File Details
Into oblivion V2.0
- R
- Mar 14, 2026
- 309.59 KB
- 371
- 1.21
File Name
IntoOblivion_v2_balanced.mcaddon.zip
Supported Versions
- 1.21
Changelog
v2.0 — Major Rewrite Update
This update is a complete internal rewrite of the add-on systems. Large portions of the AI, event system, animations, and scripts were rebuilt to improve stability, performance, and behavior consistency.
New Features
121-Event Atmospheric System
Replaced the previous 16-branch "worldEventTick" chain with a weighted pool of 121 atmospheric events distributed across four tiers.
Events now use weighted random selection rather than a flat "roll < X" logic chain.
Common events have higher probability while rare world events remain uncommon.
Event Tiers
Tier 0 — Ambient Layer (37 events) Pure atmospheric sounds with no world interaction.
Examples include:
- distant footsteps
- breathing sounds
- reversed or incorrect-direction mob audio
- faint environmental ambience
All sounds play at 2–12% volume to maintain subtlety.
Tier 1 — Environmental Disturbances (45 events)
Adds small world edits and atmospheric subtitles.
Possible effects:
- signs appearing
- torches extinguishing
- obsidian rings forming
- knocker sound functions
- environmental subtitle messages
Tier 2 — Combined Events (65 events)
Multi-element events that combine:
- world edits
- sounds
- subtitles
- dimension triggers
Examples include:
- Warden ambient sounds
- dimension-specific audio
- combined sound + subtitle + world edit sequences
Tier 3 — Major Events (73 events)
Large multi-system atmospheric sequences.
Examples include:
- full corruption events
- fog + world alteration chains
- 90-tick Enderman chorus
- burn sequences with subtitles
Event Weight System
Events now fire using weighted probability:
Event Type| Weight Common ambient sounds| 10 Standard events| 5 Rare world events| 2–3
This replaces the previous flat probability chain, creating more natural encounter pacing.
Difficulty Subpacks
Three selectable difficulty configurations are now available through the Pack Settings gear icon.
Difficulty| Description §aNormal| Passive, distant encounters designed for casual survival gameplay §eBalanced| Default experience with moderate encounter frequency §cAggressive| Constant close-range pressure with faster mode cycling and shorter cooldowns
If no subpack is selected, Balanced mode is used by default.
Bug Fixes
This update fixes numerous scripting, AI, and resource pack issues.
Script & AI Fixes
Fixed: "isValid()" used incorrectly "hb.isValid()" was called as a function, causing errors. Corrected to property usage:
hb.isValid
Fixed: "master_tick.mcfunction" conflicting with JavaScript AI
The function was teleporting Herobrine 20 times per second via "tick.json", conflicting with JavaScript positioning logic and causing severe stuttering.
Solution:
- "master_tick.mcfunction" emptied
- All movement now handled by JavaScript AI only
Fixed: "random_stroll" overriding stalking modes
Both stalking phases contained:
minecraft:behavior.random_stroll
This caused Herobrine to pathfind randomly, overriding the 111 stalking modes.
Solution:
- Removed "random_stroll" from both phases
Fixed: Walk animation permanently frozen
"variable.gliding_speed_value" was used as a divisor in the "pre_animation" script before being initialized.
Result:
- division by "undefined"
- produced "NaN"
- "Math.clamp(NaN)" returned "0"
- walk animation variable remained permanently zero
Solution:
variable.gliding_speed_value = 0.1
initialized before use.
Animation Fixes
Fixed: Invalid arm animation controller
controller.animation.iron_golem.arm_movement
This controller does not exist for custom entities, producing silent errors every frame.
Solution:
- Removed from animation list
Fixed: Iron Golem crack render controller
controller.render.iron_golem_cracks
This overlay expected Iron Golem damage textures which do not exist on the Herobrine model.
Result:
- visual artifacts
Solution:
- replaced with dedicated controller:
controller.render.herobrine_herobrine
Movement Fixes
Fixed: Step movement speeds appearing as teleportation
49 "step()" calls used speeds between:
0.7 → 2.2 blocks per call
At 6-tick intervals, this created teleport-like movement.
Normalized speeds to:
0.04 → 0.42 blocks per call
Result:
- proper walk pace
- jog pace
- sprint pace
Sound Fixes
Fixed: Duplicate death sound
Death sound played from:
- "events/on_death" function
- animation controller "herobrine.death"
Solution:
- removed duplicate from animation controller
Spawn System Fixes
Fixed: Natural spawn rules bypassing visit system
Spawn weight of 3 with overworld conditions caused Herobrine to spawn alongside normal mobs.
This bypassed the visit cooldown system.
Solution:
conditions: []
Natural spawning disabled.
Resource Pack Fixes
Fixed: "min_engine_version" mismatch
Pack| Version Resource Pack| 1.17.0 Behavior Pack| 1.21.0
Resource pack updated to match the behavior pack version.
Logic & Data Fixes
Fixed: Duplicate "trailGhost" key in mode weight dictionary Second entry overwrote the first weight value.
Fixed: "on_target_acquired" selector error
Command contained:
execute as @e
with no type filter, iterating every entity in the world.
Corrected with proper targeted selectors.
Fixed: Invalid block identifier
standing_sign
Updated to:
oak_sign
for compatibility with modern block identifiers.
Fixed: Empty "stalk_event" function
Previously scheduled at weight 10 every 14–22 seconds, but contained no commands.
Now executes:
world/extinguish_torches
Fixed: Redundant entity selectors in stalking functions
Functions affected:
- "face_player"
- "creep_closer"
- "shadow_shift"
Contained unnecessary nested selectors:
execute as @e
inside entity context.
Removed redundant layer.
Fixed: Phantom dependency in manifest
Behavior pack declared dependency:
@minecraft/server-ui
but never imported the module.
Dependency removed.

