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 1.0.5

  • 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

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7795836"
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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/structure and worldgen/structure_set JSONs).
  • 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 Cube
  • Mimic Shelter (+ multiple variants)
  • Glitched Shelter
  • Patterned Grove
  • Barren Grid
  • False Descent
  • False Ascent
  • Isolation Cube
  • Bell 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 House debug 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_house
    • false_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 Shelter into 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 Piece is 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 Block usage for black visual language in structure content.
  • Added/kept Uncanny Void Door integration for secret-house pathways.
  • Added/kept:
    • Uncanny Reality Shard
    • Uncanny Reality Shard Piece
    • Reality Cube
    • Uncanny Lore Piece
  • Updated black texture usage to use the project's custom black texture pipeline (color_black assets) 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.

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_house
    • false_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_breathing
    • fog_black
    • fog_static_wall
    • thunder_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
  • The two rolls are independent.