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 1.0.6.2

  • R
  • Mar 26, 2026
  • 4.62 MB
  • 8
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.0.6.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7818193"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Echo Of The Void - Changelog v1.0.6.2

Date: 2026-03-26

Event System Fixes

Manual interaction cooldown consumption

  • Fixed several manual/paranoia interactions that could consume cooldowns even when no visible effect happened.
  • Cooldowns are now applied only when the event actually triggers successfully.
  • Updated flow for:
    • bedside_open
    • workbench_reject
    • false_container_open
    • tool_answer
    • compass_liar (manual trigger path)
  • This resolves cases where /uncanny debugEvents showed cooldown progression while nothing happened in-game.

Debug report weather timer sanity

  • Fixed extreme/invalid weather cooldown display values in debug output (sentinel/overflow-like values).
  • Added safe remaining-time formatting for weather timers in /uncanny debugEvents.

Weather timer sanitization

  • Added runtime sanitization to weather next-check and weather cooldown timers.
  • Invalid or stale far-future values are now clamped/recovered cleanly during server tick updates.
  • Prevents “dead” weather scheduling states after bad timer values.

Special Spawn Reliability

Cave/surface context-aware special spawns

  • Improved special spawn placement to better match player context:
    • if player is on surface, spawn attempts prioritize surface-valid spots,
    • if player is in caves, spawn attempts prioritize cave-valid spots.
  • Spawn search now checks downward + upward paths relative to player Y for better underground reliability.
  • Reduced excessive far-distance spawn windows when player is underground so specials remain perceptible.
  • Applied in the shared special spawn pipeline used by scheduled special appearances.

Gameplay Adjustments

Giant Sun - levitation cap

  • The levitation pulse behavior tied to the Giant Sun sequence is now capped.
  • Maximum levitation applications per event instance: 3.
  • Prevents repeated levitation chaining beyond intended intensity.

Keeper? - near base but not inside base

  • Keeper? spawn eligibility was tightened to avoid invalid in-base appearances.
  • Keeper? can now be selected/spawned only when the player is:
    • near the base
    • but not inside the base interior radius.
  • Added explicit guardrails in both special-choice selection and spawn execution so invalid "inside-base" keeper attempts are skipped cleanly.