Hollowed Mod

A creeping corruption spreads through the world — new hostile mobs and a spreading status effect.

File Details

hollowed-0.7.0-alpha.jar

  • A
  • Jul 7, 2026
  • 394.95 KB
  • 5
  • 1.21.1
  • Fabric

File Name

hollowed-0.7.0-alpha.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:hollowed-mod-1596976:8387919"
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Added

  • Void Rift now uses its real final structure — a 30x20x60 ritual chamber replacing the small placeholder chamber. All blackstone became hollowed:void_stone, all polished blackstone bricks became hollowed:void_stone_bricks, and the platform's exposed top face (24 blocks, the "altar" the rift sits on) became hollowed:sealed_rift instead of the rest of the blackstone.
  • Voidshade's real model, texture, and animations are in (idle, flee, attack, scream, phase). It floats rather than walks, so idle plays continuously whether it's moving or not - no separate walk clip. Wired up the two clips that didn't have code hooked up yet:
    • attack triggers on every hit, for both the base Voidshade and The Herald (which bypasses the normal attack goal entirely with its own custom melee).
    • scream triggers - together with the previously-unused mob.voidshade.scream sound - the moment it survives what would've been lethal damage and heals back up instead of dying.
    • phase (a continuous distressed pulse, not a one-shot reaction) now loops on its own animation controller for as long as it's actively fleeing bright light, layered on top of the flee animation rather than replacing it.
    • The previously-unused mob.voidshade.flee sound now plays the moment it starts fleeing.

Changed

  • The Witness moved at 0.65 — more than 3x the base Wanderer's 0.18, despite being spec'd as a "calm approach." Reduced to 0.23 (vanilla Zombie's pace) so the calm approach actually reads as calm before it closes to attack range.
  • The Architect moved at 0.5, actually faster than the base Vein Crawler's 0.4 despite being spec'd as "slower." Reduced to 0.3.

Fixed

  • The First Hollowed's spawn point would have broken with the real Void Rift structure. The placement code found its spawn marker by searching for a crying obsidian block - fine for the old placeholder's single marker, but the real structure uses crying obsidian decoratively too (54 of them, mostly floor accents and corner pillars), so it would have grabbed the wrong one instead of the 4 that mark the actual spawn point. The 4 markers (a tight square centered under the platform) are now cleared to air directly in the structure, and the boss spawns at a fixed offset on top of the platform instead of searching for a marker block at all.
  • The lodestone marking which chest to fill (a builder-side reference, not something the game needs - there's only one chest in the whole structure) is now cleared to air; the existing loot-table/Page-4 code already finds that chest by type and needed no changes.
  • The Void Shard appeared to vanish when you tried to drop it. The block on dropping it was working correctly server-side the whole time - cancelling the drop before the inventory is ever touched - but the client removes the item from its hotbar the instant Q is pressed, predicting the drop before the server responds, and nothing was telling it to undo that prediction when the server refused. Now forces an inventory resync back to the client at the same time.