- Fixed the critical bug where copper ore could not drop ores when mined
- Fixed the critical bug where underground oxygen deficiency had no effect
- Players can no longer jump to place blocks, and this option can now be disabled via game rules
- Optimized language text expression and multilingual support
- Improved crop growth speed and fertilization mechanisms using bone meal and rotten material
- Improved drop chances for various items from gravel mining
- Now throwing stone or flint at hard blocks will always yield sharp flint shards
- Fixed the bug where flint projectiles could not deal damage
- Added the ability for horses to kick back when taking damage
- Added a three-stage sub-progress bar for freshness
- Fixed bugs related to custom vanilla food hunger and saturation values
- Reduced durability of wooden armor
- Fixed the bug where falling did not cause pain
- Fixed the bug where knives and axes could not strip bark
- Coarse torches can now be crafted in batches of 8 instead of 4
- Improvised shields can no longer completely resist explosion damage
- Migrated the mod to Forge 1.20.1 (still experimental, with many bugs), after which the Fabric branch will no longer be maintained.
- Improved the hallucination effects at low sanity.
- Enhanced the display effect of mod debuffs.
- Fixed some bugs with the hot water bag.
- Slowed down the burnout speed of campfires.
- Fixed other known bugs.
Enable or disable mod features by entering the game command /gamerule xxx
For example, entering "/gamerule hcsThirst false" will disable the thirst requirement.
The specific gamerule names and their meanings are as follows:
| Gamerule Name | Description | Type |
| ----------------------- | ---------------------------------------------------------------------------------------- | ------------------------------------------- |
| hcsDifficulty | Built-in difficulty level of the mod | Enum:<br>relaxing, standard,<br>challenging |
| hcsDisease | Diseases such as colds, parasites, etc. | Boolean |
| hcsMood | Mood effects such as panic, depression, etc. | Boolean |
| hcsNutrition | Nutrition mechanics such as phytonutrients | Boolean |
| hcsSanity | Sanity and hallucination mechanics | Boolean |
| hcsStamina | Limits on player physical stamina during movement | Boolean |
| hcsThirst | Drinking water requirement | Boolean |
| hcsTemperature | Whether the player is affected by environmental temperature | Boolean |
| hcsWetness | Whether immersion or rain causes wetness<br>and the resulting body temperature drop | Boolean |
| hcsSoulImpairment | Soul impairment (reduced maximum health after revival) | Boolean |
| hcsDarknessThreatening | Whether staying in complete darkness can cause death | Boolean |
| hcsDiggingConstraints | Restrictions on digging type and speed | Boolean |
| hcsHeavyLoading | Negative effects caused by player inventory weight | Boolean |
| hcsInjuryPunishment | Injury penalties: bleeding, fractures, pain, low health reducing attributes | Boolean |
| hcsFoodSpoilage | Whether food has a shelf life | Boolean |
| hcsFoodPoisoning | Whether food can cause poisoning | Boolean |
| hcsOxygenDeficiency | Whether lack of oxygen occurs when deep underground without photosynthetic plants nearby | Boolean |
| hcsSlowHealing | Whether health regeneration speed is reduced | Boolean |
| hcsBurningTimeLimits | Whether torches and campfires have limited burn time | Boolean |
| hcsZombieExtraHostility | Whether zombies can dig blocks and actively attack animals | Boolean |
| hcsCowKicking | Whether startled cows will retaliate | Boolean |
- Fixed a critical bug where extinguished torches remained shining.
- Fixed a bug that caused abnormal display of hot water bottle temperatures on servers.
- Fixed a bug where dirt and sand might not be affected by gravity when mixed.
- Fixed a bug where cherry blossom leaves could be instantly destroyed.
- Fixed a bug where husks did not actively dig through loose blocks around players during the day.
- Added a wearable appearance for wreaths and redrawn the item texture for wreaths.
- Leaves can now be used as fuel in furnaces.
- Fixed a critical bug where food spoiled too quickly.
- Added a gamerule to disable food spoilage: `/gamerule hcsFoodSpoilage`.
- Reduced damage taken when falling onto leaves.
- Reduced the probability of contracting parasites.
- Increased the drop rate of sticks and dropped more leaves
- Fixed the bug where drinking water caused food poisoning
- Balanced the satiety recovery value of pumpkin slices.
- Fixed the bug that burnt out torches still have brightness.
- Reduced the difficulty of obtaining fire materials at the beginning of the game and extended the burning time of the campfire
- Added garland as an accessory to restore sanity.
- Supported MC 1.20.1
- Fixed known bugs in Animal Panic
- Optimized the cow kicking mechanism
- Fixed a bug where the status bar icon was not centered after dismounting a horse.
- Fixed a bug where torches could be used to light water-logged campfires.
- Fixed a bug that extinguished campfires can cause damage to non-player entities.
- Fixed known bugs with server food corruption
- Fire and lighting update
- Torches
- Items: Crude Torches, Burning Crude Torches
- Torches have a burning time limit.
- Player-made torches are crude torches (added by the module) that will go out, burn out, and cannot be relit.
- Torches created in relics are original torches and will not go out.
- Torch extinguished
- Torches in the inventory will extinguish when the player is submerged in water.
- Torches that are left out in the open will go out when exposed to rain.
- Crafted torches are extinguished and require a fire bow or flint to ignite them
- Reduces the brightness of red stone torches to 4.
- Explosions, water rushes, etc. will destroy torches without dropping them.
- The Everlasting Bright Torch is crafted from Netherrack.
- Add Glowstone Torches
- Bonfire
- Bonfires are extinguished when freshly made and require a tool to ignite them.
- Firebow overhaul (textures, mechanics, recipes)
- Campfires can be lit with torches
- Campfires are not anti-gravity
- Building a fire drops stamina, hunger, and moisture
- Neighbouring campfires can be lit
- Add fire ploughs (slower to start fires than fire bows)
- Burning requires fuel (refer to btw)
- Brightness and flame size is affected by how much fuel is available
- When fuel is depleted, it is left as embers, and will carbonise and fail if you don't continue to add fuel to it
- Filling fuel: use fuel right click/throw at bonfire
- Soul bonfires are unaffected
- Soul bonfires are unaffected Soul bonfires are unaffected Soul bonfires are unaffected
- New bonfires: shaded bonfires, burned out bonfires.
- Campfires will ignite combustibles in the immediate vicinity.
- Monsters
- Adjusted the damage of fireballs, zombies and skeleton arrows again.
- Increased the probability and penalty of food poisoning.
- Increased the attack range of tool-wielding enemies
- Optimisation
- Increased the probability of getting copper grains from digging gravel with a wooden shovel by 2%.
- Reduced the frequency of chicken feather-dropping
- Added a heart shot
- Changed the meat dropped by dead horses and donkeys to steak.
- Miscellaneous
- Repealed the setting that the maximum life limit is limited by experience level.
- Optimised the bug that copper pickaxe can't mine gold ore.
- Brightness of the game is locked to dim
- Heads up to rehydrate on rainy days
- Only one piece of meat can be roasted at a time
- Boss Enhancements
- Ender Dragon and Wither are immune to blast damage and will not be provoked by each other
- Ender
- Ender Dragon's charging damage has been adjusted to 2x of the original's damage.
- Ender Dragon does not hover over pillars.
- Extended the distance that Ender Dragon can use the Ender Crystal.
- Ender Dragon will initiate a nearby Ender Gang attack on the player when its health is below 20% (particles appear on the Ender Dragon's head and on the Ender Man's head at the same time).
- Every time a Ender Crystal is dug up, it will enrage the Ender Dragon once - attempting to charge the player
- When there are no Ender Crystals in range, it gives the Ender Dragon a 2 level resistance boost, speed effect
- Ender crystals must be destroyed with a netherite pickaxe (no TNT)
- The Ender Dragon can return an equal amount of health from damage dealt by Dragon Breath
- Ender's Dragon Breath Balls can deal a significant amount of explosive damage.
- Ender's charge can break shields.
- Destroying the Ender Crystal will result in a lightning strike.
- Wither.
- Wither gives the player an extreme panic debuff.
- Wither summons Apocalyptic Skeletons.
- Wither's defense is significantly increased in its second phase.
- Wither will charge the player in the second stage.
- Boss Rewards: Wither rewards Netherite Ingot and Diamonds, Ender rewards Enchanted Golden Apple, Netherite Ingot and Diamonds.
- Detailed Optimization
- Ash stops bleeding to a certain extent
- Further adjusted the stamina consumption rate of running and jumping.
- Mapping Optimization
- Instead of running around when attacked, animals will consciously run away from the source of danger.
- Improved the food poisoning mechanism.
- Drinking water can cause food poisoning.
- Eating spider eyes and cactus meat can cause food poisoning.
- Replaced most of the hunger effects with food poisoning effects, except for carrion and carcass attacks.
- Optimization: Bleeding and fracture values will be cleared after switching from challenging mode to relaxing mode.
- Cows will be kicked for milking.
- Cows can only be milked once per day
- Increased the probability of getting parasites from drinking raw water.
- Added particle effect to return potion.
- Added a tooltip to leather armor to protect against cow kicks.
- Added Fearlessness Potion.
- Optimized potion effects
- Iron Potion Iron buff adds 1.2 points to armor value (1.6 points after enhancement)
- The color of the analgesic buff has been changed to grey.
- Return Potion now does not allow cross-country teleportation
- Damage absorption also buffs bleeding and pain
- Fixed a bug where spoiled milk crafted into iron barrels could swipe items.
- Modified armor mechanic
- Modified armor value distribution for wooden armor.
- Some wool and leather items will now provide armor values less than 1 and greater than 0 instead of 0.
- Optimized the alignment of armor and life values (based on disabling forced Unicode font display).
- Fixed a bug where defense values added by iron potions were only shown if armor was worn
- Fixed a bug where armor value decreases as armor durability decreases, but was not shown in item description information.
- Improved creature AI
- Added zombie hate on player (as opposed to animals)
- Added spiders escaping at low blood levels (borrowed from MITE)
- Added ability to pass panic between animals
- Added the feature that cows will counterattack with a kick, but not when wearing a leather suit (borrowed from BTW)
- Fixed bug with spiders shielding against poison, and optimized spider spitting AI.
- Added a food poisoning debuff that can be obtained by eating raw meat or spoiled food, causing the player to be unable to eat.
- Detailed Optimization
- Modified the speed of digging sugar cane again
- Fixed the bug that drinking potion doesn't replenish water.
- Fixed the bug that if you walk around right after a successful teleportation with a return potion, it will still show a teleportation failure.
- Fixed a bug where teleporting sometimes didn't drop water.
- Fixed the bug that eating some food (e.g. wild vegetables) may cause the satiety level to stay stuck at 95% after a certain amount of time.
- Removed the intermittent darkening of vision in moderate pain.
- Changed the display of the attack distance bonus in the item bar to after the text `When in main hand:`.
- Fixed the bug that the flashing red effect after taking damage still exists when the player raises his shield to avoid damage.
- Fixed the bug that the pain debuff still exists in casual mode → Pain value does not increase in casual mode.
- Reduced the value of damage caused by unarmed attacks
- Fixed the bug where Zombified Piglins' hate would not reset, perspective enrage, and extended the time it takes to enrage with gazing Zombified Piglins
- Added healing ointment and bat wings
- Added healing salve and bat wings. Further reduced the attack power of skeleton arrows.
- Added pain potion (willow bark + awkward potion, 100% analgesic)
Other content:
- New game view filter effects
- Flashing red after injury.
- Blackened edges of the field of view when in a high state of panic.
- Intermittent darkening of the field of view when severely hungry, thirsty or in pain.
- Screen blindness effect is now more pronounced when in pitch black fear
- Gold watermelons now don't spoil and can still be eaten.
- Some zombies now actively avoid sunlight
- Armor value is also affected by armor durability, when armor durability is less than 50% it will reduce the armor value, and the value can be a decimal.
- Fixed the bug that sugar cane can't be cut with sword.
- Fixed a bug where water bottles would be thrown after drinking water when the backpack is full.
- Slowed down the stamina consumption rate of sprinting.
- Changed the rate at which hunger or water is weakened by less than 60% to less than 50%.
- New feature to accelerate crop growth when it rains
- Return potion needs to stay in place for 5 seconds for it to work, moving or being attacked will cancel the teleportation; teleportation will consume 30% of hunger, water, sanity, and deal 5 points of damage.
- Fixed the bug that plowing can be continued when it reaches 0% of stamina.
- Fixed the bug that respawn points can be set on the beds in the Lower Realms and End Points when you can't sleep from the pain.
- Bug where attacks could miss when holding a cube in the secondary hand (despite being within reach)
- Leather from drying will still be unstackable
- Fixed a bug where synthesizing empty glass bottles from salty water bottles would paint the bottles
Optimization tweaks:
- San is too low cut creation/side mode still has a nether filter
- Original water bottles now have a stacking limit of 16.
- Slowed down the speed of destroying bamboo and berry bushes.
- Time and Fortune digging for copper and iron ore has no bonus
- Throwing a stone or flint has a 20% chance of dropping sharp (flint) flakes when smashed against an object?
- Changed the effect of Iron Potion to increase resistance by 2
- Adjusted the durability of copper (48) and iron (128) tools again.
- Reduced the armor-breaking strength of skeletons.
- Further balanced the armor piercing bleed mechanic.
- Bug with flint axe not dropping items after destroying drying racks.
Major bug fix:
- Players would not drop anything when killed by monsters if death without drop was not enabled (only 0.15.3 had this bug)!
- Left clicking with a water bottle in hand will empty the contents!
Optimization:
- When tanning carrion on drying racks to get leather, the carrion and leather would not stack when removed (NBT timer tag not removed)
- Fixed the bug where holding a torch still accelerates san drop in the dark.
- Small Slimes now do not cause panic
- Increased iron tool durability
- Reduced running stamina consumption rate
- Stamina of 0 now prevents the player from jumping, instead of 15%.
- Torches do not count towards the weight determination
- Left click to empty container of rotten food/saline water → changed to craft
THIS VERSION HAS BEEN CLOSED FOR DOWNLOAD DUE TO CRITICAL BUGS!
Major updates:
- Enhanced armor protection (damage and bleed reduction)
- Listening to records returns sanity quickly, the closer you get the faster it returns (but the opposite is true for records 5, 11 and 13)
- Extended the attack range of swords
- Nerfed the damage of flaming bullets
Optimized content:
- Increased stamina drain penalty for weighted debuffs
- Can use carrion as bait
- Increased the drop rate of Coarse Copper Powder
- Adjusted the armor value of wooden and copper armor.
- The Fear of Torture will now not blow up round stones.
- The speed at which zombies dig up cubes is affected by the module's difficulty options.
- Zombies have a stronger desire to attack animals, and animals killed by monsters do not lose meat
- The bandage synthesis has been changed from 16 to 8 pieces
- Fuel is now available in the form of wolfsbane and fiber rope.
- Saltwater bottles left click to pour
- Nerfed roasted seeds and bugs and roasted bugs and bamboo shoots
- Fixed a bug: rotting food can continue to be roasted as unfresh if it is left in the furnace without being refreshed → the roasted ones are rotten when the freshness is 0
- Add a point to life cap every 5 levels instead of every 4 levels.
- Darkness debuff maxes out at 95% brightness reduction and becomes all black (all blind).
- Bandages can accelerate blood recovery by 50% for 10s after use, but will expire after the next time you take damage
- The more monsters you kill, the less likely you are to panic.
- Fixed the following bugs:
1. When there are many debuffs, the order may flash randomly. 2.
2. the village may still not be created after reaching the conditions (32 days, copper pickaxe)
3. Blood level is not full after reviving a damaged soul (not by design).
- Optimized the following:
1. check for updates using separate threads
2. now villages don't need to be spawned after 32 days, they can be spawned by getting a copper or iron pickaxe
3. weakened skeleton blood (2 hearts)
4. reduced attack power of small zombies by 2.5x
5. digging obsidian too slow
6. died too fast in darkness
- When holding `Shift` while falling will buffer a small amount of damage.
- Added automatic check for updates
- Players now cannot sleep until after 21:00 game time (new thread)
- Fixed the following bugs:
1. Spear and spiked club can cut down trees.
2. Spear digging speed is ok, so much so that it can replace stone cones.
3. Game difficulty and sponsorship hints reappear after death
4. Difficulty display problem
5. Zombies can't destroy stone and harder blocks unless they have the corresponding tool(s) in their hands
6. Abnormal amount of meat drops when animals are killed (up to 10 meats drops from one chick)
- Optimized the following:
1. Getting unhappy is too fast
2. Stone cone digging is too slow
3. Slight bleeding jumped from one to severe bleeding after re-injuries
4. Creepers blowing up wood, ores or nuggets, and TNT blowing up ore and nuggets won't drop items now
5. Reduced food saturation gain (e.g. cooked animal viscera)
6. zombies are too sensitive with X-ray abilities (retained in challenge mode)
7. Bandages' using time is prolonged
8. When the life limit is too low, it is easy to bleed after getting injured.
9. Mod welcome prompt is too long
- Updated the game difficulty options to meet the needs of different players
- Module game difficulty is categorized into Casual, Standard and Challenge.
- The default difficulty is standard.
- To adjust the difficulty: input the command `/gamerule hcsDifficulty relaxing, standard, challenging` (in cheat mode, the limit mode can also be cheated) (other ways of adjustment and configurations with higher degree of freedom will be added later)
- Difficulty affects the following (including but not limited to)
- The player's "hand length" (+1 in casual mode, -0.25 in challenging mode).
- The probability of failure of a player's attack when panicked (no panic in casual mode).
- Maximum percentage of a player's blood that can be deducted from a damaged soul (not deducted in casual mode)
- Initial maximum life value (Casual does not cut it)
- Rate of sanity loss at night and while in a cave (halved in casual mode, doubled in challenge mode)
- Debuffs for injuries, etc. (Casual mode removes)
- Rate of bleeding injuries (halved in casual mode, doubled in challenge mode)
- Does pitch black kill (casual mode does not, standard mode does not jump scare)
- Colds are now less likely to catch a cold (need a temperature below 0.6 to increase cold value)
- Fixed the following bugs:
1. sometimes inexplicably bleed to death, especially when san is too low - temporarily removed the fact that digging cubes with your bare hands would bleed (easy to get stuck in bugs)
2. the success rate of crafting is too low (changed to synthesize now any two stones/flints are synthesized into one)
3. too slow to hit leaves/flint axe to cut down trees
4. compatibility with dynamic light source is not good enough, handheld light source is still threatened by darkness
5. Mine cart rewards are too generous
- Fixed village generation bug (hopefully)
Fix bugs & optimization:
- Fixed the bug that prevented the refining of thermostatic potions and the crafting of wool suits
- Extended the player's reach distance by 0.25 frames
- Soul impairment now only deducts up to 50% of a player's blood.
- Reduced the probability of failure of player attacks during panic states
- Increased the success rate of stone and flint smashing.
- Reduced the rate at which sanity is lost during the night.