- The late chat sequence after the neighbor leaves has been fully reworked. The old late monologues were removed and replaced with a new system: after the “leave” event, the real neighbor no longer talks as before, and the chat is sometimes answered by a strange fake presence with a broken-looking name.
- New localized phrase sets were added for late chat: questions, answers, and hints. The fake speaker does not always respond, may ignore messages, delay replies, or answer off-topic to keep the feeling of a living but corrupted chat.
- The first post-leave `idle` message was preserved, but it now comes from the new fake speaker.
- Rare creepy vanilla ambient/mood sounds were added for the most unsettling late replies and hints.
- Late chat logic was fixed so it starts only after the real neighbor has actually “left”, not just because enough time has passed.
- `sky_watch.notice`, `sky_watch.success`, and `sky_watch.failure` were reworked: they now appear as private whisper-style messages and are sent only by the real neighbor using his normal name, without the late fake identity.
- Village houses no longer count as the player’s house.
- The neighbor house (`dom.nbt`) no longer appears immediately after the player builds a house: it now waits for the required story-chat stage and an additional delay, spawns farther from the player’s house, avoids villages, avoids lava, and should not appear directly in front of the player.
- If `neighbor_built` or `dom_changed` would trigger after the real neighbor has already “left”, the house and its upgrade still happen, but without chat notifications.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }