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Hollow Steve [HORROR]

ВЕРСИИ (84)

release

4.1.0-26.3 - NeoForge

4.1.0
14 окт. 2026 г.554Minecraft: 26.3neoforge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.3 - Forge

4.1.0
14 окт. 2026 г.647Minecraft: 26.3forge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.3 - Fabric

4.1.0
14 окт. 2026 г.6,2 тыс.Minecraft: 26.3fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.2 - NeoForge

4.1.0
14 окт. 2026 г.158Minecraft: 26.2neoforge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.2 - Forge

4.1.0
14 окт. 2026 г.135Minecraft: 26.2forge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.2 - Fabric

4.1.0
14 окт. 2026 г.1,8 тыс.Minecraft: 26.2fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.1.2 - NeoForge

4.1.0
14 окт. 2026 г.60Minecraft: 26.1.2neoforge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.1.2 - Forge

4.1.0
14 окт. 2026 г.46Minecraft: 26.1.2forge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.1.2 - Fabric

4.1.0
14 окт. 2026 г.437Minecraft: 26.1.2fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.1 - NeoForge

4.1.0
14 окт. 2026 г.18Minecraft: 26.1neoforge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-26.1 - Fabric

4.1.0
14 окт. 2026 г.123Minecraft: 26.1fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.11 - NeoForge

4.1.0
14 окт. 2026 г.150Minecraft: 1.21.11neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.11 - Forge

4.1.0
14 окт. 2026 г.266Minecraft: 1.21.11forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.11 - Fabric

4.1.0
14 окт. 2026 г.2,7 тыс.Minecraft: 1.21.11fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.10 - NeoForge

4.1.0
14 окт. 2026 г.30Minecraft: 1.21.10neoforge
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# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.10 - Forge

4.1.0
14 окт. 2026 г.28Minecraft: 1.21.10forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.10 - Fabric

4.1.0
14 окт. 2026 г.150Minecraft: 1.21.10fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.8 - NeoForge

4.1.0
14 окт. 2026 г.42Minecraft: 1.21.8neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.8 - Forge

4.1.0
14 окт. 2026 г.21Minecraft: 1.21.8forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.8 - Fabric

4.1.0
14 окт. 2026 г.152Minecraft: 1.21.8fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.7 - NeoForge

4.1.0
14 окт. 2026 г.0Minecraft: 1.21.7neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.7 - Forge

4.1.0
14 окт. 2026 г.4Minecraft: 1.21.7forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.7 - Fabric

4.1.0
14 окт. 2026 г.16Minecraft: 1.21.7fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.6 - NeoForge

4.1.0
14 окт. 2026 г.0Minecraft: 1.21.6neoforge
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# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.6 - Forge

4.1.0
14 окт. 2026 г.8Minecraft: 1.21.6forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.6 - Fabric

4.1.0
14 окт. 2026 г.24Minecraft: 1.21.6fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.5 - NeoForge

4.1.0
14 окт. 2026 г.14Minecraft: 1.21.5neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.5 - Forge

4.1.0
14 окт. 2026 г.6Minecraft: 1.21.5forge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.5 - Fabric

4.1.0
14 окт. 2026 г.366Minecraft: 1.21.5fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.4 - NeoForge

4.1.0
14 окт. 2026 г.28Minecraft: 1.21.4neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.4 - Forge

4.1.0
14 окт. 2026 г.38Minecraft: 1.21.4forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.4 - Fabric

4.1.0
14 окт. 2026 г.186Minecraft: 1.21.4fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.3 - NeoForge

4.1.0
14 окт. 2026 г.0Minecraft: 1.21.3neoforge
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# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.3 - Forge

4.1.0
14 окт. 2026 г.2Minecraft: 1.21.3forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.3 - Fabric

4.1.0
14 окт. 2026 г.2Minecraft: 1.21.3fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.1 - NeoForge

4.1.0
14 окт. 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.1 - Forge

4.1.0
14 окт. 2026 г.267Minecraft: 1.21.1forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21.1 - Fabric

4.1.0
14 окт. 2026 г.1,1 тыс.Minecraft: 1.21.1fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21 - NeoForge

4.1.0
14 окт. 2026 г.18Minecraft: 1.21neoforge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21 - Forge

4.1.0
14 окт. 2026 г.40Minecraft: 1.21forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.21 - Fabric

4.1.0
14 окт. 2026 г.189Minecraft: 1.21fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.6 - Forge

4.1.0
14 окт. 2026 г.17Minecraft: 1.20.6forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.6 - Fabric

4.1.0
14 окт. 2026 г.47Minecraft: 1.20.6fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.5 - Fabric

4.1.0
14 окт. 2026 г.9Minecraft: 1.20.5fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.4 - Forge

4.1.0
14 окт. 2026 г.16Minecraft: 1.20.4forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.4 - Fabric

4.1.0
14 окт. 2026 г.51Minecraft: 1.20.4fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.3 - Forge

4.1.0
14 окт. 2026 г.2Minecraft: 1.20.3forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.3 - Fabric

4.1.0
14 окт. 2026 г.3Minecraft: 1.20.3fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.2 - Forge

4.1.0
14 окт. 2026 г.11Minecraft: 1.20.2forge
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.2 - Fabric

4.1.0
14 окт. 2026 г.28Minecraft: 1.20.2fabric
Скачать
Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.1 - Forge

4.1.0
14 окт. 2026 г.1,9 тыс.Minecraft: 1.20.1forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20.1 - Fabric

4.1.0
14 окт. 2026 г.1,6 тыс.Minecraft: 1.20.1fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20 - Forge

4.1.0
14 окт. 2026 г.18Minecraft: 1.20forge
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

4.1.0-1.20 - Fabric

4.1.0
14 окт. 2026 г.52Minecraft: 1.20fabric
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Что нового
# Hollow Steve 4.1.0 A major overhaul of the Hollow Steve experience. Face ten encounters across five escalating stages, survive more relentless hunts, and earn your own rewards. The familiar appearance and sounds remain, with more responsive combat, clearer progression, and a quieter screen that lets the horror speak for itself. ## Added - Five distinct stages: Stalker, Intruder, Hunter, Predator, and Final, with two encounters per stage. - Opportunities to counterattack after dodging or blocking a heavy strike. - Equipment milestones that award swords and chestplates as you progress. - A final reward bundle with enchanted diamond equipment, a Totem of Undying, a trophy, and valuable supplies. - A victory celebration after the tenth defeat, with harmless fireworks and randomized bonus items falling near each eligible player. - Personal reward delivery that waits for you to return or make room in your inventory. ## Changed - Reworked the ten-victory campaign into a more deliberate climb from distant stalking to an intense final confrontation. - Hollow Steve becomes tougher, hits harder, and pursues more aggressively as the campaign advances. - He approaches more actively when you look away, searches around your last known location, and uses flanking routes in later stages. - Sprinting can give away your position. Breaking his line of sight creates an opportunity to escape, but he will investigate your trail. - Reworked walking, running, jumping, and swimming to better match his actual movement. - Attacks connect more closely with their animations, with clearer heavy-strike warnings and recovery openings. - Horror cues rely more on nearby sounds, breathing, heartbeat, animations, and particles. - Multiplayer progression is shared, while rewards are earned individually through participation in the encounter. - Rebalanced rewards around useful supplies and equipment instead of enormous piles of valuable blocks. ## Fixed - Hits connecting through solid obstacles and repeated damage from a single swing. - Pursuits getting stuck without a clear search, retry, or escape outcome. - Outdated attacks continuing after a target teleports, disconnects, or becomes unavailable. - Target changes carrying over information from the previous player. - Overlapping horror sounds and lingering encounter audio after Hollow Steve dies or disappears. - Jumping and attack movement conflicting, including attacks while falling from significant heights. - Reward delivery problems when contributors disconnect or have full inventories. - Progression and reward duplication caused by stale encounters or repeated delivery attempts. ## Removed - Frequent encounter messages, large phase announcements, and the persistent boss bar. - Sleep traps, forced sleep interruption, and bed-spawned Creepers. - Environment destruction and automatic hunts across dimensions. - Rewards for uninvolved spectators and Creative players. - The previous scaling New Game+ system. ## Notes - Defeat Hollow Steve ten times to finish the campaign. Escaping does not count as a victory, and dying does not reset your progress. - Hunts take place in the Overworld. Later rounds begin at night, and Peaceful stops active hunts. - The original model, textures, animations, and sound assets are preserved. - Each participating player earns their own rewards; watching a fight alone does not qualify. - The final victory ends the campaign and stops further natural encounters. Administrators can start another campaign after outstanding rewards and the celebration are complete.
release

2.0.0-1.21.1 - NeoForge

2.0.0
28 авг. 2026 г.2,4 тыс.Minecraft: 1.21.1neoforge
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# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.4 - NeoForge

2.0.0
28 авг. 2026 г.47Minecraft: 1.21.4neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.8 - NeoForge

2.0.0
28 авг. 2026 г.48Minecraft: 1.21.8neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.10 - NeoForge

2.0.0
28 авг. 2026 г.33Minecraft: 1.21.10neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.11 - NeoForge

2.0.0
28 авг. 2026 г.305Minecraft: 1.21.11neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.1 - NeoForge

2.0.0
28 авг. 2026 г.52Minecraft: 26.1neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.1.2 - NeoForge

2.0.0
28 авг. 2026 г.163Minecraft: 26.1.2neoforge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.2 - NeoForge

2.0.0
28 авг. 2026 г.466Minecraft: 26.2neoforge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.20.1 - Forge

2.0.0
28 авг. 2026 г.3,6 тыс.Minecraft: 1.20.1forge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.1 - Forge

2.0.0
28 авг. 2026 г.476Minecraft: 1.21.1forge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.4 - Forge

2.0.0
28 авг. 2026 г.42Minecraft: 1.21.4forge
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.8 - Forge

2.0.0
28 авг. 2026 г.46Minecraft: 1.21.8forge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.10 - Forge

2.0.0
28 авг. 2026 г.74Minecraft: 1.21.10forge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.11 - Forge

2.0.0
28 авг. 2026 г.489Minecraft: 1.21.11forge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.1.2 - Forge

2.0.0
28 авг. 2026 г.165Minecraft: 26.1.2forge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.2 - Forge

2.0.0
28 авг. 2026 г.552Minecraft: 26.2forge
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.20.1 - Fabric

2.0.0
28 авг. 2026 г.3,7 тыс.Minecraft: 1.20.1fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.1 - Fabric

2.0.0
28 авг. 2026 г.2,4 тыс.Minecraft: 1.21.1fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.4 - Fabric

2.0.0
28 авг. 2026 г.423Minecraft: 1.21.4fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.8 - Fabric

2.0.0
28 авг. 2026 г.287Minecraft: 1.21.8fabric
Скачать
Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.10 - Fabric

2.0.0
28 авг. 2026 г.447Minecraft: 1.21.10fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-1.21.11 - Fabric

2.0.0
28 авг. 2026 г.6,2 тыс.Minecraft: 1.21.11fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.1 - Fabric

2.0.0
28 авг. 2026 г.401Minecraft: 26.1fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.1.2 - Fabric

2.0.0
28 авг. 2026 г.1 тыс.Minecraft: 26.1.2fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

2.0.0-26.2 - Fabric

2.0.0
26 авг. 2026 г.6,5 тыс.Minecraft: 26.2fabric
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Что нового
# Hollow Steve 2.0.0 Hollow Steve 2.0.0 is a major update that turns each encounter into a full progression challenge. Hollow Steve can follow sounds, choose targets in multiplayer, interact with the environment, give personal rewards, and return stronger in New Game+. Most features can be adjusted in the server config. ## Added - A hearing system. Breaking blocks, using blocks or items, and sprinting can reveal a player's location. - Smarter multiplayer targeting based on nearby threats and damage dealt. - A boss bar that shows the current phase and rage level to nearby players. - Personal rewards for every eligible online player, including Creative and Spectator players. - A reward recovery system for loot that is destroyed, unsafe, left behind in a loaded dimension, or dropped near the void. - A sleep trap. Sleeping is canceled, a Creeper may appear near the bed, and one of ten random horror messages is shown. - The ability for Hollow Steve to open doors, gates, and trapdoors and break selected light sources in later phases. - The final advancement, `Alone Again`, for defeating phase 10. - New Game+ with configurable health, damage, and speed increases. - Server configuration for hunts, horror events, AI, hearing, multiplayer scaling, difficulty, rewards, environment effects, the boss bar, and endgame features. - Protection against multiple real Hollow Steve encounters running at the same time. - New swimming and jumping animations. - Cross-dimension hunts that continue through the Overworld, Nether, End, and compatible modded dimensions while preserving the active encounter. ## Changed - Hollow Steve now follows the last location he saw or heard instead of always knowing the player's current position. - Creative and Spectator players can watch encounters and receive rewards, but they are not attacked and do not increase multiplayer difficulty. - Hollow Steve grows from a distant watcher into a hunter, an ambusher, and finally a three-stage enraged boss. - Each victory gives useful supplies for the next phase without making the next fight too easy. - Jumping and teleporting now have a short warning and require a safe landing space. - Hollow Steve now swims toward his target while using the swimming animation. - When a player is within the configured jump range, Hollow Steve can leap diagonally toward them using the jumping animation. Otherwise, he continues chasing normally. - Sleeping is blocked by default, but every part of the sleep trap can be changed in the config. - Existing config files are updated after they load successfully so new options become visible. - The phase 10 victory package now includes five stacks of diamond blocks, six stacks of netherite blocks, two stacks of iron blocks, and four stacks of enchanted golden apples. ## Fixed - Every legitimate Hollow Steve death now invalidates older unloaded encounters, preventing stale bosses from skipping progression or duplicating rewards. - Dead Hollow Steve entities now stop all combat, environment, vehicle, horror, and enrage processing while their death animation finishes. - Hollow Steve can now breathe underwater, preventing water pursuit from ending in an unintended drowning victory. - Vehicle destruction now enforces its enable switch, minimum phase, allowed vehicle types, and `mobGriefing` rule from every attack path. - `nightmaresBeforeHuntOnly` now restores normal sleeping after the configured hunt begins. - Reward recovery now checks deliveries only at the configured interval and relocates only missing, unsafe, cross-dimension, or distant items. - Operator command messages now use translation keys, and the build validates every literal translation key referenced by Java code. - Reward recovery no longer copies item entities that Minecraft has persisted into an unloaded chunk; the original item remains available when that chunk loads again. - GeckoLib compatibility is constrained to major version 5 so incompatible future APIs are rejected during mod resolution. - Safe teleport now uses the exact checked landing height and validates it again after the teleport warning. - Reset, phase-setting, and New Game+ now invalidate persistent encounters stored in unloaded chunks. - Apparitions now vanish safely when their player logs out, is removed, or changes dimension. - Non-damaging apparitions can no longer destroy Creative players' vehicles. - Vehicle destruction now respects `mobGriefing` and is limited to boats and minecarts unless modded vehicles are explicitly enabled. - Door interaction is limited to tagged doors, trapdoors, and fence gates instead of changing every modded block with an `open` property. - Anti-shelter block breaking ignores modded blocks by default and can be enabled explicitly for modded blocks. - Reward recovery now clears immediately when disabled, while configured Spectators receive rewards directly in their inventory. - Sleep traps no longer replace daytime, occupied-bed, or exploding-dimension bed behavior. - Stalking resets safely when its target becomes invalid or the encounter transfers dimensions. - Multiplayer rewards can no longer be taken by only one player or duplicated as shared loot. - Creative and Spectator players are no longer selected as attack targets, including after attacking Hollow Steve. - Changing targets no longer keeps information from the previous target. - Losing sight of a player no longer gives Hollow Steve unfair real-time tracking. - Jumping, teleporting, and stalking no longer overlap or ignore their cooldowns. - Personal rewards keep their owner and can be recovered while actively tracked during the current server session; chunk-persisted items remain at their saved location. - Hollow Steve no longer heals unexpectedly after the world or config is reloaded. - Apparitions, anomalies, and sleep traps now use separate settings and behavior. - Spawn and teleport checks now use the entity's full height. - Players who are far apart can no longer create multiple bosses that duplicate phases or rewards. - Rewards that disappear while their owner is offline are no longer treated as collected. - Spectator rewards wait quietly until the player leaves Spectator mode. - Temporary event data is cleared when the server stops, preventing it from leaking into another world. - Block breaking respects the `mobGriefing` game rule and protects blocks with stored data by default. - Door, light, and shelter checks run less often to reduce unnecessary server work. - Repeatedly clicking a bed can no longer create unlimited Creepers. - Sleep-trap Creepers only spawn when there is enough free space. - Multiplayer threat levels now decrease correctly over time. - Creative and Spectator players can no longer hold an encounter open by repeatedly making noise. - Reset, phase-setting, and New Game+ commands remove the previous encounter before changing progression. - Emergency teleports are no longer delayed by the normal teleport cooldown when a target is too far away. - Doors and light sources are now detected along Hollow Steve's path instead of only directly around its feet. - Opening a door no longer prevents nearby light sources from being processed during the same environment action. - Bed interactions now trigger the sleep trap directly, preventing short sleep attempts from being missed between server ticks. - Creative players now experience configurable horror anomalies and non-damaging apparitions while remaining excluded from hunt targeting and difficulty scaling. - Hunt days are now counted from the first time Hollow Steve is installed in a world instead of using the world's existing age; changing the vanilla time no longer skips progression days. - Phase encounters now introduce `PHASE 1` through `PHASE 10` with native fade timing, followed by Hollow Steve's message; shorter horror messages remain in the action bar. - Targets that log out, die, or switch to a protected game mode now end or redirect the encounter safely instead of leaving stale pursuit state. - Long-distance and stalled pursuits now retry bounded safe teleports, respect the world border, and reschedule the same phase after repeated failure without force-loading chunks. - Multiplayer difficulty now counts only active huntable players near the encounter target instead of players in distant dimensions or unrelated parts of the world. - Phase titles, Hollow Steve's encounter messages, intro notices, apparition warnings, victory text, and boss-bar names now use translation keys so resource packs can replace or localize them. - Changing dimension now transfers the same Hollow Steve encounter to a safe loaded position near its target while preserving phase, health percentage, enrage state, and important cooldowns. ## Removed - The shared reward pile at Hollow Steve's death location. - Overpowered rewards that made the next phase too easy. - Unfair tracking that followed players without sight or sound clues. - Old behavior that caused Hollow Steve to stop being a threat in water or after losing sight of a player. ## Notes - The config file is created at `config/hollowsteve.json`. - After editing the config, run `/hollowsteve reloadconfig`. - Hunts begin on Day 3 by default. This can be set from Day 1 to Day 30. - `/hollowsteve newgameplus` becomes available after phase 10 is completed. - Reward items remain normal world entities after a server restart. Active reward recovery only tracks deliveries created during the current server session.
release

Hollow Steve [HORROR] 1.0.0

NeoForge-1.0.0-mc1.21.1
21 июн. 2026 г.2,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
# Hollow Steve v1.0.0 NeoForge 1.21.1 ## Added - Ported Hollow Steve to NeoForge 1.21.1. - Added support for GeckoLib 4.8.4. - Added NeoForge mod metadata and registration setup. - Added compatibility with Minecraft 1.21.1 and NeoForge 21.1.234. ## Fixed - Fixed Hollow Steve targeting creative and spectator players. - Fixed GeckoLib model and animation resource paths for NeoForge/GeckoLib 4.8.4. - Fixed client crash when rendering Hollow Steve. - Fixed unused `serverLevel` warnings in entity logic. - Preserved Hollow Steve behavior, logic, drops, sounds, animation flow, and gameplay output from the previous version.
release

Hollow Steve [HORROR] 1.0.0

NeoForge-1.0.0-mc1.21.11
21 июн. 2026 г.533Minecraft: 1.21.11neoforge
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Что нового
# Hollow Steve v1.0.0 NeoForge 1.21.11 ## Fixed - Fixed Hollow Steve targeting and attacking players in Creative mode. - Fixed Hollow Steve keeping an existing player target after that player switches to Creative or Spectator mode. - Fixed apparition touch behavior affecting Creative or Spectator players. ## Notes - Survival/adventure gameplay behavior is unchanged. - Spawn logic, phases, damage, sounds, animations, rewards, commands, and progression are intended to remain the same.
release

Hollow Steve [HORROR] 1.0.0

NeoForge-1.0.0-mc26.2
21 июн. 2026 г.1 тыс.Minecraft: 26.2neoforge
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# Hollow Steve v1.0.0 NeoForge 26.2 ## Added - Added NeoForge 26.2 support. - Added Minecraft 26.2 compatibility. - Added GeckoLib 5.5.2 NeoForge compatibility. ## Notes - Requires NeoForge `26.2.0.6-beta` or newer. - Requires GeckoLib `5.5.2`. - Gameplay, sounds, animations, spawning, commands, and progression are intended to stay the same as the previous NeoForge release.
release

Hollow Steve [HORROR] 1.0.0

NeoForge-1.0.0-mc26.1.2
21 июн. 2026 г.220Minecraft: 26.1.2neoforge
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# Hollow Steve v1.0.0 NeoForge 26.1.2 ## Added - Added NeoForge 26.1.2 support. - Added GeckoLib 5.5.1 NeoForge compatibility. - Added NeoForge mod metadata and dependency declarations. - Added NeoForge event-based registration for entity, sounds, renderer, attributes, commands, and server/world ticks. ## Notes - This release is a port from Fabric to NeoForge. - Gameplay, sounds, animations, spawning, commands, and progression are intended to stay the same as the Fabric version. - Requires GeckoLib `5.5.1`. - Requires NeoForge `26.1.2`.
release

Hollow Steve [HORROR] 1.0.0

Fabric-1.0.0-mc26.1.2
18 июн. 2026 г.2,7 тыс.Minecraft: 26.1.2fabric
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# Hollow Steve v1.0.0 Fabric 26.1.2 Initial release of **Hollow Steve**, a Minecraft horror stalker boss progression mod. ## Added - Added **Hollow Steve**, a horror stalker boss entity that watches, haunts, and hunts players. - Added horror progression starting from **Day 1**. - Added **Day 1 and Day 2 haunting phase**: - Hollow Steve can appear as an apparition. - Hollow Steve can stare at the player. - Hollow Steve can vanish when seen. - One early Day 1 apparition can hit the player once before disappearing. - Added **Day 3+ hunting phase**: - Hollow Steve begins attacking for real. - Hollow Steve can chase players. - Hollow Steve uses long-arm melee attacks. - Hollow Steve can vanish and teleport. - Added **10-phase boss progression**: - Hollow Steve becomes stronger after every death. - Hollow Steve gains more health, damage, speed, reach, and aggression. - Phase 10 acts as the final form. - Added persistent world state: - Kill count tracking. - Daily spawn lock after Hollow Steve dies. - Permanent defeat after 10 kills. - Added ambient horror anomalies: - Fake footsteps - Breathing - Whispers - Growls - Glitch-like sounds - Smoke particles - Soul particles - Darkness and slowness effects - Added cinematic spawn effects: - Smoke bursts - Soul particles - Portal particles - Growls - Heartbeat sounds - Darkness pressure - Added cinematic vanish effects. - Added cinematic death and final death effects. - Added GeckoLib model, texture, renderer, and animations for Hollow Steve. - Added animations for: - Idle - Walk - Chase - Stare - Attack - Hurt - Spawn - Vanish - Death - Final death - Added anti-cheese behavior: - Hollow Steve can destroy boats and similar abuse setups. - Hollow Steve can punish hiding behind simple block setups in later phases. - Hollow Steve retaliates heavily against mobs that attack him. - Added player recovery pause: - If Hollow Steve kills the player, he vanishes. - Hollow Steve pauses haunting for 2 minutes before returning. - Added reward progression after Hollow Steve deaths: - Totems of Undying - Healing potions - Speed potions - Night Vision potions - Milk buckets - Enchanted netherite armor - Powerful enchanted netherite sword - Enchanted bow - Arrow stacks - Enchanted golden apples - Added final win condition: - Kill Hollow Steve 10 times. - Trigger final death. - Permanently end the Hollow. - Added admin/debug commands: - `/hollowsteve status` - `/hollowsteve reset` - `/hollowsteve summon` - `/hollowsteve apparition` - `/hollowsteve soundtest` - `/hollowsteve setkills <0-10>` ## Notes - Current loader support: **Fabric 0.19.3**. - Required dependencies: - **Fabric API** - **GeckoLib** - Minecraft version: **26.1.2**. - Java version: **25+**. - Planned loader support: **Forge**, **NeoForge**, and **Quilt**. - License: **All Rights Reserved (ARR)**. - Modpacks are allowed as long as the mod is unmodified and credited as **Hollow Steve by zynwro**.