Ominous Darkness

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Ominous Darkness

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Being in the darkness for too long is now life-threatening

Survival
QoL & Tweaks
Realism & Immersion
Mod Loaders
Forge
Minecraft
1.19

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Mod
Latest Version
OminousDarkness-forge-1.19-1.1.1.jar

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About

Description

Being in the darkness for too long is now life-threatening, as you start feeling the presence of something evil within.

This is a standalone Forge mod that makes exploration and adventures a whole lot more difficult; now you're hunted by the darkness itself! Simply being out in the darkness for too long kills you (this behavior can be changed in the config), effectively rendering your exploration capabilities quite limited. Watch out and make sure to bring some light with you to dispel the darkness!

The mod works perfectly with Dynamic Lights and I even recommend pairing my mod with it for better experience. Since Dynamic Lights is both-sided mod, light sources you hold and that are on the ground also work for other players. Note however that dynamic lighting from Optifine or Lucent won't work since they are client-sided. For those who for some reason don't want to play with Dynamic Lights, there's a fallback config for pseudo-dynamic lighting (won't work for other players).

Configuration file:

 The basic configuration for how the darkness should behave

[darkness]

The light level threshold (inclusive), at and below which the darkness will start consuming a player over time

Range: -65536 ~ 65536

light_level_threshold = 4

The time (in seconds) a player has to spend in the darkness before it starts accumulating

The timer gets reset once the player is in a lit enough area, and starts ticking again once in the darkness and the player's darkness level is at 0

Range: 0.0 ~ 65536.0

delay = 4.0

The time (in seconds) it takes for the darkness to fully consume a player

In this context, 0 would mean that the darkness should consume the player instantly, once in an unlit area

Range: 0.0 ~ 65536.0

growth_time = 10.0

The time (in seconds) it takes for the darkness to fall off

In this context, 0 would mean that the darkness should fall off instantly, once in a lit enough area

Range: 0.0 ~ 65536.0

falloff_time = 2.0

Whether the darkness should kill a player upon fully consuming them

darkness_kills = true

Any dimension-related configuration

[darkness.dimension]

 

The list of dimension registry names where the effects of the darkness should be disabled

e.g., "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end"

dim_blacklist = []

 

Whether to use dimension blacklist as whitelist instead

dim_blacklist_as_whitelist = false


Any damage-over-time-related configuration

[darkness.damage]

The amount of damage (in half-hearts) the darkness deals at customizable [damage_interval] intervals

Range: 0.0 ~ 65536.0

damage = 0.0

The interval (in seconds) at which the darkness damages a player

For example, 3 would mean that the darkness will hit the player every 3 seconds

Range: 0.0 ~ 65536.0

damage_interval = 3.0

The delay (in seconds) after which a player will start taking damage

This timer starts ticking once the darkness begins consuming the player

Range: 0.0 ~ 65536.0

damage_delay = 0.0


Miscellaneous configuration

[darkness.misc]

Whether to show the darkness overlay

show_overlay = true

Whether to play the darkness sound effect

play_sound_effect = true

The darkness sound effect's volume

Range: 0.0 ~ 1.0

sound_effect_volume = 0.8

Items that should add to the total light value when a player is holding them in either hand

An item should be included as follows: "item_registry_name$N", where N is an additive light value

$N can be omitted, in this case it is implied that the item has the light value of 15

If the player is holding two items specified in this list (one in each hand), their light values are summed

Stack size does not participate in calculations

shiny_items = ["minecraft:beacon$8", "minecraft:conduit$8", "minecraft:glowstone$8", "minecraft:jack_o_lantern$8", "minecraft:lantern$8", "minecraft:soul_lantern$5", "minecraft:sea_lantern$8", "minecraft:shroomlight$8", "minecraft:glow_berries$3", "minecraft:end_rod$7", "minecraft:torch$7", "minecraft:crying_obsidian$5", "minecraft:enchanting_table$4", "minecraft:ender_chest$4", "minecraft:glow_lichen$4", "minecraft:redstone_torch$2", "minecraft:small_amethyst_bud$1", "minecraft:medium_amethyst_bud$1", "minecraft:large_amethyst_bud$2", "minecraft:amethyst_cluster$3", "minecraft:magma_block$2", "minecraft:brewing_stand$1", "minecraft:brown_mushroom$1", "minecraft:dragon_egg$1", "minecraft:end_portal_frame$1", "minecraft:light$8", "minecraft:ender_pearl$1", "minecraft:ender_eye$1", "minecraft:experience_bottle$1", "minecraft:redstone$1", "minecraft:lava_bucket$8", "minecraft:spectral_arrow$3", "minecraft:enchanted_golden_apple$3", "minecraft:glow_ink_sac$2", "minecraft:amethyst_shard$1", "minecraft:nether_star$8", "minecraft:glistering_melon_slice$2", "minecraft:glowstone_dust$4", "minecraft:blaze_powder$1", "minecraft:blaze_rod$1", "minecraft:magma_cream$1"]

Any additional effects to apply to a player

An effect should be included as follows: "effect_registry_name[duration=A][level=B][timing=C]"

Duration is a number and determines the duration of the effect in seconds, defaults to infinite (for as long as the darkness level persists)

Level is a number and determines the power of the effect, defaults to 1

Timing is a number followed by either '%' or 's' (for percentage or seconds respectively) and determines the timestamp at which the effect occurs, defaults to 0s

Any parameters can be omitted, in this case they are set to their default values

Examples:

"minecraft:hunger[duration=2][timing=50%]" would apply Hunger I to a player for 2 seconds roughly halfway through (that is, if growth_time is set to 20, the effect would be applied at 10 seconds)

"minecraft:slowness[timing=2.8s][level=2]" would apply Slowness II to a player for as long as they are being consumed by the darkness, starting at 2.8 seconds

"minecraft:strength" would apply Strength I to a player right after they start gaining the darkness level, with the effect persisting for as long as their darkness level is higher than 0

effects = []

Also special thanks to toujourspareil (Twitter) for making the icon.

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  • The darkness consuming the player
    The darkness consuming the player
  • The darkness consuming the player
    The darkness consuming the player

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