Fear Nightfall

From the Fear Nightfall wiki · Fear Nightfall

Fear Nightfall is a horror-themed modpack for Minecraft 1.21.1 on NeoForge. It began as a YouTuber's modpack and was reworked into a single, tested set of about 132 mods. Horror content from Born in Chaos, The Graveyard, Sleepy Hollows, Sons of Sins and Hexerei is spread across the Overworld, so hostile mobs and dangerous structures are common at night in most forests, taigas and swamps.

The pack adds many mods on top of that core. Structure mods such as Dungeons and Taverns and Towns and Towers, biome mods such as Terralith and Biomes O' Plenty, and quality-of-life mods such as Lootr and Supplementaries share the same world. The full list is on the Mod List page, and the changes made to make these mods work together are described below.

Design

The raw mod list had crashes, unloadable jars, conflicting world generation and a number of gameplay bugs. The pack's changes keep every mod's content and make the mods coexist. Structures from different sets are weighted against each other instead of replacing one another, biome placement is balanced by a custom biome source, and the world is made more horror-themed through biome and structure weights. Changes to vanilla behaviour are listed on Changes to Vanilla.

Content

Area Mods and pages
Horror mobs and bosses Born in Chaos, The Graveyard, Sons of Sins, Sleepy Hollows, Horror and Spooky Content
Night-time pressure The Hordes (Horde Nights), Zombie Infection, Sanity
Biomes Terralith, Biomes O' Plenty, Regions Unexplored, YUNG's Cave Biomes
Structures Dungeons and Taverns, Towns and Towers, Luki's Grand Capitals, ChoiceTheorem's Overhauled Village, Villages&Pillages, Structory: Towers, YUNG's Better Structures
Magic and witchcraft Iron's Spells 'n Spellbooks, Hexerei
Food and butchery Farmer's Delight, Butchery
Storage and utility Lootr, Supplementaries, Carry On, Corpse, Tide

Changes to the original mod list

Several mods were added to the raw list and a few were removed or changed. The Sodium add-ons that stopped the client from starting were removed from the client list, Boat Break Fix was removed because its jar never loaded, and Immersive Lanterns is server-only. The full table is on the Mod List page.

Bug fixes

The pack's changes include fixes for crashes, gameplay bugs and cross-mod conflicts. The most noticeable ones are:

  • Client and server crashes. A worldgen thread race between Formations and C2ME was patched, /locate biome no longer stops the server, and a Graveyard structure registration that ran after registries froze was removed.
  • Hydrophobia from Sons of Sins dealt 2 damage every half second in water. It now deals damage once per second.
  • Born in Chaos dominated the End, where its mobs were 98% of spawns. Its spawn modifiers are now limited to the Overworld, and its share of the Overworld mob cap was reduced from 36% to about 26%.
  • Trims and the Blazing Fishing Rod could not be found in the replacement temples, fortresses and strongholds. Trims were added to those chests at vanilla-like odds.
  • Tide's Pocket Watch could freeze bosses. Bosses in the #c:bosses tag, including the Lich and Dead King, are now immune.
  • Honey Golems kept claiming bees after the golem died. Both problems were patched.
  • Hordes deleted player inventories on death, which Corpse needs to store. The corpse now keeps the items, and the zombie player still spawns.
  • Hexerei's Sunshine candle cleared the weather permanently. Its recipe is disabled.

Bug fixes that matter only to the mod's own content are described on the individual mod pages.

Terralith compatibility

Geophilic and Terralith both rewrite the vanilla biome files, so whichever loaded last would have won. The two were merged per biome, with Terralith's features placed next to their neighbours in the feature order. A naive merge caused a Biolith feature-order crash. Terralith was confirmed to load correctly through Lithostitched with the rest of the pack.

Biome distribution

The pack replaces the default biome source with a custom table, fnfbiomes:table. The climate noise is unchanged, so terrain shape and climate layout match the default. In each climate cell, every biome that its original mod allows there is eligible, and they share the cell by weight. Same-type biomes sit next to each other, so forests border forests.

The table covers vanilla, Terralith, Biomes O' Plenty, Regions Unexplored, Hexerei, YUNG's caves and Sleepy Hollows. Land shares were calibrated by sampling 32 × 32 km of surface:

Mod Measured share of land Target by biome count
Terralith 31% 32%
Regions Unexplored 28% 28%
Biomes O' Plenty 25% 25%
Vanilla 15% 15%

Oceans, rivers, beaches and caves use the same table. Generation is identical on every machine that runs the pack.

Structures

Coexistence

Structures that would otherwise replace each other now exist side by side. Luki's Grand Capitals was rebuilt as separate structures, and the vanilla villages, outposts, witch huts and chest tables were restored. Each structure type shares a set with the others, and the game chooses among the types valid for the local biome. The sets are:

  • Villages: vanilla, Luki's Grand Capitals, CTOV, Towns and Towers, Dungeons and Taverns, Villages & Pillages and Terralith's fortified villages.
  • Pillager outposts: vanilla, Luki's Grand Capitals, Towns and Towers and CTOV.
  • Witch huts: vanilla, Luki's Grand Capitals, YUNG's, Hexerei, Terralith and the Dungeons and Taverns mangrove hut.

Each set has its own placement seed, so mods that once reused a seed no longer produce identical layouts. Modded biomes now also receive structures that could previously spawn only in vanilla biomes. About 515 structures were matched to the modded biomes that share their climate and biome type.

Density

Sparse Structures controls the spacing of every set, tuned per set. Non-horror structures are about three times less frequent than with the mods at their default spacing. Horror structures are about twice as frequent, as described in the horror section below.

Overlap guard

A custom mixin in the fnfbiomes mod stops structures from overlapping. Once a surface structure is assembled, bigger structures from other sets that would start nearby are assembled the same way the game would. If their footprints really overlap, the smaller structure is skipped. The check uses only the world seed, so it gives the same result on every machine and does not depend on generation order. Other surface structures also keep a 6-chunk buffer around village spots. In a 26 km² sample, surface overlaps fell from 238 to 5 and village intrusions from 141 to about 0. See Finding Structures and Biomes for locating structures in the world.

Loot

Every structure-mod chest table (387 in total) is mapped to the vanilla chest it plays the role of. A tavern house maps to a village house, a crypt to a dungeon, and a mage tower to a stronghold library. The original loot is kept, and the mapped mod's additions are added on top. Loot from Iron's Spells 'n Spellbooks, Farmer's Delight, Butchery, Tide, Nether Expansion and Critters and Companions now reaches these chests. Sixteen chests that referenced tables their mod never shipped now roll their mapped vanilla loot instead of generating empty. See Loot and Chests for the loot tables themselves.

Spookier world

The pack shifts the world toward horror in three ways: more horror biomes, more horror caves and closer horror structures.

Area Before After
Horror biomes, share of land 4.5% 11.9%
Horror caves, share of cave layer 17–22% about 30%
Lush caves, share of cave layer 12–15% 4–5%
Horror structures (26 km² sample) 578 1,071

Horror biomes are weighted six times higher than before. They include the Dead Forest, Ominous Woods, Spider Nest, Blackwood Taiga, Ashen Woodland, Sleepy Hollows, Willow Swamp, Bayou, Infested Caves and Frostfire Caves. The horror caves spread into neighbouring cave areas, and lush caves were reduced to a third of their former weight.

Horror structures are placed about 30% closer together. They include graveyards, Born in Chaos structures, Sleepy Hollows, Sons of Sins, the Covens and Witch Huts, Dungeons and Taverns crypts and the toxic lair, along with the YUNG's skeleton, spider and zombie dungeons. Where a horror structure shares a set with other structures, it is weighted six times higher.

Horror content is concentrated in temperate-to-cool, humid forests, taigas and swamps, where about a quarter of structures are horror. Deserts, jungles and high peaks remain mostly normal.

Configuration

The pack ships configuration for several mods. Some values are changed from the mods' defaults:

  • Server: max-tick-time is set to -1, so the watchdog does not stop the server during a long biome search.
  • The Hordes: zombies and skeletons burn in daylight, zombie villagers can be cured, and the game does not pause on an empty server. Zombie players do not store their items, so that Corpse can keep them.
  • Lootr: vanilla_textures is enabled on the client, so opened chests look normal.
  • TreeChop and CTOV: TreeChop's cap is 2,048 logs, and CTOV's outposts have a weight of 5, equal to the other outpost types.
  • Client keybinds: several key conflicts between mods were resolved through default keybinds.

Distribution

The pack is distributed as a Prism Launcher instance and as a shareable zip. The instance contains 132 mods, the configuration above, the Complementary Reimagined shader pack and a starter world. The zip removes the Mac Java path so Windows Prism can select its own Java, sets a 6 GB memory default and contains no saves, logs or personal options. A server must use the same mod files as its clients. The server runs the same mod set minus client-only mods, and it has online mode enabled. See Multiplayer and Server Setup for connecting.

Known limitations

  • Some containers cannot be made per-player by Lootr, so their contents are shared and first come, first served. These are the Graveyard coffins and urns, Farmer's Delight cabinets, Hexerei chests, Sleepy Hollows coffins and Nether Expansion brazier chests.
  • The Lich Prison is meant to sit in the sky above oceans, at about y = 273–320.
  • Changes to world generation apply only to new chunks. A fresh world shows the full effect.

Tips

  • Start with Getting Started and follow the Progression Guide to learn which content unlocks in which order.
  • Expect the Horde Nights and Born in Chaos mobs at night in forests and swamps, and carry light and weapons when you travel after dark.
  • A new world shows the biome and structure changes in full, so use one for the pack as intended.