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 1.1.0

  • R
  • Apr 2, 2026
  • 2.21 MB
  • 9
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.1.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7862892"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Echo Of The Void - Changelog v1.1.0

Date: 2026-04-02

New: Grand Event system

First Grand Event: Grand Warden

Runtime authority and diagnostics

  • Added structured runtime instrumentation for the Grand Warden event:
    • per-event runtime ID,
    • build signature,
    • flow entry tracing (tickActiveGrandEvent, tickGrandEventApproach, tickGrandEventExit),
    • authority traces for move/look/activity/path/attack/exit/cave-break,
    • intent lifecycle logs (issued, consumed, not-consumed, overwritten).
  • Added advanced debug traces for:
    • node_churn,
    • path_churn,
    • spin_in_place,
    • replan_window,
    • local_orbiting,
    • mobility.progress,
    • coverage60s,
    • exit ownership lock (search_suppressed_in_exit, exit_nav_owner=retreat_only).

Spawn, visual identity, and naming

  • Added dedicated custom texture for Grand Warden (uncanny_grand_warden_special.png).
  • Grand Warden kill name is set to Warden?.
  • Added context-aware spawn rules:
    • strict vertical non-air scan for covered/open-sky detection,
    • covered areas: closer spawn (10-20 blocks), back-angle preference, near-player Y preference,
    • open-sky areas: spawn only at fully open vertical positions.
  • Added emergence phase on initial spawn and recovery spawn.

Scope and targeting constraints

  • Added strict event scope around the event anchor (64-block radius).
  • Scope rules now apply consistently to:
    • player tracking,
    • focus candidate selection,
    • movement trigger validation,
    • sound trigger validation,
    • target validity,
    • cleanup decisions.
  • Added explicit out-of-scope rejection logs with anchor distance.

Non-aggro behavior: clueless but active

  • Enforced non-aggro invariant:
    • non-aggro investigation is anchor/search/navigation/environment-driven,
    • no player-position-driven steering for investigation decisions.
  • Added path-first, sectorized 360 investigation:
    • coverage-weighted scoring,
    • recent overlap control,
    • recent sector/microzone penalties,
    • strict chosen -> issued -> consumed lifecycle handling.
  • Added anti-sticking safeguards:
    • hard-contact guard,
    • anchor-based forced separation,
    • guard lockout to avoid destructive reset loops.
  • Added mobility recovery logic:
    • stagnation detection,
    • local-orbiting detection,
    • bounded recovery sweep,
    • controlled history reset under cooldown.
  • Added occasional non-aggro search sniff flavor:
    • rare cadence,
    • never contact-range,
    • never explicitly player-facing,
    • brief, then normal investigation resumes.
  • Added non-aggro activity budget gate (time + nodes + sectors + spatial radius) with safety timeout.

Aggro, chase, and combat reliability

  • Added movement-based aggro trigger reliability rules:
    • standing intentional movement can trigger,
    • crouching movement is ignored,
    • server-side accumulation and bounded exclusions retained.
  • Added strict player-audible validation for vanilla-sound aggro channel:
    • prevents false aggro from external entities (for example zombies) without recent player-audible proof.
  • Added dynamic chase speed by distance and frequent chase path refresh.
  • Added controlled sonic assist pressure with anti-spam safeguards (LOS + cooldown gating).
  • Added no-block water chase handling.
  • Water chase speed is configured with a 40% scale reduction (GRAND_EVENT_WATER_SPEED_SCALE=0.60).

Cave traversal and break assist

  • Added cave path-front block break assist for Grand Warden when event starts covered:
    • natural-block whitelist only,
    • break above foot level only,
    • bounded per-tick caps,
    • temporary stuck boost when no-intent stalls persist.
  • Goal: reduce cave deadlocks while avoiding support-block destruction at feet.

Exit, sink, and cleanup stability

  • Added atomic exit authority lock:
    • single transition into exit ownership,
    • pending search state cleared once,
    • search issue/reissue fully suppressed during exit,
    • retreat/sink remains the only navigation owner in exit.
  • Added cave vs surface exit behavior:
    • cave: short retreat with minimum distance guard, then sink,
    • surface: retreat out-of-sight, then sink.
  • Added visible sink dig pose handling with single-trigger dig sound behavior.
  • Added explicit cleanup reason logging:
    • no_valid_players,
    • event_finished,
    • warden_missing,
    • forced_stop.
  • Added solo cleanup behavior for no-valid-player conditions.

New: TensionBuilder integration

  • TensionBuilder was added as part of this release line and is now fully integrated with event pacing.
  • While TensionBuilder is active, all auto events are blocked (including minor/light events).
  • TensionBuilder is also used as the post-window driver for Grand Warden frequency calibration.

Global pause policy integration

During active Grand Warden event

  • Added dimension-wide auto-event pause during active Grand Warden.
  • Added local special-entity pause around the event anchor:
    • temporary AI halt,
    • runtime pause tag,
    • shake visual while paused,
    • safe state restore when event ends.

During active TensionBuilder

  • Added full auto-event suppression while TensionBuilder is active, including minor/light events.
  • Suppression now covers:
    • random auto events,
    • ambient auto events,
    • independent living ore auto trigger,
    • related auto interaction paths in sleep/right-click/block-break event flow.
  • Added dedicated suppression logs:
    • TENSION pause_all_events=true,
    • AUTO_EVENT/AUTO_AMBIENT/LIVING_ORE suppressed reason=tension_builder.

Grand Warden frequency tuning (post-TensionBuilder)

  • Configured roll chances for a target average cadence around ~1h15 (RNG-dependent):
    • GRAND_EVENT_BASE_CHANCE: 0.00025 -> 0.0
    • GRAND_EVENT_POST_TENSION_CHANCE: 0.012 -> 0.22
  • Event status output now includes:
    • grandBaseChance,
    • grandBoostChance,
    • nextGrandRoll,
    • grandBoost time.
  • Roll logs now include nextRollIn.

Full Progressive Darkness Rework

  • Progressive Darkness was fully reworked in this release line.
  • This release replaces the old threshold-heavy fog/overlay darkness driver with a lightmap-driven pipeline.
  • Added a dedicated darkness engine:
    • UncannyProgressiveDarknessEngine.
  • Switched darkness authority to lightmap-driven attenuation:
    • 16x16 target/smoothed luminance tables,
    • per-pixel progressive attenuation during lightmap upload.
  • Added client darkness mixins:
    • MixinLightTexture,
    • MixinGameRenderer,
    • MixinDynamicTexture,
    • client mixin config integration.
  • Added and connected full uncanny.darkness.* config surface:
    • dimension toggles,
    • phase strengths,
    • curve exponent,
    • light floor/ceiling,
    • darken/brighten speeds,
    • overlay cap,
    • lightmapStrength,
    • maxPixelAttenuation.
  • Added runtime observability:
    • DARKNESS_REWORK logs,
    • mixin_inactive warning path.

Visual/audio and item updates

  • Updated item icons:
    • Uncanny Reality Shard,
    • Uncanny Reality Shard Piece.
  • Added stable phase 2+ vanilla music suppression handling in active event flows.
  • Grand Warden gameplay darkness is configured as short-duration pulses for clean post-event clearance.

Entity adjustments

  • Follower? now uses maxUpStep = 1.0F.
  • Grand Warden step-up enforcement during event remains active (3.0) with periodic re-apply safeguards.

Compatibility notes

  • No registry, ID, ResourceLocation gameplay, NBT, or world-save schema changes in this release.
  • Commands and debug tooling remain available.
  • Added debug log volume is gated behind SetDebugLog true.