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Nook of the Dead

Beyond the If Mirror, a world where it all went wrong. Go prepared, find suppressant before your time runs out, and be ready not to come back - a Nookworks add-on.
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nookofthedead-0.3.0.jar

File namenookofthedead-0.3.0.jar
Uploader
RiftwrightRiftwright
Uploaded
Oct 21, 2026
Downloads
13
Size
3.3 MB
Mod Loaders
NeoForge
File ID
9276339
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:nook-of-the-dead-1749084:9276339"

Learn more about Curse Maven

What's new

0.3.0 (beta) - 2026-10

Requires Nookworks 1.1.0 or later (below 1.2), NeoForge 26.3. Back up your world before updating. The If's sky grows taller (only empty space is added above). Places you have already been get none of what is new; it appears where you have not been yet - except the refuge past the Vandal, which gets what it should hold the next time you go in. If what lies further down the road falls where you have been, start the If again.

  • An end to it. Past the Vandal the road goes on - to a second institute far off, up a tower into the sky, to a base above the clouds where the dead and its old guards wait. At the end of it, a way to cure the If, if you find the four keys it wants. While it runs, the dead are gone from it, and only the ordinary monsters come out at night, as in the overworld; stop it, and they come back. The ruins stay.
  • A taller If, up to height 447, and above 352 a sky of its own.
  • The first time over there, a short film; the dead hold back and pay you no mind till it ends. Esc skips it.
  • Suppressant lasts fifteen minutes now, the dizziness three minutes before the end. Redstone on the brewing stand makes a long one, thirty minutes. Chests hold both, and now and then a splash one.
  • The Vandal is fought hand to hand: arrows, tridents and thrown things do nothing to it.
  • Loopholes shut (with Nookworks): the Vandal is a boss and the plague's creatures cannot be bottled, so no spawner of them; dying at home no longer ends the infection - it waits where it stood; the Vandal comes for the nearest player when a laser hits it from out of its sight. A floor of glass or slabs no longer keeps the dead off: they come out on glass and bottom slabs, and the horde's runners on stairs too.
  • What lies past the Vandal is reached only through its hall: the rock round it does not give.
  • On Hard and in Hardcore, a roofed, lit room no longer keeps the newly come from being sent to you; Dark Matter's reach and the refuge still do.
  • Diaries: thirty-six of them, some only of everyday life. None comes twice until you have read them all.
  • Underground: the old galleries have more of the people who used them - barrels, bedrolls in niches, rubble, tables - and now and then a door in the wall with an empty hideout behind it.
  • In the sewers, something grew. It does not move. Do not stand where it can reach.
  • Crates in the buildings now and then hold something too.
  • Nookworks 1.1's things in the ruins. Books lie about the town as they were left - on desks, stood in rows against a Bookend on the shelves, fallen to the floor - most of them plain, now and then a diary or an enchanted one. The research institutes are thick with them, and notes their people wrote are among them; other places have notes of their own. Barricades, walls and hideouts are patched with rusting Corrugated Sheets, Scrap Bales and Patched Sheet Metal; where people held out to the last, the windows are sheeted over.
  • New places: a scrapyard, the town's library gone to ruin, a camp walled in sheet.
  • The refuge past the Vandal has a workshop of Nookworks' machines on its own line, and the base above the clouds another.
  • The guide, in all its languages, for all of the above (what lies at the end folded shut).

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