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TESTIFICATE (TBS) HORROR

Мод Forge

Хоррор-мод для Майнкрафт: с жителями что-то не так

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"They were never meant to have names. Yet somehow... they all remember them."
"Every face has a name. Every name has a story. Some stories should have stayed forgotten."
"The villagers have changed. They watch. They remember. They decide who is worthy."
"You gave them names. They started acting differently."
"The census is complete. Every testificate has been identified. Compliance is optional."
"Not every villager welcomes your presence anymore."
"Their identities are no longer hidden. Neither are their intentions."
"Something is wrong with the villagers. They know who they are now."
"Names have power. Be careful who you choose to name."
"The village feels the same. It isn't."

SOON VERSION 1.2

Q&A

CONFIG


● ● ●

ABOUT

Testificate adds new creepy interactions and visual effects to villagers, making encounters feel more mysterious and unpredictable.

Villagers can receive temporary custom face overlays and nose effects, synchronized to nearby players through a built-in networking system so everyone sees the same visual changes in multiplayer.

The mod also introduces a variety of random villager events that can interact with nearby players in different ways, creating unexpected encounters while exploring your world.

Villagers come with custom nametags but it can be applied to any configured entity, including modded entities, allowing for easy customization. (events and faces are tied to villagers only, and can be toggled.)

Nearly every feature is configurable, letting you choose how the mod behaves.


● ● ●

Q&A

Inspiration for the mod?

>...

I took inspiration from "The Broken Script" with the same concept of villagers spawning with nametags "TESTIFICATE" and are unable to trade. Also from Beta 1.9. with villager's first release. I wanted to add creepiness to the game.

Where can I run this mod?

>...

You can run this mod on both Client and Server side.

Does everyone need the mod installed to join my server?

>...

Yes. Both integrated or dedicated server needs to have mod installed and also every player who joins that server needs to have mod installed.

Can it be used with custom modded entities?

>...

Nametags will work on any modded entity. For trading, there is a good chance it will work if the entity uses a trading system similar to villagers.

Do villagers have weird behaviors?

>...

Yes they do, they can change textures of their faces and noses and they also have events where they interact with player in some ways. There aren't any custom mobs tho, mod flags a villager then gives him a random event. On multiplayer, mod checks minimum 5 random players to see if villagers are around them then chooses 1 villager.

What software was used for the mod's creation?

>...

It was created using Eclipse IDE.


● ● ●

CONFIG

"entitiesUpdateOnEveryLoad", "aggresiveMode", ["entity", "nametag", "tradeable"]:

>...

There is a JSON config file inside config/ called testificate-mod.json. Here is an example of how it can look:

{
  "entitiesUpdateOnEveryLoad": false,
  "aggresiveMode": true,

  "entities": [
        {
          "entity": "minecraft:villager",
          "nametag": "TESTIFICATE",
          "tradeable": true
        },
        {
          "entity": "minecraft:wolf",
          "nametag": "Helper",
          "tradeable": false
        }
  ]
}


"entitiesUpdateOnEveryLoad" controls how mobs will update their nametags. Setting this to true will update mobs on every single load, like unloading/loading chunks and they will always update their nametag even if player changes it.


If option is set to false only newly spawned mobs will be updated, mobs saved to disk will be skipped, and nametag can be changed.


"aggresiveMode" toggles the ability for villagers to change textures (faces and noses) and also toggles the events villagers can do.


"entities" holds the list of entities whose properties will be modified. Both natural spawns and spawn egg spawns are affected.


        "entity" holds mob ID, "nametag" displays name above mob (can be empty), "tradeable" toggles their
        tradeable capabilities (false if not supported).
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