enjoy_nights-1.1.0.jar
Curse Maven Snippet
What's new
🚀 Features & Balance
- Creeper Potion Cloud Fix & Charged Creepers:
- Creepers no longer receive potion effects (eliminating the lingering
AreaEffectCloudexplosion exploit where players could obtain permanent Strength/Speed). - Added chance for Creepers to spawn as Charged Creepers under lunar events: 5% on Full Moon (
fullMoonChargedCreeperChance = 0.05) and 25% on Blood Moon (bloodMoonChargedCreeperChance = 0.25) to prevent excessive terrain destruction. - Normal boosted Creepers receive agility improvements directly via attribute modifier (+15% movement speed) without potion particles.
- Creepers no longer receive potion effects (eliminating the lingering
- Bed Recovery Station Rebalance & Fair Play Cooldown:
- Streamlined recovery buffs: removed Speed I and Absorption II; now grants Regeneration II, Resistance I, and instant Saturation.
- Increased buff duration from 80s to 90 seconds (1800 ticks).
- Added a 180-second (3 minutes) cooldown between bed rests (
bedRestCooldownSeconds = 180). - If a player attempts to sleep before 180s have passed, the bed prevents sleeping and displays an action bar message showing the remaining cooldown time.
- Atmospheric Blood Moon Terror (Universal & Shader-Compatible):
- Pulsing Blood Vignette Overhaul: Replaced screen-darkening blend with a dedicated 512x512 smooth radial alpha texture rendered via
RenderPipelines.GUI_TEXTURED. The center crosshair view remains 100% clear and unobstructed, while the outer perimeter pulses with a vivid, deep crimson heartbeat wave that is clearly visible against pitch-black skies even when using high-contrast shaders like Complementary Unbound. - Continuous Basalt Deltas Ambient Loop: Blood Moon nights now immerse the player with the low, oppressive volcanic rumble of the Nether Basalt Deltas (
SoundEvents.AMBIENT_BASALT_DELTAS_LOOP), complete with smooth 2-second fade-in and fade-out transitions. - Ambient Nether Spore Atmosphere: Ethereal floating cobalt motes (
WARPED_SPOREas in the Warped Forest), blood-red motes (CRIMSON_SPORE), subtle dark falling ash (ASH), and ground mist wisps (SMOKE). - Paced Psychological Horror & Phantom Creeper Fuse: Sporadic horror sound cues now trigger at spaced-out, suspenseful intervals of 45 to 80 seconds (preventing sound repetition/fatigue). Added faint Creeper primed fuse hisses (
SoundEvents.CREEPER_PRIMED) directly behind or near the player to induce real paranoia. - Sporadic Darkness Pulses (Warden Jump-Flicker): Outdoors players experience a sudden, brief 1.75s darkness pulse (
bloodMoonDarknessPulseEnabled) every 2 to 3 minutes accompanied by a heavy Warden heartbeat thump, providing a sudden jolt without causing continuous blindness. - Shader-Native Blood-Red Sky & Natural Lighting: Dynamically overrides
EnvironmentAttributes.SKY_COLORon the client during Blood Moon, enabling shaders like Complementary Unbound to render spectacular crimson clouds and sky while keeping terrain lighting completely natural and clear (no pitch-black terrain, retaining authentic clean vanilla nighttime visibility). - Rushing Phantom Footsteps: When players pause walking, mine blocks, or gather items, 2 to 3 rapid footsteps (
bloodMoonPhantomFootstepsEnabled) rush right behind their back (spaced by ~0.3s and closing in by 0.5 blocks per step), perfectly matching the material of the floor (wood, grass, stone). - Cinematic Nightfall Announcement: Starting the Blood Moon triggers a dramatic Souls-like on-screen title banner ("THE BLOOD MOON RISES — The siege has begun. Seek shelter.") accompanied by a deep rumble and tolling bell.
- Pulsing Blood Vignette Overhaul: Replaced screen-darkening blend with a dedicated 512x512 smooth radial alpha texture rendered via
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