
The Obsessed - Advanced Psychological Horror, Arachnid Stalker
It stalks you with deranged fascination, each encounter driving its nightmarish obsession further…
1.5d Patreon perks adjustment
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo
1.5b release fixes issue where building mode was being forcibly prioritised at all times
1.5
THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices. Obsessed attack sounds added, triggered upon the obsessed being damaged. Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby. The cursed plushie item is now fully placeable, with its own block model Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby. Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented. Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards i Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future. Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious. Fixed obsessed being impossible to fully kill The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning. Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster. Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair. Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it. Redesigned the lair painting Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately. The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop Fixed the obsessed not copying player builds, now this functionality should work automatically Fixed glitch where the obsessed could spam chat rarely Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting Surprise hallucination hitbox is now minuscule and won’t affect mining Spider crawl mode now less readily flees Intruder mode can now place cobwebs Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning) Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching. More modes will now be able to swim without changing to the dedicated swim mode Fixed an issue that could prevent single player target limit mode from working Updated the Nightmare Obsessed resource pack (separate download) The Obsessed can now randomly say your ingame display name in chat Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo 1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo 1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo 1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo 1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5c fixes repetitive building, frees up space for it to mimic more variety of player builds. Shift+hitting display entity now rotates it towards you (new feature), and adds brand new mod logo 1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5b release fixes issue where building mode was being forcibly prioritised at all times 1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.5 THE SOUND UPDATE. Previously, the mod had just one sound included. Now it has 55 new custom audio files added to the mod for a wide range of sonic experiences, boosting immersion, creepiness, and horror much further!
- Designed and implemented a powerful text to speech functionality - now you can literally hear the obsessed speaking to you when it sends chat messages! (only target player can hear it) Of course, its speech will be as distorted as its chat messages, and will vary between high pitched whispers and low pitch growling depending on mood (two different unique voices, growling version at -2 mood and below). A new “/obsessed speak” command is available for testing any phrases you like in the voices.
- Obsessed attack sounds added, triggered upon the obsessed being damaged.
- Long range wailing sounds added, triggered when the jealous obsessed modes kill an entity while no player is nearby.
- The cursed plushie item is now fully placeable, with its own block model
- Scratching/knocking/scraping sounds added, triggered when the abduct or intruder obsessed modes are near to players. For the abduct mode, it requires not having a direct line of sight to the abduction target, and for this player to be under a ceiling (indoors). If glass blocks are nearby, it will produce glass scraping noises. If door blocks are nearby, it will produce knocking sounds (abduct mode only). And otherwise, it will produce aggressive low scratching noises. These new sounds will provide a bonus level of intimidation when those modes are nearby.
- Chittering, stridulating (random/procedural patterns during still mode), hurt/death, anger/screech, passive/angry noises, eating, adaptive running sounds, jumpscare stingers, many brand new sounds implemented.
- Added new debug_spawn command that enables summoning any mode at the planned spawn position (convenient for testing), and can force look direction towards it
- Added brand new “observing” animation. Now used in the mimic mode, and will also be used in many situations in future.
- Adjusted abduct mode teleportation mechanic so that it always teleports some distance, instead of just dropping you off where it ran to, meters away from where it picked you up. It can now teleport you to a random safe position within 150 blocks if necessary. Additionally, there’s a new fade to black mechanic so it is more mysterious.
- Fixed obsessed being impossible to fully kill
- The flee modes should no longer fall through the floor to despawn if a player is nearby. That was intended to smoothen the despawn appearance at longer distances, but looked weird at close range. Now despawns regularly with black smoke, at close range. And as a bonus smoothening effect, it gives the solid black fadeout effect to every near player that is looking at it, upon despawning.
- Deposit mode can now move close enough to actually make the deposit, rather than requiring the player to walk up to it, and now moves faster.
- Added brand new item stealing mechanic to the intruder mode. Its block scanning can now detect nearby chests, and it will sometimes steal an item and later gift you it back (via deposit mode), or drop it if attacked when in intruder mode. You can easily prevent this by using any form of storage other than regular chests, or disabling it in config. It will never steal more than one item at at time, and it ensures all properties of the item are retained and stored consistently until returned, so the mechanic is as safe as possible in ensuring your item is returned later. In the future lair update, the stolen item will also be able be findable in the obsessed’s lair.
- Added new system that detects how long a spider form has been climbing for, and forcibly disables climbing after 5 seconds of continuous climb unless it has a good reason for doing so. Many other major improvements to the climbing system functionality and visuals
- Opportunistic mode no longer triggers from the intimidating still modes, now only from the friendly jumping versions of that mode. Additionally, it now walks around more instead of standing in one spot when no mobs are nearby for it to interact with, intentionally seeking an area where the player cannot see it.
- Redesigned the lair painting
- Talking to the obsessed has a rare chance to increase its mood, specifically in cases where it mimics you immediately.
- The obsessed display entity can now play any entity animations from the mod (right click to open a GUI for toggling between them). All animations loop
- Fixed the obsessed not copying player builds, now this functionality should work automatically
- Fixed glitch where the obsessed could spam chat rarely
- Crawling version no longer digs when stationary, it stays in a static prone position (animation added). Digging is now specific to gifting
- Surprise hallucination hitbox is now minuscule and won’t affect mining
- Spider crawl mode now less readily flees
- Intruder mode can now place cobwebs
- Added WIP test mode that includes some very basic/incomplete test features of the future lair update (abduct mode takes you to lair dimension, which generates large randomised template structures and enables some initial obsessed lair modes spawning)
- Added brand new tier 2 Patreon perk, where you can triple crouch to summon a spider nightmare hallucination and shoot it forwards in your look direction. It will not harm mobs or affect players in any game sense. It makes mobs jump slightly, and serves to scare players without blocking their attacks or damaging them. Usable once every five minutes by triple-crouching.
- More modes will now be able to swim without changing to the dedicated swim mode
- Fixed an issue that could prevent single player target limit mode from working
- Updated the Nightmare Obsessed resource pack (separate download)
- The Obsessed can now randomly say your ingame display name in chat
- Added perks access for all new Patreon supporters - thanks to them for making this possible! Check out the hilarious new resource pack by ArcaneScavenger!: https://www.curseforge.com/minecraft/texture-packs/sweater-obsessed-enhanced-adorable-pink-reskin
1.4d
Hotfix for building mode not working on Neoforge 1.21.1 1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4c
Hotfix for bug where command error message could pop up in regular gameplay when no structure is available to mimic 1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
NEW SIGNIFICANT 1.4 UPDATE, INTRODUCING STRUCTURE BUILDING MECHANICS AND VARIOUS GENERAL IMPROVEMENTS
1.4b
Hotfix for mimic walking animation bug Hotfix for issue that could heavily limit building frequency Jealous mode will now more reliably fight back when attacked by mobs Added new command for checking last structure command attempt Added obsessed wiki splash text 1.4
Implemented advanced new system that enables me to make the obsessed build structures dynamically. I can store preset structures and have it build them gradually, or even make it save player structures and build its own versions of them (with non-valuable blocks) nearby! It can build structures at random rotations, including mimicked ones, adding variety on top of the increasing range of built in options I’ll be adding. It auto-detects when players place lots of blocks nearby, storing approximate coordinates of where they were built for replication later. Note that this system is extremely complex, so it may take some further updates to optimise it fully. Check out this video for a preview (though it has been improved a lot since upload: https://www.youtube.com/watch?v=2XvrdnMkcoQ) Added new “building” mode that branches from various others (especially mimic), triggering when it gets near custom blocks used for making it build structures. Initial structures include: Webs (two types), miniature lairs (two types), tormentor insignias, and player structure imitations. If interrupted mid-build, it can even come back later to finish them! Don’t worry, it won’t replace any existing blocks in your world, as it can only build in air, not replacing existing blocks. And it won’t build on top of your structures, as it checks blocklight and requires zero light from light sources like torches to be able to build. If you need to go further and protect dark structures like mob farms from being interfered with, you can simply use wooden planks (including slabs/stars), and it won’t start builds on top of those either. Structures also vary slightly based on mood. Added three new commands associated with the building system. These will be documented on the wiki soon Added “redstone pointer” item, a laser pointer item that will be used in conjunction with the tamed obsessed in future versions where that is implemented, providing a quick way for players to direct the obsessed to specific locations or targets Improved stationary animation for mimic and opportunistic versions Intruder version now has a chance to pathfind to previously started structures and finish them off if they’re not already complete, converting into the build mode when near, if incomplete parts of the structure are found (invisible custom blocks with NBT strings denoting the blocks they should change into). It can even decorate them with paintings etc! Traps and mimic mode block placements will no longer be permitted near light sources, thus preventing it from putting them in your house. It detects blacklight, which is completely independent from sky lighting. It also checks that no blocklight is present before starting a structure build, so there should be no griefing. For edge cases like mob farms where you don’t want to light up the protected areas, you can use any kinds of vanilla wood plank blocks (including slabs) and it won’t start builds on those either If the spider versions are climbing for too long (10 seconds+) at a time, they will assume that they are stuck and turn into a nightmare hallucination Flee versions will now turn into the enraged or jealous versions directly if attacked five times in a row, even if still high on health. No longer will the obsessed put up with attacks for long! Added various preparatory adjustments to mechanics in advance of the future lair abduction update Fixed animation issue where obsessed could end up gliding along without animation Added another painting it can leave, this one with a vague representation of its lair Fixed issue where the obsessed could turn any cobwebs into stone Improved reliability of health system Mimic version can now instantly step up blocks instead of frequently stopping Debug sword now has unlimited attack range via firing arrows
1.3.1c
Hotfix for abduction not picking players up 1.3.1b - CHECK OUT THE NEW NIGHTMARE OBSESSED RESOURCE PACK! https://www.curseforge.com/minecraft/texture-packs/nightmare-obsessed-enhanced-eldritch-horror-reskin - you can use this as a template to make your own reskins if interested!
Added /summon-only “obsessed_display” mode optimised for testing the entity design ingame (reskins) Added patreon-exclusive “stalker armor” set, crafted by combining diseased hair gifts with iron armour - looks just like the obsessed and emits smoke when crouching, but does not give any pay2win advantages Added various improvements to the obsessed model, textures and animations Added config options to exclude any specific mobs or whole mods’ entities from being targeted by or attacked by The Obsessed Mouth no longer glows except in trap mode (overly gleaming smile to draw you in), only the eyes glow now - looks scarier/cooler at night Added hotfix for issue where signs could potentially replace blocks in rare instances, or place midair Attacks by spider versions now give slowness and darkness to target

