Echo of the Void

A survival horror experience shaped by community feedback, combining uncanny creature variants, reality-breaking events, and oppressive audio with a true objective: assemble the altar and overcome the presence consuming your world.

File Details

Echo of the Void - Version 1.0.3

  • R
  • Mar 10, 2026
  • 3.65 MB
  • 12
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.0.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7739746"
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Echo Of The Void - Changelog v1.0.3

Date: 2026-03-10

Multiplayer / Audio Consistency

  • Reworked event audio playback to be player-targeted for paranoia events (no unintended global broadcast to nearby players).
  • Reworked weather-event audio to use local per-player playback where appropriate.
  • Fixed Fog Breathing weather audio so players no longer hear another player's breathing track.

Specials / Entities

  • Added anti-powdered-snow behavior for all special entities so they no longer sink/get trapped in Powdered Snow.
  • Improved Watcher direct-look logic:
    • flee trigger now requires continuous direct eye contact for more than 3 seconds,
    • look timer resets immediately when look/LOS conditions break.
  • Improved Watcher owner/target tracking:
    • safer fallback targeting when the original watched player is invalid/offline/out-of-dimension,
    • controlled orphan despawn instead of erratic behavior.
  • Reduced Pulse heartbeat repetition significantly to make it rarer and more impactful.
  • Knocker now reacts immediately to being hit, interrupting its current sequence and switching to attack behavior.

Door / Interaction Logic

  • Kept special entities able to operate doors (including iron doors where intended).
  • Knocker no longer breaks iron doors:
    • if the target door is iron, it flees instead of breaking it,
    • wooden-door behavior remains unchanged.
  • Added/kept robust navigation door support for special entities requiring door traversal.

Event Logic / Balance

  • Hardened Armor Break validation:
    • event now requires actually equipped, breakable armor,
    • event no longer triggers in no-armor situations.
  • Bed Disturbance (There is something in your bed) fully rebalanced:
    • much rarer base trigger chance with phase/profile scaling,
    • dedicated per-player cooldown after trigger,
    • anti-chain protection to prevent repeated back-to-back bed disturbances,
    • requires a normal sleep before this disturbance can trigger again after a completed sequence.

Weather System

  • Reduced overall weather-event durations across categories for better pacing.
  • Reduced weather trigger regularity:
    • lower base trigger pressure,
    • stronger random jitter in check delay and cooldown,
    • less predictable distribution over time.
  • Reduced THUNDER_TARGET_STRIKE (fake lightning in front of player) duration specifically.
  • Kept fake lightning visual-only behavior safe (no damage/fire).

Structure Generation

  • Improved natural structure generation stability to avoid sudden "pop-in" structures in already explored terrain:
    • automatic generation now prioritizes fresh chunk contexts (newly visited/low-inhabited chunks),
    • debug/forced generation commands remain available.