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Eclipse Gate

Open the Eclipse Gate to a dimension of eternal night: a ruined castle-town, a Stargate, and a boss in the depths.
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eclipsegate-1.4.0.jar

File nameeclipsegate-1.4.0.jar
Uploaded
Oct 29, 2026
Downloads
8
Size
10.2 MB
Mod Loaders
Forge
File ID
9361834
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:eclipse-gate-1764311:9361834")

Learn more about Curse Maven

What's new

1.4.0: Dawn over the Hollow

1.3.0 told the whole story of the Pilgrim's Road. 1.4.0 is about what comes after: the Hollow waking up, the people of the road finding their endings, and reasons to keep playing once the long night is over.

The Hollow wakes up

  • Day and night. Once anyone in a world has defeated High Selenarch Maelis, the Moonlit Hollow has days and nights for good. A pale sun rises opposite the moon, and the galaxy and stars fade out by day. Worlds that haven't finished the road keep the endless night, and existing worlds that already finished it get their dawn when they load.
  • Moon-steeping, shooting stars and the moon's phases still follow the night.
  • Spirits of the Order. Translucent members of the Lunar Order appear at Waystations and in Castle Nocturne. Use one to hear what it remembers of the long night (24 memories). They fade after a while, and come back when you return.
  • Ondrel's walk home. Pilgrim Ondrel leaves the Sanctum and walks home along the road. Meet him at each chapter's Waystations, from the Sanctum Vale back to the Silverfen, for a written page of his epilogue each time. The last page waits at the castle.
  • The Wayfinders' Lodge. Spooks, Val, Xari and Hulky build a Lodge just behind Castle Nocturne, with a hearth, a long table, a telescope, an anvil and a trophy hall of ten pedestals. Each Wayfinder has one last task for you there.
  • Trophy Pedestal (Polished Selenite, a Selenite Pillar and a Gold Ingot make two): use it with any item to put it on display, and use it empty-handed to take it back. The item turns slowly above the pedestal.

Endgame: the Long Night

  • A Long Night Altar appears in the Sanctum after the ending. Hold a guardian's Sigil and use the altar to call back that guardian's echo: the Fenbound Pilgrim, Astronomer Vael, the Delver Colossus, Marshal Corvane or the High Selenarch, glowing, with 75% more health, 40% more damage and extra armor.
  • Echoes drop pieces of the Pilgrim's Regalia and Star Fragments: the Fenbound Pilgrim the treads, Vael the crown, the Colossus the greaves, Corvane the mantle, and the Selenarch any piece.
  • The Regalia is armor stronger than netherite. Wear all four pieces for Strength and Resistance, and Darkness can't touch you.
  • The altar rests for three minutes between echoes. Echoes don't replay the ending or the cutscenes.

Getting around

  • Starlight Glider: a flying mount that lives in the Shattered Reaches. Offer it Star Fragments until it trusts you, then ride it with an empty hand. It flies where you look and never takes fall damage.
  • The Deep Road tunnel: a long tunnel of Order road tiles runs under the Deep Road from just before its first Waystation to past its last, with ladder shafts up at each Waystation and at the far end. Order road tiles now give Speed II to anyone on them, mounts included. The tunnel only appears in chunks generated from now on.
  • Road map: sneak and use the Pilgrim's Journal to see the whole road from the castle to the Sanctum: the five regions, every Waystation (lit once visited), each stronghold's Sigil (bright once claimed), the Wayfinders' camps, and where you are. Hover over anything for its name and distance.

Living regions

  • Region events, now and then, for players out on the road:
    • meteor storms in the Shattered Reaches: falling stars rain down nearby for a minute, each leaving Star Fragments;
    • blizzards on the Pale Frontier: a white-out with driving snow, Slowness out in the open (unless you're riding a Frost Elk), and the Frostbound march in it;
    • cave-ins on the Deep Road: the cavern groans and shakes, then the ceiling comes down as loose gravel. Move;
    • fog surges in the Silverfen: the mist rolls in thick and Fenwraiths come with it.
  • Events never start near the castle, a Waystation or a structure. Config pilgrim_road.region_events turns them off and pilgrim_road.region_event_minutes (default 25) sets how often they happen. Operators can start one with /eclipsegate road event meteor_storm|blizzard|cave_in|fog_surge.
  • A great creature in three regions:
    • Frost Elk (Pale Frontier): a huge pale elk with antlers of rime. Tame and ride it like a Moonstag. It never freezes, walks on powder snow, freezes water under its hooves once it is tame, and now and then sheds a Frost Elk Antler.
    • Dust Leviathan (Shattered Reaches): an ancient shelled giant the size of a house. Peaceful unless you strike it; then it stamps the ground and throws everything near it. Drops Leviathan Scales and Star Fragments.
    • Mire Serpent (deep pools of the Silverfen): lies still under the lilies, then lashes out with a beam of cold moonlight. Drops Serpent Fangs.

Polish

  • Guardian music: every road guardian has its own track (made for the mod, like the Silverfen's ambience) that plays during its fight and hushes the normal music.
  • Visual & Sound Settings, in the Eclipse Gate menu: guardian cutscenes on or off, Silverfen mist strength, shooting-star frequency, region event effects, guardian music and its volume.
  • Lootr support (optional): with Lootr installed, every player gets their own loot from Eclipse Gate's structures. Lootr already handled the mod's chests; now the mod's own barrels (in the Wayfinders' camps, the Lunar Mine, the outposts and the Lodge) become Lootr barrels too, keeping their loot.
  • MineColonies support (optional): colonists now work with the Hollow's materials.
    • The Lumberjack fells and replants all four Hollow trees, and the Sawmill learns the mod's wooden recipes.
    • The Stonemason and Stone Smeltery handle Lunar Stone, Moonstone, Umbral, Starscar, Rimestone, Selenite, Pale Sandstone and Peat blocks.
    • The Cook takes the Hollow's meat, fish and roots, the Florist grows its flowers, and the Composter accepts its plants.
    • Miners and the Smelter treat Moon Ore like a vanilla ore.
    • The Sifter sifts Moon Dust for Star Fragments, Starlight Shards and Lunarite, and the Crusher grinds Starscar Stone into Moon Dust and cracks Meteorite for Star Fragments.
    • A Fisherman working in the Hollow catches the Hollow's fish.
    • The Moonlit Hollow style: a building style that comes with the mod. It's MineColonies' Fortress style (by Aravan) rebuilt in the Hollow's own materials: moonstone walls, selenite and deep lunar stone, duskwood, moonwood, fenwillow and glimmerwood timber, starlight torches, moon lanterns and moon lamps, Moonstone windows and bars, and the Hollow's six colours. It has every hut Fortress has, levels 1 to 5, plus the supply camp and supply ship. Pick "Moonlit Hollow" in the build tool. The pack is GPL-3.0 like Fortress; its credits and licence are in its folder.
    • The Nocturne style: a second style, built the way Castle Nocturne is. It uses weathered moonstone brick walls (some bricks cracked), polished moonstone trim, moonstone pillars, deepslate foundations, moonwood beams and roofs, moon lamps, blue glass, and the castle's blue and purple cloth, beds and banners. Like Moonlit Hollow it's Fortress-based, with every hut at levels 1 to 5 and a supply camp and ship.
  • Shader packs: with an Iris or Oculus shader pack on (for example Complementary), the Hollow's custom sky now displays properly. It no longer shows a hard-edged band at the horizon or a diagonal line cutting the sky in half. The stars and galaxy are drawn as a smooth dome and fade out near the horizon, where the shader pack's own horizon takes over. Without shaders the sky looks the same as before.
  • Handbook: a new chapter, After the Road, covers everything above.
  • New advancements: Walk Me Home, Home at Last, The Long Night, Regalia of the Road, Starlight Glider, Rime Rider, Great Hunt and Weathered.

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