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Dark Entity

A phycological horror mod that makes survivability much harder
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darkentity-1.0.2.jar

File namedarkentity-1.0.2.jar
Uploader
Kin90fulKin90ful
Uploaded
Sep 4, 2026
Downloads
10
Size
234.2 KB
Mod Loaders
Forge
File ID
8808726
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dark-entity-1680477:8808726")

Learn more about Curse Maven

What's new

Added


  • Mobs knock your blindfold off. Anything with eyes knows what a blindfold is and what happens to somebody who loses one. Any sighted mob that lands a hit has a 25% chance (configurable) of tearing it away: 40% of those destroy it outright; the rest drop it on the floor with a two-second pickup delay, so you can get it back but you stand there uncovered while you do; Either way, your next mist spawn roll is pulled forward to a few seconds — it was knocked off so that you would see.
  • The blind are excluded, via the new entity type tag darkentity:blind, shipping with only the warden in it. A tag rather than a hardcoded class check, so a modpack can add its own eyeless mobs. Other players are excluded too — deliberate unmasking is the possessed player's job and has its own rules.
  • Corrupted villagers. A new hostile mob on Hard and Realistic only: villagers the mist already has. They ride the vanilla villager rig, so from a distance they read as a person and only up close do the eyes and the mist coming off them give it away. hunt blindfolded players specifically, from up to 40 blocks, without needing line of sight; twice the blindfold knock-off chance of anything else; do not trade, and daylight does not burn them; spawn in the overworld like any other monster, via a Forge biome modifier; spawn egg added for testing.
  • Corrupted villages. Sometimes a whole village turns out to have been taken. Whether a given village is corrupted is decided once, from the world seed and the village coordinates, so the answer never changes and cannot be rerolled by reloading. Default 12% of villages. The check only runs while a player is standing in one, so it can happen while you watch. It will not touch your trading hall. A villager is only converted if it has never been traded with, never levelled up, is not named and is not leashed. If a corrupted village turns out to be all protected villagers, nothing happens at all. If a village has no villagers left, four to six corrupted ones walk in instead.
  • darkentity corrupt forces the village you are standing in to turn, skipping the roll but keeping every safeguard.
  • Four new settings, in the screen and in config/darkentity-common.toml: mobSnatchChancePercent, blindfoldBreakChancePercent, corruptedVillagers, corruptedVillageChancePercent.

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