File Details
silence-in-the-forest-0.4.0.jar
- B
- Jun 18, 2026
- 116.70 KB
- 31
- 1.20.1
- Fabric
File Name
silence-in-the-forest-0.4.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
[0.4.0] — 2026-06-17
Added
JSON config file — server-side settings now live in
config/silence_in_the_forest.jsonand are loaded on startup. All values are clamped and written back on load so new fields appear automatically in existing configs. Configurable fields: death countdown, sprint-escape duration, hatch min/max days, proximity radius and window, night multiplier, shadow patrol radius.Grave soul particles — the
vashta_graveblock emits drifting soul particles above it (viaanimateTick) so the grave is visible from a distance without coordinates.Soul compass — on respawn after a marked death, the player receives a Soul Compass pointing to their grave (lodestone compass with
LodestoneTracked: false, no real lodestone required). Destroying the grave block also removes the compass from the breaker's inventory; breaking the grave before the player respawns cancels the pending compass.Grave drops bones —
vashta_gravenow drops 1–3 bones when broken instead of the block itself.Shadow companion animation — the second-shadow companion entity now mirrors the tracked player's full limb animation (walk cycle, arm swing, body poses) via
PlayerModel.setupAnim, so its silhouette matches the real player under shaders.Shadow debug commands (cheats required):
/sif debug shadow visible— toggles the companion entity visible with a Steve skin for in-game tuning/sif debug shadow tilt <0–30>— sets the companion's sideways lean in degrees (live, no restart)/sif debug shadow distance <0.1–3.0>— sets the perpendicular offset from the player in blocks (live)
Changed
- Shadow companion defaults — tilt 30°, distance 0.4 blocks (tuned from in-game testing).
- Shadow companion scale — companion model now renders at the correct 0.9375× scale to match the vanilla player renderer. Companion entity sized to player proportions (0.6 × 1.8).
- Shadow companion lag fix — position was frozen at spawn because
putNonPlayerEntitydoes not add entities to the tick list. Fixed: position is now pushed directly each render frame viapushPosition(), bypassing the broken tick path.