File Details
Echo of the Void - Version 1.0.5
- R
- Mar 22, 2026
- 4.41 MB
- 41
- 1.21.1
- NeoForge
File Name
echoofthevoid-1.0.5.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Echo Of The Void - Changelog v1.0.5
Date: 2026-03-22
Worldgen & Structure Pipeline
- Continued use of native structure pipeline (registered structure type + piece +
worldgen/structureandworldgen/structure_setJSONs). - Added/maintained dedicated worldgen entries for all uncanny structure families, so they are discoverable with vanilla locate data and generated at chunk creation.
- Added per-feature generation checks to keep structures terrain-coherent (especially dry-surface checks for surface families and vertical constraints for spiral families).
- Added stronger feature spacing controls in world markers:
- minimum distance between same feature type,
- minimum distance between any two uncanny features.
- Added distance-based spawn-rate scaling in structure worldgen (lower near origin, higher farther away).
New/Expanded Structure Families
Implemented and integrated these families in generation + debug catalog:
Anechoic CubeMimic Shelter(+ multiple variants)Glitched ShelterPatterned GroveBarren GridFalse DescentFalse AscentIsolation CubeBell Shrine(multiple variants)Watching Tower(multiple variants)False Camp(multiple variants)Wrong Village House(multiple variants)Wrong Village Utility(multiple variants)Sinkhole / Missing Chunk(multiple variants)Observation Platform(multiple variants)Wrong Road Segment(multiple variants)False Entrance(multiple variants)Storage Shed(multiple variants)Secret Housedebug generation entry
Spiral Structures & Secret House Integration
- Reworked false spiral math and orientation logic for both ascent/descent patterns.
- Added stable "with house" variants:
false_ascent_with_housefalse_descent_with_house
- Fixed house alignment at spiral endpoints so entry flow is coherent (door aligned at end of stair route).
- Maintained dedicated marker support for house-attached spiral variants for locate/debug workflows.
Mimic Shelter & Related Structure Quality
- Expanded
Mimic Shelterinto multiple layout variants. - Added dedicated variants with lore-supporting chest contexts (where relevant).
- Improved camp/entrance quality passes:
- better bed placement in false camps,
- removed repetitive/illogical central-door patterns in camp variants,
- fixed stone stair entrance behavior to mirror proper false spiral logic.
Secret House, Lore Chest & Anti-Repeat Logic
- Secret house chest interaction now includes robust server-side state flags to prevent duplicate reward loops in the same chest resolution path.
- Lore roll behavior includes:
- chance-based roll for lore outcome,
- per-player tracking of missing volumes,
- fallback logic once all volumes are completed.
- Behind-you fallback remains intentionally rare when all tomes are collected.
Lore System (Books)
Uncanny Lore Pieceis now a functional written-book style item.- Added and wired full lore library through code-backed content generation.
- Total lore volumes available: 6.
- Added debug support to grant all lore tomes quickly for QA.
- Added/kept lore integration in structure systems that are intended to feed narrative progression.
New/Updated Blocks & Items (Post-1.0.4 Pass)
- Added/kept
Uncanny Blockusage for black visual language in structure content. - Added/kept
Uncanny Void Doorintegration for secret-house pathways. - Added/kept:
Uncanny Reality ShardUncanny Reality Shard PieceReality CubeUncanny Lore Piece
- Updated black texture usage to use the project's custom black texture pipeline (
color_blackassets) where configured.
Custom Structure Villagers
- Added/maintained dedicated entity:
uncanny_structure_villager. - Added 5 sound-profile variants tied to distorted villager audio sets:
- Flat
- Huge Long Wide
- Huge Thin
- Very Wide
- Very Long
- Added profile-based visual scaling + matching collision resizing.
- Added spawn integration in wrong-village-house family with profile-to-variant mapping and spawn chance gating.
- Added random behavior-mode assignment at spawn:
- Normal
- Aggressive
- Neutral
- No AI
- Follow
- Naming/display fix:
- structure villagers now display as
Villager?instead of internal/modded full naming when profession data updates.
- structure villagers now display as
Devmenu / QA Workflow Improvements
- Devmenu structure category expanded with hierarchical family -> variant coverage.
- Added direct trigger entries for all major structure families and sub-variants.
- Added explicit entries for:
- false spiral with house variants,
- secret house generation.
- Added
Structure Villager?devmenu group:- Spawn (Random Profile)
- Forced profile spawns (Flat/Gigantic/Tall Thin/Very Wide/Very Long)
- Continued compatibility with QA status tracking workflow in devmenu.
Locate & Debug Commands
- Maintained custom locate command path for uncanny structure markers:
/uncanny locate structure <id>
- Added/maintained canonical ids for spiral house variants:
false_ascent_housefalse_descent_house
- Improved structure marker usage for testing generated outcomes with and without attached secret house branches.
Terror (Special Entity) Follow-up
- Kept/iterated behavior as part of lore fallback flow:
- player-facing event hook from lore fallback,
- short oppressive interaction window,
- movement/trigger flow linked to confrontation moment.
- Maintained associated eerie audio behavior integration during encounter flow.
Weather Balancing (Heavy Visual Events)
- Added anti-spam duration governor for highly oppressive visual weather events:
fog_breathingfog_blackfog_static_wallthunder_stroboscopic
- New heavy-visual duration rules:
- normal heavy-visual range: 30s to 3m,
- if previous heavy visual weather lasted >= 2m, next heavy visual weather is forced short (10s to 20s, capped at 20s).
- Added persistent world-state memory for the previous heavy-visual weather duration to keep behavior stable across reloads.
Stability & Persistence
- Expanded saved world-state fields for newly added systems (weather anti-spam memory + ongoing structure marker/state support).
- Preserved debug/state consistency through server saves and reload cycles for major systems touched in this pass.
Drops & Rewards
Pulse?now has dedicated shard drop chances on death:- 10% chance to drop
Uncanny Reality Shard - 50% chance to drop
Uncanny Reality Shard Piece
- 10% chance to drop
- The two rolls are independent.