This mod fills the Overworld with uncanny horror: Goat Stalkers and Something apparitions silently spawn near active players to stalk, hunt, and terrify — Goat Stalkers keep an unsettling portrait and right-look apparition, can materialize from behind blocks and pause/slide/fade 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 run at night every three minutes with audio cues building from distant bass into tense music and include a Bed Peeker that appears at the foot of your bed while you sleep, rare tunnel events that drop you into a torch-lined pitch-black passage and return you, a Door Peeker that opens a nearby closed door to peek and slide away, and a new Window Head & Hand event that can occur when you're sheltered: an uncanny head will appear at a nearby window, stare, then slowly slide downward, shattering up to four nearby glass/window blocks before the same hand reaches in, withdraws, fades and drifts down. If 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 players are no longer immune; spectators remain ignored), and all events can be forced with the mod commands /stalkermod or the typo-compatible /stalkemod plus event-specific triggers such as event_window_head_hand_event and event_window_head_event.

Adds 144 adorable, interactive 2D pixel‑art Furbies that naturally spawn across the Overworld and in revamped Furby Groves, with lit tree homes as their only housing and Furby Villagers appearing more frequently for variant distribution while using full vanilla villager AI and trading. Tame Furbies with crafted Furby Snacks and manage each one with a right‑click care menu (Follow, Wander, Play, Dance, Sing); enjoy dancing and singing animations while eating, teach phrases, receive gifts, craft Furby Fur armor, use a Furby teleport tool, and breed them with fruit (wild cooldown ~20 minutes, villager cooldown ~40 minutes, ~50% success, one baby per event) under a soft biome cap of roughly 35 Furbies.
Batter Up! Turns cake baking into a full survival pastime: swap the egg in the vanilla cake recipe for almost any item or block to craft themed cakes that restore hunger and saturation, and often grant potion or status effects; cakes can be placed as full blocks, shown on six-slice displays, sliced with the Cake Knife, and exhibited on Display Stands. Explore naturally spawning starter tents, bakeries and cake shops to discover dozens of cake varieties and work toward the Grand Confectioner advancement that tracks all 242 cakes, and operators can use the /cake_time command to spawn collections of the mod’s items. And the /all_cakes command to spawn a 13 by 19 grid of all the cakes. Updates In Progress!
Core City Pathway transforms Agentic into a city-and-tower exploration-adventure: follow visible cyan/white spark-trails emitted by Pathway Towers and Pathway Directors to discover Advanced Cities (these cities keep their original size but are now much rarer, on the order of woodland-mansion rarity), and grab a one-time starter book called the Pathway Sketch with guided objectives. Clear segmented reactor arenas and use the F.E.A.T. Firewall Encoder And Tether to hack or tether roaming Drones, City Chieftains, and City Bots as you push toward THE CORE — a cinematic, multi-stage boss you trigger by feeding ignited TNT (and an ender pearl when allowed). Combat and loot have been rebalanced around a Core Anger economy (city chests favor copper/iron/redstone with rarer rewards); Breached BOTs are tougher and do not burn in sunlight, and Breached drones are now persistent breached enemies that attack all non-allied living mobs while avoiding allied bots and Breached BOTs (they also won’t turn on Breached BOTs even during Evoker encounters). A dedicated Core City creative tab holds new items, blocks, spawn eggs, music and upgrades; the Core Head must be equipped manually; anvil enchantment rules now block invalid Severance combinations at output; and the Severance Rod/Overload has been redesigned as a melee-only timed left-click combo with visible timing prompts, scaling damage, and a failure cooldown.

🌌 THE BACKROOMS EXPERIENCE ├─ 🚪 How to enter the Backrooms │ ├─ While walking in the Overworld, a hidden noclip event can occur. │ ├─ Every time you enter the Overworld (or return from the Backrooms), │ │ a random distance between 20 and 100 blocks is selected. │ ├─ Once that distance has been traveled, reality begins to distort. │ └─ After a short cinematic fall, you are sent into the Backrooms. ├─ ⌨️ Commands │ ├─ /be items │ │ └─ Gives access to Backrooms-related items for testing. │ ├─ /be sounds │ │ └─ Used for sound testing and debugging. │ ├─ /backrooms ... │ │ └─ Reserved for administration, debugging and development tools. │ └─ Normal gameplay does not require commands. ├─ 🟨 Level 1 — The Lobby │ ├─ Endless yellow rooms and corridors. │ ├─ Search for supplies and useful items. │ ├─ Explore carefully and avoid getting lost. │ └─ Find the route leading to the next level. ├─ 🏭 Level 2 — Industrial Facility │ ├─ A large industrial maintenance complex. │ ├─ Complete the objective required to restore power. │ ├─ Activate the freight elevator. │ └─ Use the elevator to access the next level. ├─ 🏊 Level 3 — Pool Maze │ ├─ A 40x40 Poolrooms-inspired maze. │ ├─ Filled with water, colored clues and interconnected paths. │ ├─ Explore the maze and locate the exit slide door. │ ├─ Find the hidden color sequence. │ ├─ Interact with the terminal. │ ├─ Enter the colors in the correct order. │ └─ Unlock the exit and leave the level. ├─ 👾 Entities │ ├─ Some levels contain hostile entities. │ ├─ Stay alert and manage your resources carefully. │ └─ Not every sound means danger... but many do. ├─ 🚧 Current State │ ├─ This version currently contains 3 playable levels. │ ├─ Additional levels, entities, puzzles and mechanics are planned. │ └─ Expect future updates and expansions. └─ 💡 Suggestions └─ Feel free to suggest existing Backrooms levels from the lore or completely original level ideas in the comments! Made by KLOW with CreativeMode ❤️

Nightpeek Stalker fills your world with tense, cinematic horror by adding several Nightpeek variants that peek from behind logs and walls to trigger loud jumpscares, screen darkening, nausea, slowness, particles and action‑bar horror messages before vanishing or burning in daylight. The forest‑bound Mimic (replacing the old Abomination) still spawns roughly 17 blocks away, copies your visible name and an unsettling skin, applies Blindness and begins chasing when you come within 12 blocks while leaving a longer, denser trail of green particle arrows toward a safety endpoint; Mimics are much rarer in the wild (about a 1 in 50 chance) though a Creative spawn egg is kept for testing. Freeze Watchers now spawn only in exact pairs at day, night or underground, remain inactive until you move within 6 blocks and stand perfectly still while you look at them, but when you look away they move far faster with increased health, damage and follow range and close in with denser soul particles, whisper sounds, darker and louder wake‑up feedback, stronger nausea/darkness effects and a larger, more terrifying close‑range scare; dying to a Nightpeek stare, Mimic, or Nightpeek hunt shows a full‑screen jumpscare overlay with a loud screech, and you can craft a single‑use Nightpeek Magic Stick (stack 1) that instantly kills a Nightpeek variant when right‑clicked.
BLACK SUN, RED MOON turns your world into cosmic horror from the moment you spawn: the sun becomes an inky black disc and the moon glows blood‑red, villages rot into corpse‑villager husks, and every player is marked by a Red Omen tree whose touch brings nausea and visions as floating Sun and Moon creatures hunt you. Defeat those cube‑like foes to collect Sunnite and Lunite, craft placeable blocks and assemble hollow 2x3 portal frames to reach hostile floating realms—or mix both materials to open a space portal and face the circular Sunnite/Lunite arena where the Black Sun and Red Moon and their minions await; portals create return links so scavenging, barricading and facing ever‑larger foes drive your progression. This release is version 12.0.0 and contains no gameplay changes from previous versions; if you encounter a startup crash on Windows during Fabric’s jar remapping step, try clearing the quick‑play remappedJars cache, closing leftover Java/launcher processes, and checking antivirus or Controlled Folder Access exclusions before relaunching.
This mod adds a Tractor Beam Door block and a bindable Tractor Beam Remote you can craft or find in loot; sneak + right-click a door with the remote to bind it, right-click the door to cycle modes, or open the remote GUI to choose Off, Upward Lift, or Downward Glide. The remote GUI has been redesigned into a centered, tidy panel with clearly separated mode and speed areas, aligned buttons and fields, clean labels and hint text, and distinct up/down speed fields (each clamped between 0.25x and 2.0x); both speeds are saved on the door and the remote remembers the last-entered values (old single-speed values are used as a fallback). Upward Lift smoothly pulls players and mobs upward while preserving horizontal motion, braking gently and resetting fall damage, and Downward Glide makes doors passable and lets entities glide down safely with short landing immunity and a gentler descent; the beam appears as a luminous 3D holographic cylinder with animated rings and cyan/white (Up) or blue/violet (Down) sparks, and the mod includes refined door textures plus full English and German localization.
Der Returning Blade fügt ein wirbelndes, werfbares Schwert hinzu: Rechtsklick wirft es (kurzer Klick für einen schwächeren Wurf), langes Laden füllt eine HUD‑Anzeige — je voller, desto schneller, stärker und durchschlagskräftiger (bei hoher Ladung kann die Klinge mehrere Mobs durchdringen); gestochen oder abgelegte Klingen sind unzerstörbar und despawnen nicht. Tasten steuern Spezialfähigkeiten: C ruft die Klinge dimensionsübergreifend zurück, V schaltet den Doppelklingen‑Modus (eine permanente Klinge bleibt auf einmal Pflicht; V erzeugt eine temporäre Offhand‑Klinge mit eigener Abklingzeit, echter Doppel‑Schaden nur bei simultanen Treffern) und B aktiviert den Wirbelwind (drehende Pose, temporäre Offhand‑Klinge, regelmäßiger Flächenschaden; Werfen ist während Wirbelwind deaktiviert); dazu kommen überarbeitete Partikel, Sounds, Animationen und eine verbesserte Item‑Textur. The Returning Blade adds a swirling, throwable sword: right-click to throw (short click for a weaker toss), hold to charge a HUD meter — the fuller the charge the faster, stronger, and more penetrating the blade (high charge can pass through multiple mobs); stuck or dropped blades are indestructible and do not despawn. Special abilities use keys: C recalls the blade across dimensions, V toggles Dual‑Blade mode (one persistent blade remains allowed at a time; V spawns a temporary offhand blade with its own cooldown and true double damage only on simultaneous hits), and B activates Whirlwind (spinning stance, temporary offhand blade, periodic AoE damage; throwing is disabled during Whirlwind); signing the Swordsart Pact lets you summon the blade when it does not yet exist, and if you have not signed the pact the C/V/B keys are now silently ignored with no messages.
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.
Become one of eight HTTYD-inspired dragons — Night Fury, Light Fury, Deadly Nadder, Monstrous Nightmare, Gronckle, Hideous Zippleback, Stormcutter, or Bewilderbeast — and soar through a playable aerial combat and exploration experience using each type’s signature power (plasma blast, vanish dash, spine burst, fire cloak, boulder hide, poison gas, sky lightning, and alpha frost command) while growing from baby to adult to improve flight and reduce ability cooldowns. Use /dragon choose <type> to pick a form, double-tap jump for creative-style flight, /dragon ability to trigger powers, /dragon info to view your current type, age, and cooldowns on the action-bar HUD, and /dragon release to return to normal survival with flight reset; progression and cooldowns persist while transformed. The v5 update brings fully reworked, high-contrast models and sharper silhouettes inspired by the new reference art — larger ribbed wings with wing claws, tail fins, bright accent spines and pale edging for Night Fury-style looks, plus all existing distinct features and animations (alternate Zippleback heads, crowned horns, Stormcutter hind wings, growth scaling, and animated wing beats/tail motion) and persistent customization via /dragon customize color, horns, and glow.

Bullet Haven turns Minecraft into a frantic three‑round bullet‑hell trial: you automatically fire escalating bullet storms at waves of trial monsters for two 10‑minute survival rounds and then face The Bullet Tyrant in a final 10‑minute boss fight inside a temporary biome‑themed arena with a visible fail boundary, block breaking/placement disabled, 30‑second pauses between rounds, and a playable area that extends five blocks beyond the visible arena (stepping out starts a 10‑second return countdown). You begin each run with a Reflect Core and collect Damage, Haste, Multishot, Healing, Pickup, Speed and rare Wipe Cores plus an Aura pickup that auto‑applies into an attack slot (radius grows from 3 to 10 with pickups and shows a ground particle ring and HUD feedback); pickups are auto‑consumed with excess converted to persistent Bullet Shards, arena and boss loot convert to shards at the run‑owner rate, Damage stacks without cap while Reflect has diminishing returns, and you can equip up to four attack slots. Abyssal Fire is an equippable attack that stacks up to five times to create short‑lived soul‑fire patches that damage and slow trial enemies while restoring ground state on expiry; players in active trials are immune to fire damage and trial drops are fire‑immune so pickups and loot won’t be destroyed — and mobs can now reach every wall and corner of the arena to pressure you more directly while still being prevented from escaping or climbing out.