jtg-1.1.0.jar
Curse Maven Snippet
What's new
1.1.0
Okay so. I sat down to fix one thing — my friend and I were playing on the same world and we realised we were seeing completely different stuff, which kind of defeats the whole point of a mod like this — and I got a bit carried away.
That fix turned into rewriting how the entire mod works. And then once it was working I kept going, because now that everyone could actually see the same things there was no reason not to make those things worse.
So this is a big one. Sorry.
We all see the same haunting now
This was the actual bug. Every copy of the mod was making up its own scares, so if you were playing with someone, you each got your own private haunting. You'd say "there's someone in the trees" and they'd look and there'd be nothing, which sounds great on paper and is actually just annoying.
The server runs everything now. It picks who shows up, what they type, the exact block they stand on and who they're watching, and it tells everyone at once.
- Figures, joins, chat, animals, signs, sounds — everyone gets them
- You can both stand there and look at the same thing and agree on what it is
- Joining late catches you up, so nobody's tab list has a stranger in it that the others can't see
- Commands go through the server, so if you spawn something, it's for everybody
- Screen stuff (blackouts, fog) still only happens to the person it's aimed at, because watching your friend flinch at something you can't see is funnier
- If the server doesn't have the mod, your client does its own thing like before and tells you so. You won't get kicked
They can hurt you now
Before this, nothing in the mod could actually do anything to you. It was all suggestion and vibes. I liked that, but people kept telling me it stopped being scary once you worked out nothing could happen.
- Roughly half of the figures that turn up now come after you instead of running away. The server flips that coin, so you're never running from something your friend sees standing perfectly still
- If one reaches you it takes two hearts, then turns around and sprints off into the distance and doesn't come back. It gets one hit. It's not a mob
- The Charger just kills you. Sorry
- If you hate all of this,
damage = falsein the config puts it back to how it was and doesn't change anything else
The Pale Man
New guy. He's fifteen blocks tall.
He doesn't chase you, doesn't say anything, doesn't move at all. He stands where he turned up and slowly rotates to keep facing whoever's looking at him. No name above his head.
The bit I'm actually proud of: he only leaves when nobody can see him. Not you — everyone in the world. So if there's two of you, you can keep him standing there forever by taking turns to look, and neither of you will ever see him go. You both have to look away at the same time, and then there's just a gap where he was.
He announces himself with a scream, and then nothing happens for 20 to 40 seconds, and then he's behind you.
Murmur
He was in the last version but he's a proper character now.
- Always Murmur, every world, and he's completely black
- Shows up 5 to 7 minutes after you log in, every single time
- Never leaves. I made sure nothing in the mod is allowed to remove him
- He talks about what you've been doing. What you mined, what you built, what killed you, how long you've been underground
- He answers you in chat. Say anything and 3 to 5 seconds later he replies like a magic 8-ball. Actual questions mostly get actual 8-ball answers. Saying "brb" and getting back "outlook not so good" is the one that gets people
The one pretending to be your friend
Sometimes a second copy of one of you shows up. Their exact username, their exact skin, walking where they walked about a second and a half ago.
And it talks to them. By name. About what they're actually doing right now. Get diamonds and it wants some too. There's about a hundred and ten different things it can say depending on what you did.
It waits a few seconds before saying anything, because in testing it replied the instant you broke a block and that immediately gave away that it was code.
The coordinates actually mean something
They've always thrown out coordinates in chat. "dont come to x 52 z 29". It was a bluff, there was never anything there, and it's only spooky the first time.
Now the server writes down every place one of them mentions. If you actually go, something's waiting on that exact block. Usually the Pale Man standing on it. And then a whisper a few seconds later. you came.
Jumpscares
There are sixteen of them now. I'm not listing all of them but:
- A face that fills your entire screen and follows it if you turn your head, so you can't look away from it. Three quarters of a second and it's gone
- Two seconds of total blackness and total silence and then the scream
- Everything in the world goes quiet, and a few seconds later something screams with nothing to see at all. This is the one that stuck with me
- Your view gets dragged round and it's already standing where you're being made to look
- Five of them appearing in a circle around you at once
- All the torches go out and it's much closer when the light comes back
There's a scream sound in the mod now, and it plays with no position at all — it isn't coming from anywhere, so you can't turn towards it or walk away from it. It's just in the room. It uses your music volume slider.
Seven new kinds of figure
Kneeler — crouched, facing a wall, never turns round. Somehow the worst one. Circler — walks a slow circle around you and never comes closer. Waiter — stands there. Looking at it does nothing. Walking at it does. Face — right in front of you for under a second. Charger — spots you from across a clearing and runs. Pale Man — see above. Maw — the screen-filling face.
Everything else
- 223 real accounts now, all with their real skins bundled in. The heads in the tab list are correct, which they were not before
- Animals that watch you: pigs, cows, chickens, sheep. Each at its own angle, with necks that only bend so far before the body has to come round. They close the gap only while you're not looking. No name tags
- People who join actually get a "joined the game" message now. But about a third of arrivals are silent on purpose — the name's just in your tab list and you get to work out how long it's been there
- Only people you saw arrive will say they left. It used to announce people leaving who had never joined, which was a bit of a giveaway
- The HUD lies to you sometimes. Wrong hearts for a second, an F3 screen that disagrees with reality, a boss bar with someone's username on it. None of it touches your actual health or XP
- 63 different sounds, and almost none of them are monster noises. It's someone eating, crafting, sorting a chest, a minecart under your feet, footsteps that walk up to you and stop
- Audio corruption — everything mutes and one random sound from the game plays at half speed
- Signs, footprints, half-finished builds, torches going out
- Something about your base is different when you get home. Only ever while you're away, so you never see it happen. You just arrive and it's happened
- Dread comes from how old the world is now, one step every two in-game days, so it survives you logging out. It used to reset every session and basically nobody ever saw the scary end of it
- Nothing is ever saved to your world. Every block gets put back
Commands
- Sorted into categories now: phantom, talk, world, screen, noise, beast
- Every event also works on its own, because
/JTG watcheris quicker to type than/JTG phantom watcher - Operator only, and it's checked on the server, not just hidden on the client
- Lowercase
/jtgworks too - They work in command blocks now, and functions, and the console. A command block hasn't got a player so it aims at whoever's nearest to it, which is usually what you want. Selectors work:
/JTG maw @p /JTG calmand/JTG clearnow apply to everyone, not just your own screen
You can turn any of it off
Config file's at config/jtg-client.toml. Every piece has its own switch, because I'd rather you play with half of it than none of it.
damage, jumpscares, hudGlitches, screenEffects, cameraControl, worldTampering, phantoms, skinwalkers, chatScares, observer — plus maxDread, daysPerDreadStep, nightBonus and undergroundBonus if you just want it calmer rather than off.
Fixes
Signs have never worked. Not once, in any version. I found this while testing something else and I'm still a bit annoyed about it. The mod built the sign and then wrote the text onto it before putting it in the world, and it turns out a sign that isn't in a world yet throws an error the second you write on it. That error was getting swallowed and reported back as "nowhere to put a sign", so for months I thought it was just being picky about terrain.
Anything that scheduled a follow-up was crashing the server tick, and the crash handler was resetting the whole mod — every pending event, Murmur, all of it, silently. And half the mod schedules follow-ups. An arrival books its own departure. So a single busy moment could quietly switch the entire thing off and you'd just notice the world had gone peaceful.
Also:
- Ghost chat, fake deaths and fake advancements never showed up at all. Three messages were sending the wrong number of pieces of information
- Figures used to glide along with their legs completely still
/JTG silencecouldn't work at all on a world running the mod- Animals spawned by command still had name tags on them
- The Pale Man could be gone for you and still standing for your friend
- Reactions fired on the exact same tick as the thing they were reacting to, which made it very obvious it was a program
If this is too much at once, honestly, turn damage off and play it for an hour first. And if something in here is unbalanced or just annoying rather than scary, tell me — most of this has had a lot less playtesting than it's had building.
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