This mod fills the Overworld with uncanny horror: Goat Stalkers and Somethings silently spawn near active players (one per type per world) to stalk, hunt, and terrorize — Goat Stalkers keep their unsettling portrait and right-look apparition, can materialize from behind blocks and pause/slide/fade behind cover before an active chase, while Somethings favor dark, enclosed spaces, climb into view to stare then drop or fade into a melee charge, lurk around corners, vanish if looked at or pursue if ignored, and some Somethings can spawn up to three temporary minions that pursue the same target and can break soft obstructing blocks if mob griefing is enabled. Natural horror events play one at a time with audio cues building from a distant bass countdown into tense music and now run only at night every three minutes; a new Bed Peeker apparition will appear at the foot of your bed while you sleep and vanish when you wake, rare tunnel events can drop you into a torch-lined pitch-black passage and return you, events can be forced with /stalkermod or the typo-compatible /stalkemod (including the bed peeker event), and if you are killed by a Goat Stalker, Something, or a Something minion you respawn in a newly generated mineshaft-style tunnel near your death site with Blindness for five minutes to recover. Creative-mode players are no longer immune — Goat Stalkers, Somethings, and their minions can still target, damage, and even kill creative players (spectators remain ignored) — so be wary of dark corners and bedside apparitions even in creative worlds.
Core City Pathway turns Agentic into a city-and-tower exploration-adventure: follow visible spark-trails left by Pathway Towers and a roaming Pathway Director to locate Advanced Cities, claim a one-time starter book with guided objectives, clear segmented reactor arenas, and push toward THE CORE. THE CORE is a cinematic multi-phase boss with a dramatic 20-second spawn, invulnerability while it charges, periodic horn warnings, and a unique entry ritual that requires feeding ignited TNT and tossing an ender pearl into the healed eye; expect a long, strategic encounter whose final quarter more reliably pulls in debris with stronger Core Block Charges. The interior of THE CORE has been fully polished during eye-arena sessions: a larger enclosed circular chamber with a proper roof, obsidian/blackstone/Core Block flooring, purple glass reactor walls, illuminated pillars with sea lanterns and end rods, and a central glowing reactor-ring layout for clearer, more dramatic combat—other balance and performance tweaks (Severance Rod charge cooldown with hotbar feedback, re-heal protections, Core prioritizing real players, no Wither-skulls, and reduced Core-local storm lag) remain in place.

Chestbound Conveyors adds two simple conveyor belt blocks that carry dropped items across the ground: the Left-to-Right Conveyor moves items east, while the Right-to-Left Conveyor moves items west — place a conveyor, drop items onto it, and they'll slide along the belt into any chest or compatible inventory at the output edge (including partial insertion when space is limited). Both conveyors have crafting recipes, appear in the Creative inventory with models and textures, and are usable in Survival for straightforward item transport and basic automation. The conveyors and their inventory items now display clear English names (Left-to-Right Conveyor and Right-to-Left Conveyor) for easier identification in hand and in menus.
Adds a fully playable Blackjack Table block you can place in the world and right-click to sit at and play using the mod’s Cash currency, with bet buttons (1, 5, 10, 25, 50 up to 100) and the standard Deal, Hit, Stand and Double Down actions under normal blackjack rules, multiplayer-safe behavior, one-active-hand-per-table enforcement, cleaned-up green felt UI, and clear round results with subtle sounds and particles. This update completely rebuilds the placed table’s visuals to a realistic casino-style half-moon design: a curved player-facing edge with a thick continuous black padded rail, flat dealer side, smooth unified green felt playing surface, dark polished wood/black body, clean white/gold betting circles and divider lines, distinct player and dealer card zones, a dealer tray/card shoe near the back, neatly placed small Cash/chip stacks and a few static decorative cards. Nothing about gameplay, the GUI, sounds, the Cash item, betting, payouts, or multiplayer behavior has changed — just the in-world table visuals (the hotbar icon and functionality remain the same), so you can place and play exactly as before but with a much prettier, more realistic blackjack table.
You begin in ROOM 0’s compact starter base — bed, chest of Almond Water variants, a VHS‑tape TV and a hazmat suit whose headlamp toggles with F — then step out to explore layered Backrooms levels while managing sanity, blackout darkness and scarce consumables; the built‑in VHS overlay has been removed so external shaders work while the in‑world VHS tape player remains as your diegetic menu. Creature behavior and level design are tuned for tense, light‑focused play (Smilers on Level 1, loud Bacteria on Level 0 that can join Level 4 chases, Lost and Bacteria move faster, Skin Dogs hunt but vanish under flashlight/UV), with Levels 2 and 3 darker and flickery and Level 4 as a long hospital run that now opens into a luxury Grand Hall and elevator. Level 5 is a procedural abandoned hotel where you first arrive into a 30×30 reception lobby with a 60‑second safe window, must collect five unique glowing Hotel Master Keys (Reception Manager Office, Ballroom Security Room, Kitchen Storage, Presidential Suite, Maintenance Control Room) that persist through death, insert them in the Grand Elevator Hall to trigger ACCESS GRANTED and power the elevator, then ride a locked descent cinematic full of machinery and haunted audio to be transferred to the next destination.
Place a polished, placeable two-block roulette table with the wheel fixed to one end and the wheel/ball animation unchanged; right-click the table to open a redesigned, compact betting GUI that keeps the main layout center/left, bet amount buttons and Clear Bets / Place Bet at the bottom, and a compact right-side Bet Slip and History panel. All number buttons, outside bets, amount buttons (1, 5, 10, 25, 50 Cash), and action buttons are visible and clickable, the Bet Slip supports scrolling or shortened lines for many bets, the History shows the last ten results in red/black/green (0), and gameplay, payouts, Cash handling, spin logic and multiplayer spin locking remain unchanged. The physical board uses a clean green-felt casino layout with dark wood trim, brass divider lines and organized bet zones within the existing two-block footprint, and the underside of the wheel block now correctly renders as an opaque dark polished wood surface matching the table style.
Bubblegum Arsenal adds an ultra-rare Bubblegum Ore deep in the Overworld that you smelt into Netherite Bubblegum and use in a two-step Bubblegum Press to craft modular Netherite-based gear: combine a Netherite base with Netherite Bubblegum to make a Bubblegum-native item, then fit trait parts one at a time in the Press (shift-right-click to open the Press, shift-click to transfer parts). Assembled gear keeps active abilities with per-item cooldowns, action-bar timers and durability costs — weapons get clearer particles, sounds and HUD feedback, armor traits like Snapback reduce fall and elytra crash damage, and the Bubblegum Elytra grants a Bubble Dive that plunges and bounces you up to double your starting height (Sugar Rush amplifies the bounce); equip the elytra by right-clicking, trigger abilities with a configurable key, and chestplate swaps return your previous chest item to the same hand. All visuals have been reworked into crisp, vanilla-style pixel art (sharper icons, Netherite-like armor silhouettes and more conventional elytra proportions), and recent polish fixes include the Bubblegum Sword now using normal handheld sizing to match other weapons and the Bubblegum Press title nudged up to sit properly centered.

Awakened Bloodline adds a persistent Blood Reserve (a red bar with numeric readout above XP) that you fill with Blood XP earned in combat to unlock and cast powerful, themed genetic abilities; manage your Bloodline from the Bloodline menu (default M) and configurable hotkeys, toggle auras/particles and skill messages, and view a synced player list with themed colors. Server-backed cooldowns and persistent progress through death (with one-per-Minecraft-day reroll) keep progression meaningful, and an in-game guidebook lists crafting recipes and browsing for easy reference. Special bloodlines include the Time God (extra slot 5 skill bound to Right Alt, H performs Absolute Time Stop with proper cleanup, a Time Acceleration that speeds world time with a sky-speed HUD and day counter, and V that rewinds entities 200 ticks) and a syringe quest chain that yields the Plague Doctor (right-click mobs for Mob Blooded Syringes, convert and craft Pestilence Blood Syringes, inject to become the quest
Record your sessions and play them back with actors that preserve each player’s exact skin, model, overlays and natural movement — just record as usual and open your replay from the in-game browser to watch, scrub and export sessions. The system is built for stability and scale: it concentrates recording on nearby entities, snapshots terrain gradually, deduplicates repeated block-state changes, ignores synthetic neighbor updates, enforces memory and per-tick limits, and flushes saves asynchronously so big fights, farms and long timelines replay reliably; visual fidelity during playback is improved for held and ranged items and item ghosts are rendered safely with restored shader state. If the Epic Fight mod is present, an optional lightweight compatibility bridge records and replays first-stage combat states (battle mode on/off, combat locomotion and idle/walk/run flags, combat pose, weapon category and transition state) and routes replay actors through Epic Fight’s renderer when available, otherwise it falls back to a stable basic holding pose; advanced Epic Fight skills, combos and special abilities are intentionally not recorded, and debug logs report detection and sync status.

Boss Progression Checklist is a persistent, world-global boss journal that tracks confirmed boss-bar entities (vanilla Wither and Ender Dragon always included; modded bosses appear if listed in the config or actually spawn with a boss event) and orders them by max health, with the Ender Dragon shown in a Final Boss section. Press the configured keybind (default B) to open the themed open-book journal: the left page shows a scrollable checklist of color-coded boxes (green = defeated, gold = current suggested target, red = not defeated) and the right page shows the bestiary, with sharper text, better spacing, pixel-aware name wrapping, an improved drops grid with tooltips and multi-page support, and a fixed viewport that dynamically scales and centers boss previews. The mod now acts purely as a guide — defeating any detected boss will credit it even if you kill it out of the suggested order, and nothing in the mod blocks or prevents boss spawns or progression — while retaining persistent tracking, health-based ordering, suggested-target highlighting, and the commands /bosschecklist rescan, status, reset, complete, and unlock.

This mod transforms Minecraft into a Naruto-style ninja RPG. Somewhat working, hopefully. Use /guide or /Guide for more information in game. Somewhat grindy, every chakra nature has Jutsu also all Kekkei Genkai have at least 3 Jutsu. Tailed beasts and the Ten-Tails with the Gedo Statue sealing. yes, Rinnegan is in the game, also the Rinne Sharingan. I tried to make it multiplayer friendly for servers if you want. Please do give feedback on bugs, maybe I'll fix it. A big maybe. Eight Gates also works with all Eight different gates. Some Eight Gates techniques and such. Become a god and rule the world by becoming a Ten-Tails Jinchuriki and gaining the Rinne Sharingan because their quite OP.

This mod adds a Mahito-inspired cursed-technique combat system centered on the Mahito Technique Focus: pick it up, craft it, or spawn one with /mahito give; hold the Focus to see a HUD showing cursed energy, mastery level and the selected ability (sneak + right-click to cycle) while your skin swaps to a Mahito-style texture. Right-click to cast a variety of powers—Idle Transfiguration, Soul Multiplicity Spikes, Body Repel, Self‑Morph Healing, a devastating Domain Expansion and unlockables like Soul Needle Burst, Morphing Blade, Polymorphic Soul Isomer, Soul Stitch and Perfect Body Awakening—each with energy costs, cooldowns, temporary overcharge effects, and mastery progression (absorb Transfigured Souls by right-clicking for energy, every three absorbed souls increase mastery; souls in your inventory can be burned as emergency fuel). New in this version: holding the Focus now grants periodic passive buffs (speed, night vision, resistance, strength and regeneration that scale with mastery and overcharge, plus an emergency blood‑soul regen when low on health), all offensive and healing abilities produce rich blood-themed particles, trails and veiny visuals and have more realistic, cinematic rings, spirals and arcs, abilities broadcast short themed chat lines to nearby players, and the Focus tooltip, voice line, art and Russian localization have been updated.