thehollow-1.3.0. (๐ก๐๐ช)
Curse Maven Snippet
What's new
The Hollow 1.3.0
Minecraft 1.21.1 ยท Fabric Required: Fabric API and GeckoLib 4.7+ (GeckoLib must be installed on the server too, not just the client). Existing worlds and configs carry over; the config migrates itself on first launch.
A much taller thing
The Hollow has a new body. He is no longer a 2-block figure: he is 5.7 blocks tall, with a three-part spine, a separate jaw, long three-segment arms and legs, and 21 animations instead of 8.
He folds himself to fit
A creature that tall would normally fit nowhere โ not your basement, not a cave, not even the tunnel he digs himself. So he changes shape. Standing he is 5.6 blocks; the moment the ceiling gets low (here, or two blocks ahead of where he is walking) he drops onto all fours and crawls at 1.5 blocks. In deep water he switches to a swimming body โ and he actually swims: his back stays just under the waterline, he pulls himself toward you under the surface, and once he is above you he dives. He does not drown, and at 10 blocks per second he is faster than a boat, so rowing away is not the escape it looks like. He now comes into your house on his hands and knees.
And once he is near you, he always crawls. Inside 24 blocks he drops to all fours no matter how much room there is โ a thing that size crawling toward you across open ground is worse than one walking. It also means he fits anywhere you can fit, so going underground no longer loses him.
He digs crawlspaces, not cathedrals
The tunnels he cuts through stone are 2 blocks high โ he squeezes through the passage he made himself. Less of your world eaten, and a far worse thing to look down: something much too big, coming through a hole much too small.
He climbs
Pillar up and he no longer stops to build a staircase โ he climbs your tower. Same for cliffs, trees and roofs: if the target is higher and there is a wall to grip, he goes up it. Building is now only the fallback for when there is nothing to climb. If a ceiling stops him mid-climb, he lets go and digs through it instead of hanging there.
Every animation is wired to something real
Walk, stalk, run, crawl, climb, swim, swim-idle, look-around, build, mine, mine-tunnel, attack, slam, hurt, jump, land, scream, spawn, jumpscare, death โ all driven by his actual synced server state, never a client-side guess. Digging his way to you through a crawlspace has its own animation built for that 2-block height, and the scare has one where he folds forward and throws his arms at your face โ played at 4ร speed, because a jumpscare you can watch unfold is not a jumpscare. The heavy slam is reserved for the execution blow and for the moment he breaks the last block between you and him. His death animation now plays out in full before the body disappears.
Framing the scares
Standing 2 blocks away, a 5.7-block figure is a wall of knees. The scare animation solves that itself: he folds down and forward and his head arrives at your eye level, arms first. Your camera is never touched โ no turning it for you, no nudging you into place. A jumpscare is a jumpscare, nothing else. The nightmare figure at your bed is the exception in the other direction: he stands there at full height, dead still.
Also
- Attack reach stays at 2.4, and he now needs to actually see you to hit you โ no more swinging through the wall of a house he has not broken into yet.
- Building is the last resort: if he would start pillaring, he first looks for a wall within 10 blocks and walks over to climb it instead. Climbing also slows down the closer he gets to you.
- Jump and land animations only play for real jumps and falls over 6 blocks, so he no longer looks like he is tripping over every hill.
- The scream animation is now reserved for the jumpscares themselves (four config keys bring it back elsewhere if you want it).
- The grab room is 8 blocks high so he fits standing โ and he now faces you the whole time you are down there with him, instead of standing with his back turned.
- He no longer glows: the emissive eye layer is gone, the model is dark everywhere.
/hollow anim <name>plays any single animation on the nearest Hollow, for tuning.- Existing configs migrate automatically: the keys tied to his body, reach and swimming are reset to the new model, and all your other tuning is left exactly as you had it.
- Over 500 config keys, including everything new here:
crawlWhenHuntingRange,tunnelHeightCells,climbSeekRange,swimSpeed,swimSubmergeDepth,jumpscareAnimSpeed,grabFaceTarget.
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