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Dark Entity

A phycological horror mod that makes survivability much harder
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darkentity-1.0.5.jar

File namedarkentity-1.0.5.jar
Uploader
Kin90fulKin90ful
Uploaded
Sep 4, 2026
Downloads
41
Size
260.5 KB
Mod Loaders
Forge
File ID
8809494
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dark-entity-1680477:8809494")

Learn more about Curse Maven

What's new

1.0.5 — 2026-09-04

Fixed


  • The possessed body kept getting trapped. It walked and looked around but could not get out of things. The steering was "walk straight at the destination" with a broken jump check and no swimming at all. Replaced with real movement logic:
  • It jumps properly.
  • it goes around things. Instead of one heading, it tries twelve straight on first, then 25°, 50°, 80°, 115°, 150° to either side and takes the first that is genuinely walkable. This is what stops it from grinding into the corner of a cave;
  • it ducks under one-block gaps rather than treating them as walls;
  • it swims. In water it holds its jump so it surfaces instead of sinking, and if it is submerged and running low on air it points straight up and prioritises getting out, because drowning halfway to somewhere else was never the plan. The deliberate drowning tactic still overrides all of this;
  • It flies out when it is genuinely boxed in. If every heading is a wall, or it has made no headway for a few seconds, it lifts the body over the problem for eight seconds and then sets it down and walks again. This is navigation, so fall damage stays suppressed and dropping out of it cannot hurt anybody. The lethal skyfall is still the separate, last-resort rung that revokes the permission first.
  • The wandering phase had no obstacle handling at all — it now uses the same steering, and if a spot has it beaten, it simply loses interest and drifts somewhere else rather than being flown around.

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