File Details
Echo of the Void - Version 1.0.0
- R
- Mar 10, 2026
- 3.64 MB
- 11
- 1.21.1
- NeoForge
File Name
echoofthevoid-1.0.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Echo of the Void — Release Changelog
Initial Release
Welcome to the first public release of Echo of the Void.
This version introduces the full foundation of the mod: global corruption phases, uncanny creature variants, paranoia events, weather corruption, lore progression, structures, endgame items, and the systems needed to turn survival into a true horror experience.
Core Features
Phase-Based Corruption System
- Added a full global corruption system with Phase 1 to Phase 4, plus a purged/disabled state
- Corruption now progresses over time and escalates naturally as the world becomes more hostile
- Deaths now accelerate corruption progression
- Added phase-based replacement rates for uncanny entities:
- Phase 1: 1%
- Phase 2: 20%
- Phase 3: 60%
- Phase 4: 100%
- Added support for phase locking and purging through the altar
- Added corrupted/glitched style messaging for late-game phase feedback
Persistent World State
- Added full saved world data for:
- corruption phase and progress
- purge and lock state
- event cooldowns
- active weather corruption
- base tracking and player-related threat data
- lore progression
- structure tracking
- persistent debug settings
Uncanny Creatures
Hostile Uncanny Variants
Added a large roster of uncanny hostile creatures, including:
- Zombie?
- Husk?
- Drowned?
- Zombie Villager?
- Skeleton?
- Stray?
- Creeper?
- Spider?
- Spiderling?
- Enderman?
- Endermite?
- Ghast?
- Phantom?
- Iron Golem?
- Pillager?
- Vindicator?
- Evoker?
- Ravager?
- Blaze?
- Wither Skeleton?
- Piglin Brute?
- Hoglin?
- Slime?
- Magma Cube?
Special Entities
Added custom special threats with their own behavior and encounter logic:
- Mimic
- Watcher?
- Attacker?
- Hurler?
- Shadow?
- Knocker?
- Presence?
- Terror?
Behavior and AI Reworks
- Added silent and uncanny behavior packs for core creatures
- Added expanded raid and Nether enemy reworks
- Added variant systems for major hostile families, including:
- Zombie?
- Skeleton?
- Creeper?
- Spider?
- Enderman?
- Added phase-weighted hostile variant rollout
- Added debug support for hostile variants
Passive Uncanny Variants
Added passive uncanny systems for many vanilla creatures, each with multiple variant behaviors.
Covered species
- Chicken?
- Pig?
- Cow?
- Sheep?
- Wolf?
- Cat?
- Fox?
- Squid?
- Cod?
- Salmon?
- Parrot?
- Llama?
- Villager?
- Wandering Trader?
Passive variant systems include
- fake death behavior
- false eggs
- displaced or misleading sounds
- fake trade and mimic-like interactions
- aquatic ambush behavior
- cat-specific revive and sensing mechanics
Paranoia and Horror Events
Added a full event scheduler with phase-aware weighting, danger scaling, intensity profiles, global cooldowns, and per-event cooldowns.
Main event pool
- blackout
- footsteps
- flash
- baseReplay
- bell
- flashRed
- voidSilence
- falseFall
- ghostMiner
- caveCollapse
- falseInjury
- forceDrop
- corruptMessage
- bed
- asphyxia
- armorBreak
- aquaticSteps
- doorInversion
- phantomHarvest
- livingOre
- projectedShadow
- giantSun
- hunterFog
Variant-enabled event families
Several events now support multiple variants for better unpredictability and replay value, including:
- footsteps
- asphyxia
- armor break
- aquatic steps
- door inversion
- phantom harvest
- living ore
- projected shadow
Mimic Event System
- Added a full base-return Mimic event
- Uses bed-based base detection with fallback handling
- Includes cooldowns, blocking conditions, appearance logic, equipment copying, and targeting behavior
Special Encounter Orchestration
- Added dedicated weighted spawn logic for special entities
- Improved spawn rules for placement, water checks, Y-level handling, air checks, and base-only encounters where needed
Weather Corruption
Added a full weather corruption system with synced global atmospheric changes.
Rain corruption
- rain_silent
- rain_dry_storm
- rain_ash
- rain_sobbing
Thunder corruption
- thunder_silent
- thunder_artificial
- thunder_target_strike
- thunder_stroboscopic
Fog corruption
- fog_breathing
- fog_black
- fog_static_wall
Sky corruption
- sky_fake_morning
- sky_empty
- sky_pressure
Additional changes:
- Expanded weather durations into longer atmospheric windows
- Synced corrupted weather across multiplayer sessions
Atmosphere and Visual Horror
True Darkness
- Added progressive darkness tied to corruption phases
- Added full Phase 4 true darkness
- Added fog behavior linked to weather and event tags
- Added movement-reactive Hunter Fog
- Added custom giant sun rendering in the world sky pipeline
- Suppressed vanilla music in later phases for better atmosphere control
Structures and World Features
Added a procedural structure and feature system with rarity and progression awareness.
Core structures
- anechoic_cube
- mimic_shelter
- glitched_shelter
- patterned_grove
- barren_grid
- false_descent
- false_ascent
- isolation_cube
Spiral and vertical structures
- Added mathematical clockwise generation patterns
- Corrected stair orientation
- Improved vertical traversal and headroom
- Added ascent and descent variants
Secret house system
- Added black-door integration to eligible structures
- Added attached secret house generation
- Added dedicated house-forced testing variants
Locate support
- Added support for locating uncanny structures through custom markers
Lore and Secret Progression
Lore Tomes
- Added 6 full lore volumes
- Added progression tracking so players receive missing tomes first
- Prevented lore duplicates through per-player tracking
- Added a custom readable lore item:
- Uncanny Lore Piece
- Added custom icon and direct open behavior for lore items
Secret Chest System
- Added curated junk loot to secret house chests
- Added lore roll logic on secret chest interaction
- Once all tomes are collected, secret chests can instead generate a renamed "Behind you" book and trigger Terror?
- Added debug logging for secret chest and lore systems
Endgame Foundation
Added the first full endgame item and block foundation for progression.
Items
- Uncanny Reality Shard
- Uncanny Reality Shard Piece
- Reality Cube
- Uncanny Lore Piece
Blocks
- Uncanny Altar
- Uncanny Egg
- Uncanny Black Web
- Void Door
Recipes
- 9 shard pieces -> 1 shard
- Reality Cube recipe added
- Uncanny Altar recipe added
Altar Features
- Added altar interface
- Added phase lock buttons
- Added purge action with confirmation
- Added corruption restart confirmation flow after purge
Commands and Debug Tools
Added a large command and testing suite under:
/uncanny
System commands
setPhaseaddPhaseProgresssetEventProfilesetDangerLevelsetDebugLogs
Spawn and test commands
spawnUncannyspawnWatcherspawnShadowspawnHurlerspawnStalkerspawnAttackerspawnKnockerspawnPulsetriggerEndermanforceMimicdebugMimicdebugEventsforcePassiveforceFoxCrygiveAllTomes
Event and weather commands
/uncanny event <...>/uncanny eventVariant <event> <variant>/uncanny weather trigger <id>/uncanny weather stop
Structure location support
/locate structure uncanny <feature>
Developer QA Menu
Added a full in-game QA and testing menu via:
/uncanny devmenu
Includes
- Entity testing
- Event testing
- Weather testing
- Structure testing
QA state colors
- Gray — untested
- Orange — session review
- Green — validated
Persistent QA tracking
- Added persistent QA state file in config
Audio Systems
- Added placeholder and future-ready custom sound registry support
- Prepared sound references for future custom audio assets
- Added support for:
- displaced sound sources
- near-head sound playback
- selective sound muting
- persistent sound behavior for specific effects
Networking and Multiplayer
- Added dedicated sync for:
- phase state
- paranoia effects and flags
- weather state and tags
- dev menu state and actions
- directed effect packets
- Added world-global synchronization for phase and weather systems
- Added persistent profile and danger settings
- Added world-side and config-side debug persistence
Stability, Fixes, and Technical Improvements
Major fixes
- Fixed invalid mod jar packaging issues
- Fixed startup soft-lock / hang caused by unsafe random usage during spawn finalization
- Added fallback handling for missing placeholder sounds
- Fixed special spawns failing in edge placement cases
- Fixed lore chest roll lock caused by tick arithmetic overflow
- Fixed custom lore item opening behavior
- Cleaned up debug command alias issues
- Improved invalid spawn safety for boats, water, air checks, and base contexts
- Fixed multiple entity AI regressions during tuning
- Fixed spiral structure orientation and headroom issues
- Fixed ascent/descent structure alignment problems
- Fixed black texture and custom asset pathing issues
Content Scope Summary
This first release already includes:
- a full global corruption system
- uncanny hostile and passive creature ecosystems
- special paranoia-driven entities
- a large event framework with multiple variants
- weather corruption and advanced atmosphere systems
- true darkness and custom rendering effects
- procedural structures and secret lore progression
- altar and cube progression foundations
- extensive debug and QA tooling
- singleplayer and dedicated server support
Current Language Support
- EN only in this build
More content, balancing, polish, and future audio updates will come in later versions.