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
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 -> consumedlifecycle 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 -> 0.0GRAND_EVENT_POST_TENSION_CHANCE:0.012 -> 0.22
- Event status output now includes:
grandBaseChance,grandBoostChance,nextGrandRoll,grandBoosttime.
- 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_REWORKlogs,mixin_inactivewarning 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 usesmaxUpStep = 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.