Sleepy Hollows Effects

From the Fear Nightfall wiki · Sleepy Hollows

Sleepy Hollows Effects are the four status effects added by the Sleepy Hollows mod. Two are harmful (Insanity and Infected) and two are beneficial (Mental Fortitude and Was It All Just a Bad Dream?). They are the mechanical core of the Sanity meter: Insanity is what happens when Sanity reaches zero, Mental Fortitude is the main protection against Sanity loss, and Infected is the damage-over-time status that the mod's flowers and weapons apply.

Effects are applied on survival players by the mod's server logic and by its items and blocks. Insanity comes from a drained meter, which drains in the Sleepy Hollows biome. Infected comes from the mod's infected flowers and from the Shatterbrand.

Effects

The table below lists each effect with its in-game name and description. The sections that follow give the mechanics and numbers.

EffectTypeColorModifiersDescription
InsanityHarmful#800080You are completely out of your mind! The player runs around wildly, plagued by blindness, and takes increased damage.
InfectedHarmful#800080The player takes damage every second.
Mental FortitudeBeneficial#00ff00Makes the player immune to Insanity effects caused by Sleepy Hollows.
Was It All Just a Bad Dream?Beneficial#000000

Insanity

Insanity is a harmful effect applied when Sanity drops to 0. The server checks each survival player every tick. When Sanity is 0 or below, the player receives Insanity for 60 seconds (the default insanitySeconds setting, 1200 ticks) and Sanity is immediately reset to 100. Insanity therefore works as a penalty for a full drain of the meter, not as a damage source.

While Insanity is active:

  • Each tick the player's view is shoved in a random direction (yaw and pitch change) and the player receives a small random sideways velocity. Movement is therefore unreliable.
  • The player is given Blindness for the remaining duration of Insanity.
  • When 20 ticks (1 second) of Insanity remain, the player receives Was It All Just a Bad Dream? for 10 ticks (see below).

The effect's in-game description says it also increases damage taken. The effect code does not apply any damage change, so Insanity does not make the player take more damage by itself.

Insanity runs out after its duration. Players avoid it by keeping Sanity above 0, using Mental Fortitude or Sanity food such as Luminous Water.

Infected

Infected is a harmful effect that deals damage over time and drains Sanity:

  • It deals 1 point of wither damage (half a heart) every 40 ticks of its duration.
  • It drains 2 Sanity points every 60 ticks of its duration, at the default infectedLoss setting. The mod's own sources apply Infected for 30 or 40 ticks, which never reaches a 60-tick multiple, so the Sanity drain does not come from them in normal play.
  • The effect's amplifier has no effect on its strength.
  • Infected Zombies are immune to Infected.

Sources in the mod are:

  • Standing on or in an infected flower or infected tall flower. These are variants of the flowers in the Sleepy Hollows Plants set, and they grow in flower patches in the Sleepy Hollows biome. Each exposure applies Infected for 40 ticks.
  • Hitting a target with the Shatterbrand, which applies Infected for 30 ticks.

Ways to cure Infected:

  • A Splash Luminous Water thrown at the player removes Infected. See Luminous Water.
  • Right-clicking an infected flower with Luminous Water cleanses infected flowers in a 4-block cube around the clicked point, which removes the source rather than the status.
  • Drinking milk clears all status effects, as in vanilla Minecraft.

Tip: Infected is short-lived when it comes from the mod's flowers and weapons, so the damage is minor. The bigger threat is the Sanity loss that Infected causes when it is applied for long durations, which the mod's own sources do not do.

Mental Fortitude

Mental Fortitude is the beneficial effect that protects Sanity:

  • While the effect is active, every negative Sanity change is blocked. Biome Sanity loss, Infected Sanity drain and other penalties do nothing to the player.
  • While the effect is active, Sanity below 100 is restored to 100 on each tick.
  • Because negative changes are blocked, Sanity cannot fall to 0 while Mental Fortitude is active, so the Insanity trigger does not fire during that time. Insanity that was already active before the effect was applied is not removed by it.

Sources in the mod are:

  • Wearing the full set of Hauntbound Armor. The set gives Mental Fortitude for 40 ticks, refreshed every 10 ticks, so the effect stays active for as long as the set is worn.
  • The Completionist Banner for Sleepy Hollows, which gives the effect to players within 8 blocks of the banner. See Sleepy Hollows Miscellaneous.

A player wearing the full Hauntbound set is immune to all Sanity loss for as long as the set is worn. Players without the set rely on Sanity food such as Luminous Water.

Was It All Just a Bad Dream?

Was It All Just a Bad Dream? is a beneficial-category effect applied by Insanity. It is not a benefit to the player. It is a timed trigger that moves the player when Insanity is about to end:

  • It is applied for 10 ticks when Insanity reaches 20 ticks (1 second) remaining.
  • When its own duration reaches its last tick, the effect teleports the player to their respawn bed. If the bed is missing or is no longer a bed block, the player is teleported to the world's shared spawn point instead.
  • The teleport keeps the player's facing direction, and a block notice with the mod's Insanity message appears in front of the player.

Because the teleport happens near the end of Insanity, a player who spends the 60 seconds of Insanity in the biome can be moved away from it before the effect ends. This interacts with respawn logic in other mods, which may not expect the teleport.

Sanity and night

The effects are tied to the Sanity meter. Several points matter for planning:

  • In the Sleepy Hollows biome, Sanity drops by 1 point per 5 seconds during the day and by 2 points per 5 seconds at night. Standing near a sanity light block (such as a spectral lantern) stops this biome loss.
  • Insanity is triggered only by Sanity reaching 0. Infected drains Sanity, so it can lead to Insanity indirectly.
  • Sanity is only tracked for survival players, so creative and spectator players never receive Insanity.