Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Details
THIS MOD REQUIRES Geckolib & Kleiders Custom Renderer API
WARNING: THIS IS A HORROR MOD!
THIS MOD CONTAINS A LOT OF CONTENT WHICH SOME MAY FIND DISTURBING, ESPECIALLY BODY HORROR.
THIS MOD IS RECOMMENDED TO BE PLAYED BLIND, HOWEVER, READING THE BASIC INFO SECTION PROBABLY WON'T HURT YOU.
THERE IS A SPOILERS SECTION BELOW IF YOU DON'T WANT TO PLAY FULLY BLIND OR NEED INFO.
ALSO BEWARE... THIS MOD IS INFESTED WITH "Weathergirl" REFERENCES. (Peak song)
BASIC INFO ABOUT THE MOD:
Hello! Do most Minecraft horror mods bore you? Well, my dear friend... you have come to the worst place possible! (Except if you are a digital masochist)
Welcome to TITD! Everything about this mod sucks... a lot. TITD aims to make everything spooky by adding random things that make too much sense, while also adding spooky monsters and consequence inflicted emotional damage! Yeah, sure... the scary monster outside your window COULD kill you, however, that sepsis on your right arm which was caused by that one random skeleton, WILL kill you.
This mod adds multiple different kinds of "Terrors" into the game. Most of these "Terrors" follow certain rules, meaning most of them are VERY different from each other... and while some "Terrors" are easier to deal with than others, they can all be very dangerous in certain situations. (The term "Terror" just means entity/monster from this mod... since calling the monsters in this mod just "entities" would have been incredibly boring)
This mod also adds A LOT of new mechanics to the game, which directly or indirectly influence the player's experience... for example: Carelessly taking damage from mobs may end up with you getting an injury, which further develops into an infection and then into sepsis, leading to you losing your arm.


Many structures can also be found in the world, most of them containing scraps of lore, a few items, or useful information. 
You can play this mod in any way you want. However, remember that your actions DO have consequences... you aren't the most powerful thing out there, and to be honest... you probably don't want to be.
The mod has some extra features for multiplayer, so perhaps consider playing with a few friends!
A FEW THINGS TO KEEP IN MIND BEFORE PLAYING:
- This mod can often feel EXTREMELY unfair and/or boring.
- Sometimes, the player should just learn from their mistakes and create a new world.
- This mod is VERY slow paced, and simply waiting for things to happen is useless.
- Some Terrors ignore time, and occur more often if the player plays in a specific way.
- Read the starting papers, it makes everything slightly more bearable.
- This mod contains a lot of secrets and hidden things.
- Info on some of thr Terrors can be found by searching for documents.
- This mod does have lore... however, exploration is REQUIRED to find it.
- Your experience is HEAVILY influenced by how you play.
- If you heard something, then it probably means something.
- Not an ARG mod.
- EXTREMELY janky if the player is in creative mode, as this mod was designed for survival.
- Visual mods are recommended.
- If not using JEI, then consider taking a look at the recipe book. (Advancements reveal recipes)
- Please don't jump down a mountain, seeing the testers do that caused me physical suffering.
- Bees are more important than almost every other resource. Put your base near a hive... trust me.
- Mining copious amounts of redstone is highly recommended.
- Regular mobs are almost as bad as Terrors, don't underestimate them.
- Some Terrors are capable of breaking blocks, but only when attacking.
- Expect bugs, I couldn't get a lot of people to test this thing.
- Meant to be played for a long time, as some of this mod's content can't be explored in just a few hours.
SPOILER TERRITORY!
A LIST OF STRUCTURES ADDED BY THIS MOD
Slight Spoilers
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Small Powerline. (What happened...?) A common decorative structure... doesn't contain anything important. Found... essentially everywhere.
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Transmission Tower. (No loot!? Useless!) A common decorative structure... doesn't contain anything important, except if you love Iron Bars for some reason. Found... essentially everywhere.
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Herald's Resting Place. (I don't think they are sleeping...) A somewhat common stone brick structure. Contains a few shotguns shells, documents, and a book with the instructions on becoming a "Red Herald". Found... essentially everywhere.
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Herald's Altar. (Such a cruel religion...) A rare deepslate brick structure that contains the "Blood Altar", which is used for becoming a "Red Herald". Found in taiga biomes and dark forests.
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Unknown Survivor Igloo. (I don't think he survived...) A somewhat common structure made out of snow and wood. Contains a few bandages and a book. Found in snow plains.
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Venator Campsite. (Did he... survive?) A somewhat rare, well camouflaged campsite made out of spruce leaves and logs. Contains a few bandages, a book, and a gun template. Found in taiga biomes.
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Harvest Cross. (I swear... I've seen this thing somewhere!) Rarest structure in the mod. Contains a few organs, a scalpel, a cleaver, and a terror document. Found... essentially everywhere.
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Small Lab Ruins. (This is getting confusing...) A somewhat common concrete structure. Contains a crude prosthetic arm, a book, and a piece of unholy flesh. Found in deserts, badlands, and savannas.
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VRS Victim. (The disease... it can do that!?) A common oak log structure, resembling tangled roots. Contains a singular book. Found in forest biomes.
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Old Asylum. (That place gives me the creeps...) One of the rarest and largest structures in the mod, you can't miss it if it's on your screen. Contains... a lot of lore books, medical items, and other shenanigans. Also, this structure contains two unique "Terrors"... so don't be an idiot. Found in meadows, badlands, and dark forests.
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Poet's Resting Place. (Useless!) A somewhat common brick structure. Contains just some garbage, and a singular book with poetry. Found... essentially everywhere.
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Large Lab. (Huh, this place seems important...) A rare large quartz building... the inside area filled with tendrils of unholy flesh. Contains documents, a clock, a book, and the anomaly shard. If the player is in a certain radius of this structure, they may sometimes feel as if they are being called. Found underground in the deepslate layer.
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Flesh Infected House. (Okay, this has to be the rarest structure!) A very rare simple house, except it's infected. Contains a lot of stuff, but the main things are... a gun template and a book. Found in carnosolari biomes.
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Cannibal House. (They say my hunger's a problem...) A somewhat rare crudely built bulding, made out of mud and dirt. Contains a cleaver, a book, and some human meat. Found in swamps.
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Old Destroyed Van. (So many documents...) A somewhat common structure... it's a car, no better way to describe it. Contains a lot of paper, documents, and a singular book. Found... essentially everywhere.
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Survivor Cabin. (They had everything... how did they die!?) A rare cabin structure, also has an outhouse. Contains a lot of crops, and a singular book. Found in taigas.
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Submarine Wreck. (Down to the bottom they went...) A common submarine wreck, nothing much to say. Contains a few pipes, and a book. Found in any ocean biome.
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Junkie Corner. (Huh, maybe this world isn't so bad after all...) A somewhat rare old wall segment. Contains a lot of empty syringes, an umbrella, and a book. Found in plains biomes.
A LIST OF NEW GAME MECHANICS ADDED BY THIS MOD
Medium Spoilers
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Injuries. (Hold on, let me check if there's fall damage) Essentially works as a punishment for those who act stupid. Injuries often cause bleeding, infections, pain, or everything mentioned. Almost everything that can hurt you can cause an injury, with the type of injury dependent on what hurt you. Types of injuries include: Bruises, Lacerations, Punctures, Incisions, Burns. And yes, armor does reduce injury chances. More info can be found on the starting item given by the mod.
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Pain. (Uhm, mentally or physically?) Pain is often caused by injuries, addiction, phantom pain, or crude eye prostheses. Pain just passively lowers your mood and prevents sleep, while also increasing the chance of a specific Terror spawning. Pain can be reduced or eliminated by being happy, or by consuming poppium-based crafts. More info can be found on the starting item given by the mod.
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Bleeding. (Don't worry, it's just ketchup!) Deals damage and drains hunger, with the speed dependent on how much you are bleeding. Having specific injuries on your arms causes more bleeding if you mine blocks or attack entities, while specific injuries on legs causes more bleeding when sprinting. More info can be found on the starting item given by the mod.
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Infections/Sepsis/Diseases. (Microbes... the deadliest things to exist) Certain injuries are prone to infections, which doesn't do anything on its own... but can evolve into sepsis after 10 minutes. Infections can be treated with honey-based crafts. Unlike infections, Sepsis often cannot be treated anymore, and it will kill you. After 5 minutes of living with sepsis, you will quickly die and lose the limb affected by sepsis... except if it's a torso sepsis, then it will instead infect two random body parts after you respawn. More info can be found on the starting item given by the mod.
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Body part removal. (Heh, need a hand?) While your character might be technically immortal, your body parts certainly aren't. Certain Terror attacks, sepsis, or amputation, can lead to the loss of an body part, causing immense debuffs. The loss of an arm makes mining slower and attacks less powerful, while loss of a leg makes you slower, and loss of an eye makes seeing harder. The loss of body parts can be corrected with prostheses, which come in two tiers: Crude and Advanced. Crude prosthetics are worse than your original limbs, but still better than none, while advanced prosthetics are as good as your original limbs and slightly less prone body part removal. Limb loss may sometimes cause phantom pain. More info can be found on the starting item given by the mod.
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Mood. (Pumpkin pie... now!) Yeah, you aren't that soulless in this world... you're gonna have to keep your character happy. High mood will cause your player to be happy, which grants many buffs... while low mood will cause your player to be sad, which serves as a warning that your character isn't doing so good. If your mood goes too low, your character will become depressed. Certain items and activities increase or lower mood, so be aware. More info can be found on the starting item given by the mod.
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Depression. (Oh, mentally it seems) Essentially works as a punishment for neglecting your mood. Depression comes in stages, which increase and get worse as the time goes on. At first depression just causes slowness due to lethargy, however, it quickly causes other nasty effects, like mining fatique and the emergence of Depression Terrors. Depression can be treated/"cured" by the use of poppium-based crafts/anti-depressants, or randomly with a low % chance if the depression is at its worst... though, a specific "Terror" can help increase this chance. More info can be found on the starting item given by the mod.
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Panic. (No, you aren't a fearless action hero) Prevents some cheese strategies, while also drastically lowering mood. Makes you run faster, but prevents block placement, mining, makes seeing harder, and makes drowning VERY fast. More info can be found on the starting item given by the mod.
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Morality. (The world is horrible, why be good?) Changes certain interactions in the mod, a lot. Morality slowly goes up if it's not at max already, however, immoral actions may slow down this process. Morality goes down if the player: kills baby animals, kills or does surgery on villagers, kills too many animals in a single day, is a Red Herald or a Freshborn.
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Addiction. (What do you mean I can't abuse meds!?) Yeah... just don't. Poppium-based crafts, while effective at dealing with pain or depression... do often have a chance of addiction. If the player is addicted, they NEED poppium to function normally, otherwise they go into withdrawal. Withdrawal happens when an addicted player doesn't consume enough poppium, and its effects will slowly worsen as the time goes on. Addiction goes away if the player fully goes through withdrawal.
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Events. (Why do I hear boss music?)
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Bewitching Hour: An event that may happen at midnight... causes a thick reddish fog to appear, despawns all non-terror hostile mobs, while boosting the spawn rates of almost ALL Terrors and removing some of their spawn limits. This event only lasts for 1 minute, but the amount of Terrors spawned makes it terrible nonetheless.
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Harvest Moon: An event that may happen when the night first starts... causes a thick red fog to appear, despawns all non-Terror hostile mobs, makes Freshborn Terrors spawn normally, and highly increases the spawn chance of a specific Terror. This event lasts the entire night.
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Dark Purge: An event that may happen when the night first starts... causes a black fog to engulf everything to the point of partial blindness, despawns all non-Terror hostile mobs, and makes Purgers spawn normally. This event lasts the entire night.
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Shimmering Skies: An event that may happen when the night first starts... causes a slight cyan fog to appear. The only event that doesn't prevent sleep, exposure to the outside makes moral players happy... and the event makes most Terrors and non-Terror hostiles unable to spawn. The only good event in this cruel horrible realm, savor it. This event lasts the entire night.
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Player Beings. (You're a monster...)
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Cannibal: Eat too much human flesh, and you turn into a cannibal. You can only eat human meat and organs now... but, your attacks against players have a higher chance of causing injury through armor. Looking at other players might cause them to panic for a bit. This is the most lenient "Player Being" as it changes you the least.
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Red Herald: Find a book, and do the ritual it describes. You can only eat organs now, a few specific "Terrors" feels immense hatred towards you, and your morality is forced to 0. However, you are stronger than normal... and some "Terrors" ignore you now.
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Freshborn: Fall victim to the Star-Flesh Infection... or accept it. The game is completely different for you now, as you can now gather "Biomass" and evolve... your body parts are randomized, but you can re-roll your body structure with biomass, granting different buffs and effects depending on what kind of body parts you have. Most "Terrors" ignore you now, as you are fully one of them now. You can even hide your grotesque body, just so that you can still pretend to be a person. However, this new form doesn't come without downsides... as you are now EXTREMELY weak to fire, your morality is forced to 0, you cannot wear armor, you cannot effectively use tools without specific body parts, you need to eat living things for any fulfilling hunger gain, and every food that isn't raw meat causes you to just become more hungry. This "Player Being" is the least lenient, and almost completely changes the way you are supposed to play... this "Player Being" can also override every other one.
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Psycho: Kill dozens of Villagers in the span of a few days, and you become a Psycho. You have strength 2, sneaking turns you invisible, killing things grant happiness, Purgers ignore you, and Players who look at you become panicked. However, your morality is forced to 0, and you MUST kill something at least once every 3 minutes... otherwise your mood will rapidly decrease.
"Monsters... they are quite subjective, aren't they? Who's to say that you aren't one yourself?"
An old very crudely made video that showcases the player being transformations of this mod. (Man, the quality on this... is truly something to behold)A LIST OF "TERRORS" ADDED BY THIS MOD
EXTREME Spoilers
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The Darkness. (A force of nature) The lack of light itself is perilious... being in darkness for too long causes "The Darkness" to slowly appear, before quickly killing you and destroying a body part or two.
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The Claustrophobia. (A force of nature) Tight spaces themselves are unsafe... being in tight spaces for too long causes "The Claustrophobia" to slowly appear, before slowly killing you and destroying a body part or two.
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Mangler. (A common mindless brute) Mangers are the most basic of "Terrors..." they are common, but deadly. Manglers merely appear, wander around, and disappear if no targets are found. However, if a player does get too close to a Mnagler, they will immediately rush their target, often destroying body parts. Holding out organs when a Mangler is attacking you will cause the Mangler to get distracted, as it starts eating one of the organs held... granting you enough time to hopefully run away.
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Heartless. (A soul filled with self-loathing) The Heartless... they are quite basic, as they can only move or attack players when not looked at. The Heartless deal a lot more damage than most "Terrors..." however, their footsteps are particularly loud. A Heartless can be pacified by giving them a heart, as that makes it feel things again... even if only momentarily. Always knows where you are.
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Skin Lurker. (A skittish stalker) Skin Lurkers are one of the more complicated "Terrors" one may face, as they can only approach the player when they aren't looked at... however, unlike the Heartless, a Skin Lurker will sprint away when looked at, often trying to approach again after a few seconds. Skin Lurkers make no noise when moving... so they are naturally stealthy. If a Skin Lurker gets close enough to a player, it will loudly hiss at its target, before giving chase. Once a Skin Lurker has begun chasing a target, it will not be stopped by sight anymore. Skin Lurkers are one of the most dangerous "Terrors," as they have a high chance of dismemberment, and are VERY fast when giving chase. Always knows where you are.
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Depression Terror. (A phantasmal opportunist) Depression Terrors only appear if a player has been suffering from depression for at least 5 minutes. The behavior of Depression Terrors is tied to the level of depression the player is suffering from... stage 1: they don't even exist, stage 2: they only watch the player, which causes the depression to worsen if allowed, stage 3: the Depression Terrors now actively move towards their victim, trying to kill them. As long as the player doesn't neglect their mood, these "Terrors" won't be a problem.
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Visiofur. (A hunter using your own sight) Visiofurs are quite simple... look at one for more than a few milliseconds, and you will be chased. Visiofurs are particularly nasty, as they primarily target the player's eyes... meaning dying or getting damaged by one might result in the loss of an eye. One can wear a pumpkin to look at a Visiofur safely.
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Purger. (A mysterious class of violent humanoid creatures) Purgers only come out during the "Dark Purge" world event, and there are multiple variants of this "Terror." The abilities and damage of a Purger completely depend on their headpiece and arm equipment. Always knows where you are.
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Storm Eye. (A lonely somber wanderer) Storm Eye... the only "Terror" that actively doesn't want to harm anyone, she only spawns when it's raining(Minecraft is buggy so she may sometimes spawn even when it's not raining). Storm Eye only attacks players with a low morality... while players with high morality may activate a small questline from her. Completing Storm Eye's questline will reward you with Storm Eye joining you on your travels, helping you with combat and mood management.
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Cold Heart. (A hollow self-accepting Heartless) Cold Heart, a living, breathing skill/action check. Cold Heart spawns after the player has played for a long while, and returning later with its next spawn time being dependent on your choices. When Cold Heart spawns, it isn't aggressive, and you get to choose between multiple actions: FIGHT, OFFER, SPECIAL. All of these actions have three choices in them, most of which make Cold Heart go away if successful. However, certain choices like "Threaten" and "Ambush" check the player's equipment, before choosing if Cold Heart will instead attack the player or leave. Trying to run away from Cold Heart will immediately make it aggressive, and dying to Cold Heart will result in the loss of two body parts.
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Harvest. (A self-proclaimed man of God) Harvest, is easily one of the most dangerous "Terror" in the entire mod. Harvest's spawn chance increases by 1% each night, while lowering by 10% when he does spawn. However, if a player has pain, half of that pain will be added as a % chance on top of the original spawn chance... also, doing surgery on villagers also increases the chance that Harvest may spawn. During Harvest Moon, Harvest's spawn chance is temporarily increased by 50%. When Harvest is about to spawn, the player will be warned a whole minute in advance... since once Harvest spawns, they HAVE TO run. When Harvest is chasing a player, he often swaps between a state of sprinting, and exhaustion... when Harvest is sprinting, he is extremely fast and can easily catch up to the player, however, when in his exhausted state, Harvest will move slowly, allowing the player to gain distance. Harvest can also teleport ever so often, but cannot attack for a few seconds after doing so. When teleporting, Harvest may switch targets if another player other than it's target is closer. Dying to Harvest will result in the loss of two body parts.
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Backscratcher. (A sadistic psychological tormentor) Backscratcher, another quite simple "Terror." Backscratchers occasionally appear behind players, breathing behind them and talking to them. Low morality causes Backscratchers to target a player more often, and stay around for longer. If a player looks at the ground, the Backscratcher itself, or forces themselves against a wall... the Backscratcher will immediately attack, instantly killing its victim if their armor value isn't high enough, and tearing off an arm. (CURRENTLY BEING REWORKED. NOT INGAME FOR NOW)
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Agony. (A confused eternally tortured soul) Agony... easily the most dangerous "Terror" in the entire mod. The chances of Agony spawning are always very low, however, being a Red Herald, and doing surgery on villagers increases the chances... a lot. When Agony spawns, there is a 33% chance that everyone in a 120 block radius get warned of its arrival, also, when Agony spawns, it will always check the "worst person" to choose as its victim. Once Agony has spawned, it will turn invisible until it is close enough to its victim... if Agony is too far away from its victim, then it will also go invisible. When Agony is visible, it cannot move, and will try to stare at its victim. If Agony gets to look at its victim for long enough, it will go into a state of frenzy... which will ALWAYS lead to the victim getting pinned to the ground and mutilated. Always knows where you are.
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Striding Horror. (A rare cognitohazard of immense size) Striding Horrors are extremely simple, yet rare. Striding Horrors always spawn quite far away from players, always standing still without doing anything. However, if a player even glances at a Striding Horror, they will be immediately forced to stare at it... as it slowly opens its eye. While being forced to stare at a Striding Horror, the player's mood will be rapidly depleted... and if the player is depressed, their depression will advance much faster. Striding Horrors often won't stick around for long.
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Fleshworm. (A common relentless biohazard) Fleshworms are quite common, and aren't dangerous themselves. However, getting attacked by a Fleshworm will ALWAYS cause a puncture wound, as the worm digs inside of your body... inflicting the player with Star-Flesh Infection. Fleshworms may also attack certain animals, burrowing inside them instead... which turns them into Freshborn "Terrors."
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Freshborn Cow/Pig/Chicken/Villager. (A class of flesh based creatures) Freshborns... one may find that they aren't too uncommon. Freshborns created by Fleshworms will often hide themselves as normal animals, only attacking if the player tries to kill them. However, Freshborns can also spawn during the "Harvest Moon" world event, or in a rare new biome. Attacks from Freshborns can also inflict Star-Flesh Infection, so one must take care when facing them.
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Asylum Ghoul. (A blind tortured brute) Asylum Ghouls can only be found in abandoned mental asylums, and only one spawns per asylum. Asylum Ghouls are deceptively dangerous, as despite their blindness... they will still know if you are too close. Running inside an asylum will immediately alert the Asylum Ghoul, causing it to beeline to your position. If the Asylum Ghoul goes outside the asylum, it will immediately attempt to retreat back inside.
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Asylum Spirit. (A fragment of the past) Asylum Spirits can only be found in abandoned mental asylums, and only 6 can exist in one at a time. Asylum Spirits merely exist, not moving at all... they despawn ever so often, causing a new one to spawn somewhere else. If a player looks at an Asylum Spirit, they will disappear and cause the player's screen to be blocked, while also alerting the Asylum Ghoul to the player's position.
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Heed. (An anomalous sore eyed listener) Heeds are one of the slightly rarer "Terrors" one may face, especially since they can only spawn after 5 days have passed. When the player is in the Heed's hearing radius, certain actions causes a "Loudness Meter" to rise. If the "Loudness Meter" gets full, ALL Heeds in a radius will become awake. Normally a Heed isn't aggressive, however, they become aggressive towards ALL players when awake. When awake, a Heed can be flashed with a "Redstone Flash Beacon" which stuns it for 7 seconds instead of the normal 3... this can also be used to save yourself from a Heed's grab. Like Agony, Heeds have an unique attack type... when in open spaces, instead of just attacking the player, the Heed will proceed to grab the player, lifting them off the ground before directly attempting to tear off a body part.
(A picture containing some of the Terrors)

- "Hey Visiofur, we are the most annoying Terrors in the mod... so wanna like, hang out?" - Mangler
- "Uhhhh... alright, sure! Should we camp the player's door again for 4 minutes?" - Visiofur
- "Harvest, I'm coming for you after this group photo! I hate you!" - Agony
- "Oh, but my actions were merely the will of God... wherefore I am not in the wrong." - Harvest
- "Oh, hi! Didn't you see the news today?" - Storm Eye
- "Morals are useless in this world, don't be like Storm Eye... she's pathetic." - Cold Heart
- "Guys... Am I in the picture?" - Striding Horror
- "My my... what a nice, exposed back you have here, Cold Heart~" - Backscratcher
- "Me needs new human disguise, me want kill camera person... now!" - Skin Lurker
- "Stop being so loud..." - Heed
- "TOGETHER, we are Terrors In The Dark!" - Everyone
(This is stupid. But at least writing corny stuff is fun!)
A LIST OF MISCENNANEOUS STUFF ADDED BY THIS MOD
Some Spoilers
Special Item Info
Gun Template: This item is kind of important, so here's all the ways to get one. The first way is to use a fishing rod to fish, and get lucky. The second way is to kill a Skeleton, Mangler, or a Purger and get lucky. The third way is to find it from one of two structures.
Double Barrel Shotgun: This weapon's spread is affected by your "stance". When sneaking, the shotgun has the least spread. While sprinting, the spread is at its maximum.
Cordiline AND Gunpowder: Cordiline OR Gunpowder can be used to cauterize wounds if you have a Flint & Steel... this instantly heals all of the bleeding wounds on a body part, but leaves you with a burn instead.
Ice: Can be used to instantly heal bruises.
Music Disc - Screams For Heaven: If put in a jukebox while certain "Terrors" are nearby, they will have something to say about the horrid recording. Here's all of the "Terrors" that can react to this: Lily, Harvest, Backscratcher, Agony. Additionally, you can right-click Agony with this for a special reaction, also.
Redstone Flash Beacon: A life-saving tool that stuns things, and can be used in a pinch to save yourself from The Darkness... however, not everything can be stunned with this. Here's a list of all of the stunnable entities: Illagers, Visiofurs, Skin Lurkers, Manglers, Lily/Storm Eye, Harvest, Heeds, Players. Almost everything gets stunned for 3 seconds upon use, but Harvest and Heeds have different stun durations... Harvest only gets stunned for 1.5 seconds, while Heeds get stunned for 7.5 seconds. "Reloading" this item takes 4.5 seconds, however, this time turns into 9 seconds if panicked.
Swords: In PVP, swords can cause incision wounds to other players... with the chance being affected by damage taken, and armor.
Advanced Prosthetics: These prosthetics have a singular "hidden" feature, and it's that they all have a 50% chance to resist body part removal attempts.
Rose Tinted Glasses: You can actually give this to Lily, as long as she isn't too unhappy. These also reduce mood loss from sources that reduce mood.
Panacea Syringe: This item says it cures all diseases, so here's a list of things this item actually does: Prevents all infections for 10 minutes, cures ALL infections and sepsis, cures SFI regardless of its state, cures VRS regardless of its state, "cures" depression, forces your mood to neutral range if in depression range, has a 33% chance to cure the player if the Player is a Freshborn.
Laudanum Syringe: If addicted to poppium, this item maximizes your hidden addiction meter... keeping withdrawal away for a very long time.
Patchworks
Effects
Painkilled: Reduces all pain to 0, except if suffering from poppium withdrawal.
Flammable: If set on fire, the Player can't be extinguished without the use of water. Additionally, the Player will occasinally take extra damage from being on fire... with the occurrence dictated by the Player's fire protection enchantments, or if they have Fire Resistance.
Braced: Prevents limb removal from most terror attacks.
USELESS INFO HERE!
Non-Important Stuff
THIS IS JUST A LITTLE LIST OF STUFF THAT INSPIRED THINGS IN THIS MOD:
- Creator's own fear of darkness. (When I'm alone in the darkness, my mind tends to wander)
- Real life. (Many of this mod's mechanics are based on real life, with some liberties of course)
- Project Zomboid. (The injury tab is heavily inspired by Project Zomboid's health tab)
- RimWorld. (Best game- Oh, sorry... I meant, best story generator ever made!)
- Another project of mine. (Nothing to say about this one)
- Many pieces of music. (Weathergirl/Butcher Vanity/Fight Fire With Gasoline/Down At The Bottom)
- H. P. Lovecraft's works. (At the Mountains of Madness/Color Out of Space)
DUMB THINGS:
- The horror of this mod... definitely comes from how stupidly complex I made this piece of garbage.
- Weathergirl is the best song ever made.
- Amogus is still funny.
- Anti-Youtuber mod, since there are no scawy sounds played every 17 seconds.
- We love Storm Eye... hands down best "Terror" in the entire mod.
- This mod got scope creeped... hard. (Was supposed to only add 5 Terrors and dismemberment)
- I wasted almost 6 months on this mod. (I did take breaks, but not for long)
- This mod... it's a horrible amalgamation of semi-random concepts and ideas.
- My first attempt at making a mod that isn't for just personal use.
- I don't like making GUI's, which is why they look so bad in the mod.
- Heh, this mod might be absolute garbage... but at least it's unique, which I take pride in.
- Purgers need a visual rework... they look horrible.
- I had to remake the whole injury system at one point, which was REALLY fun! (No)
- There truly are a lot of terrors in the dark. (Holy mackerel, they said the thing!)


