your world - a lantern-topped cairn, a hearth gone cold, a keep swallowed by the hillside, each holding what a traveller left behind and, sometimes, what came for them. Unearthed Echoes pairs hand-built structures and buried loot with thirst, temperature, and a full atmospheric overhaul.


THE RUINS

Eight hand-built structures generate naturally across the Overworld, each with its own spacing - so a common waymarker turning up often never crowds out the rarer keeps. The ground is shaped around each build rather than the build fighting the ground: nothing floats, nothing gouges a crater into a hillside, and a ruin that lands at a lake edge is drained rather than left half-flooded.

  • Lantern Cairn - a small mossy waymarker crowned with a copper lantern. Someone put it here to be found
  • Ashen Hearth - a collapsed shelter built around a fire that went out a very long time ago
  • Verdant Steps - a garden terrace the forest quietly took back
  • Hollow Snare - a low ruin with a single chest sitting in plain view. Look underneath it before you open it
  • Vigil Spire - a watchtower with an oxidised copper roof, and new tenants who did not build it
  • Forsaken Belfry - a tall, slender tower, its supply barrels stacked up the full height of it
  • Wayfarer's End - someone's last camp. The anvil is still standing. They are not
  • Sunken Bastion - a keep the hillside has almost finished swallowing. Still garrisoned. Bring something sharp

WHAT LIES INSIDE

  • Hand-placed containers - chests and barrels sit where they were left, not where a loot table put them
  • Barrels are supplies, chests are rewards - a belfry barrel holds rope-and-rations scrap; the chest at the top of a spire holds something worth the climb
  • Three loot tiers - bones, flint and raw copper at the bottom; iron, amethyst and lapis in the middle; gold, emeralds and the occasional diamond at the top
  • Weapons, tools and armour in the larger ruins - all of it worn. Nothing you pull out of a two-hundred-year-old chest is in good condition
  • Canteens and purified water, which matter more than they sound
  • A ruin gives up its loot once. Clear it and it stays cleared

GUARDED RUINS

Not every ruin is empty. The Sunken Bastion still has its garrison, and something has moved into the Vigil Spire.

  • Defenders appear as you approach - no dark room required, no spawner to break
  • Each site has a finite garrison. Fight through it and the ruin is yours for good
  • Bogged and skeletons hold the flooded bastion; pillagers and vindicators have taken the spire

ECHOBRONZE

A full material tier recovered from the ruins rather than mined fresh.

  • Echobronze Ingot - the base material
  • Sword, Pickaxe, Axe, Shovel and Hoe
  • Helmet, Chestplate, Leggings and Boots
  • Sits between iron and diamond in feel - earned by exploring, not by digging

THIRST & TEMPERATURE

Two survival systems that change how you plan a journey.

  • Thirst - water is a resource. Drinking from a river keeps you alive but it is not clean
  • Canteens - carry water with you; purify it first if you would rather not gamble
  • Temperature - snowy biomes will kill you if you are not dressed for them, and deserts have the opposite problem
  • Armour actually matters - leather is the warmest thing in the game here, because metal conducts heat straight out of you. Netherite is the exception. Full diamond will keep you alive in snow, but not comfortable
  • Fire, campfires and shelter all help. So does not standing in a blizzard
  • Both can be switched off from the Settings book if you run other add-ons that draw to the HUD - the bars disappear and the pack stops writing to the screen entirely

BLOCK & ENTITY DETAILS

  • Look-at tooltips - name, required tool and whether a block is farmable, shown for whatever you are aiming at
  • Mob health bars - names and health above nearby creatures
  • Death corpse - your items stay where you fell, inside a corpse you can open. No coordinates are handed to you. Remember where you died

  • Backpacks - extra storage you can carry, place down, and come back to. Two sizes, and what you put in one stays in it

THE WORLD AROUND YOU

The ruins sit inside a world that feels lived-in.

  • Falling leaves for spruce, acacia, jungle, mangrove and pale oak — plus cherry petals and drifting leaf litter, and they only fall where there is a canopy overhead
  • Butterflies, fireflies and birds, each tied to the biomes they belong in
  • Footprints on snow, sand, mud, grass and stone
  • Immersive rain, blizzards, sandstorms and snow flurries, with layered storm audio
  • Atmospheric and ground fog that shifts with the biome around you
  • Northern lights, shooting stars, meteor showers and rainbows
  • Dynamic torch, lantern and furnace glow
  • Ambient soundscapes with pitch variation, so nothing loops audibly

SETTINGS & GUIDE

Two books are handed to you the first time you join.

  • The Guide - a plain-text field guide to the ruins, the loot, the survival systems and the settings
  • The Settings Book - toggle the layers on and off: Particles, Weather & Fog, Sky and Systems, plus a reset. Ruin loot, guards, health bars, corpses and backpacks stay on
  • Vibrant Visuals mode - turn this on if you play with Bedrock's Vibrant Visuals lighting. The pack hands its fog over to the biome fog and switches heavier sky effects to lighter versions.

COMPATIBILITY

  • Requires Minecraft Bedrock 26.1 or newer
  • Works in survival, creative and adventure worlds
  • Script-driven - the player entity is never overridden, so it plays well with other add-ons
  • The thirst and temperature HUD can be turned off for servers already running other HUD add-ons
  • Ruins only generate in newly explored chunks - update on an existing world and you will find them further out, not behind you
  • Behaviour pack and resource pack are both required

CONNECT

YouTube | Discord


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