For me the scariest part about Minecraft is single player. The reason for me is the thought of how alone you are in the game, in top of the cave noise it amplifies it.
Things that should be added based from other comments, 1) let the cave dweller climb up toyou when towerering 2)let there be a very rare chance the cave dweller can spawn on the surface during night a distance away from you and runs away when spotted, but never attacking, just stalking you. 3) when the cave dweller is low health, let it scurry away clutching its wounds, but never really dying
Love these, but for #2 there should be a very small chance that he chases you otherwise there wouldnt be a threat of him staring at you on the surface. Also for #2, maybe create a new stalk and follow behavior; if it does choose to chase, it approaches the player quietly (hiding when seen) until it gets to a certain distance and it resumes normal behavior.
Another I'd like to add - Make it so when they attack you, there is a jumpscare-ish animation if you aren't looking at them, or if you are looking at them, make it throw you and give the darkness effect (Or something like it) This would be scarier than most Horror games lol
This is great! Another awesome mechanic would be some kind of false fleeing mechanic. Say when the creature decides to run away, it has a chance to change it's mind after x time and pursue you with even more ferocity.
To add onto this, perhaps a climbing mechanic? I would keep this for sloped materials, or have it be unable to crawl past a ledge above the wall. But, this would make it more terrifying.
@@endless_sandsif you make a mod like this then decide to never update it that’s sort of on you, I’d love to download this mod but I don’t play on 1.19
@@realbabyeater theres a difference between updates (aka improving what you already had) and completely changing it while trying to call it the same thing.
@@endless_sandsand they all have the same concept. 1.glowing teeth for some stupid reason. 2. Invincible cause ScAARRYYyyyyy. 3.Loud as all hell goat scream. 4. Lazy climbing animations. 5. Repeat all previous steps.
I think that the "fleeing" part of the monster is just genius. You hear a noise, get scared, *see* the monster briefly, now you are even more scared, as you've just confirmed that there *is* a danger. And then it runs away. You've just lost it. It's there, and it can attack at any moment, you are now certain that there is something out there that probably wants to kill you, and it also knows where you are.
What really spices up the cave sounds in minecraft is that if you move your head, the sound seems to be coming from a specific place. It makes you really feel like if you went in that direction, you would really regret it.
When I first played minecraft I knew nothing about the game, I was told once by someone that the sound only spawns in open spaces so I would follow the sound when I would get lost caving 🥴😭
@SS-rf1ri people say that there's a possibility of hearing a cave sound in a flat world, I never heard them because I have ambient off, but I still wonder why it happens
I personally think the scariest part is just not knowing if there's anything there. the thought of possibly being watched but never knowing for sure if you're safe is far scarier than knowing something is looking for you, because then you already know that hiding is a viable option
@@wolfgarthefirst5735 Or maybe, occassionally spawn in a dormant mode somewhere that isn't the cebter of the screen. If you notice and turn your head to stare at it it disappears. That way, you subconsciously notice it in your peripheral vision but only for a split second.
For me, the scariest part is when it defies my expectations. I’ve tested and played around with this creature to the point that it’s pretty easy to counter, but the moment to refuses to stop. I can feel pure terror crawling across my spine…
I think a big part of it is not knowing where this potential stalker could be watching from, if you don't know where they're watching, you don't know where to go because you can't be certain you're out of its observation range and if you make it known you know it's watching, well, it might stop trying to hide itself.
@darkenedMC but think about how horrifying it would be if you where just going on a standard mining trip. You're far below the surface doing your thing when you hear cave noise and think "time to go back up" but as you try to retrace your steps they're gone. Like the video said it's a bit scary when something can manipulate what you expected to be safe
@@BluBird12 Imagine if it could replace the torches in different areas........HOLY SHIT........Also another thing, add it so that if you're on the overworld and you run past a cave, it has a chance of just looking at you from the cave, but as soon as you look, it vanishes, same as in forests at night, like it won't chance you unless you're underground, but just make it more scary.
That’s what the old lady in Boo Men does. That is a great a horror game like early Phasmophobia. She peers at you in the pitch blackness with a grim glowing face but these ghosts don’t enter lit spaces. However if you sit in a lit space looking at her, maybe taunting her, she has a chance to disable the light, allowing her to suddenly just walk at you. Biologically instant fight or flight response triggered, and there’s no fighting.
I think giving it a climbing animation would make it truly horrifying. As it stands (I think) you can just stack a few blocks to be safe from it, just like any other mob. But if it could climb, just like the spiders it would be UNSTOPPABLE
For fairness sake it should climb at half the speed of spiders, so you still have a chance. Being able to path through and open wooden doors and trapdoors would be nice too. Oh oh, and have to be able to spawn above ground but it'll only trigger the stare/flee response up there. I also notice it bugs out on non solid blocks like rails.
@@RaduNerdHonestly? It would add to it's creepyness. Encountering him too often would devalue the experience. Making the encounter rare will keep it fresh for longer, because you don't expect it.
Not sure if you'll see this, but after watching a few videos of people playing the mod, they can escape from the monster by building up; in a future update, you could add 'spider' functionality to the mod where the Cave Dweller can climb up walls like spiders; it'd scare the hell out of people lol!
I’d like to add onto this, as I’ve also noticed that like Endermen, it can be contained in a boat very easily trapping it and rendering it harmless (unless you get too close). On top of that, water also hinders the entity’s movements by as much as 90% seeing as it barely goes forward at all.
I'd make it swim underwater, so if you go onto the sea to escape it simply submerges itself and bobs up to attack like a shark, or maybe it just drags you down and then flees, leaving you at the bottom of the ocean.
Here's a few improvements, I think, to make him even scarier: 1) Allow him to climb walls (so you can't toss him off a cliff and hope to be safe) 2) Allow him to get out of boats/carts/other mob traps 3) Allow him to manipulate blocks like the Enderman (to dig through walls 4) Allow him to cross liquids safely (lava, water) so that's no easy escape either.
I noticed that the cave dweller has no real restriction with leaving the cave. I feel like it should have an aversion to sunlight like the undead and that it can come out of the cave at night. I think it would also be neat if the player had a farm nearby, it would periodically steal an animal away to eat it.
The scariest part is that there isn't a monster, the cave noises induce the feeling that there is causing you to become paranoid and on edge, but nothing else happens.
thats called building tension, and that tension wont go away until you get to the surface since there is no release because of nothing happening, unless of course at the same time you get sniped by a skeleton and your soul leaves your body
Unfortunately once you know there really is nothing associated with the cave noises you just start to ignore them. This is why I think the premise of this mod is great. Having a monster that has a chance to show up but rarely does keeps that suspense of the cave noises and doesn't let you get comfortable to ignore them. If you hear the noise, you have to be on guard because it might show up.
@@RMNJMHTY yeah pretty much, the dudes could teleport and move your items and blocks. there was nothing like them in the game, and honestly they dont look too different from the cave dweller visually. the whole point being that you focus on the bright parts while the entire rest of the body blends in with the darkness
I feel like if you defeat him he shouldn't die, he will just clutch at his wounds and scurry off, just so you know that he is still out there, biding his time, recovering and waiting to strike once again.
It should heal and grow stronger the more times you defeat him. I feel like it would be cool if the rewards for killing him (if there are any) should dribble away the later in the game you kill him.
@@michellegong1626 Or maybe it adapts to your strategy, meaning if you mainly use your bow it gains resistant to arrows, then he reflects them, then he just catches them and throws them back
@@desk_fan_chan Everytime it suffers a significant amount of damage instead dying it runs away, but the crawler engine becomes aware of the defeat, it randomly adds a higher level of either aggressiveness or stealthiness: For its more aggressive behavior it learns to claim and hold players in placer while constantly doing damage While the more sneaky behavior may learn to sneak close to the player, steal their items,and spread them around the cave to lure them deeper...
Honestly, the thing I find most terrifying about Minecraft isn't the cave noises. It's The Void. Just...knowing there's an endless void beneath my feet, waiting for me to fall in. Notch could have made the last layer of bedrock unbreakable or made the world generate infinitely...but he made the void. Freaky.
That's just how every game is... There's just nothing... It's the default of game engines... and the default of every thing... Nothing... Like her love... Nothing.
if the map generated infinitely on the y axis your computer would immediately run out of storage space and memory not even halfway into generating a single chunk, either the game or your computer would just crash the second you tried to generate a world
Or when you have all your gear on, slowly leading 3 magma cubes to your frog for froglights for your base, you have Soul Speed 3, Depth Strider 3, Feather Falling 4 on your boots with the best possible bow enchants, you are on the very edge of your nether bridge, and you hear a ghast noise and get shot off into the lava. I don't think I will ever build with froglights again if avoidable.
Another sick addition you could add would be that once the cave dweller spawns in(or right before), the caves nearby will empty themselves out, with mobs despawning. It gives a bigger sense of eerieness, and you'll be able to know that one's nearby/about to spawn, making you freak out in fright. It isnt scary whenever you're getting chased by like 20 mobs, however only 1 that can still kill you is a lot scarier.
This. Imagine if, the moment all mobs despawn, a cave sound naturally plays. To the less aware players, this will seem as odd as cave sounds normally are, they'll shrug, and move on after a bit, not aware of what's lurking nearby. To those who know, they'll hear the cave noise, look around themselves, and know they've...all vanished. The Creepers, the Zombies, the Skeletons. But they'll also know that they aren't alone at all. "He's here. Somewhere. I barely remember where the exit is. Will i be able to block it off in time?" Edit: This will also make them be on their toes _everytime_ a cave sound plays. Was it the mood meter? Or was it "him"?
i love the fact that it despawns itself because i think it just gives the player a feeling of never knowing where it's going to be next, or that it's just teleporting around the cave system
The only reason it actually scares because the game is so beautiful yet empty. If you hear these sounds it makes you feel like you are alone and unsafe.
EXACTLY there is just too much SPACE for something to be hiding. I always freak myself out in minecraft by imagining some *thing* just appearing over the horizon and me not being able to escape it because there is *no end*
The reveal at the end was indeed creepy with the jump scare, but I think it went too quickly from not knowing where the mob is, to being attacked by it. Maybe it should have more of a stalking behavior, climbing above or around you while silently removing your torch trails then once you get an idea something weird is going on, you look around, see its eyes, hear the cracking noise, then it either flees or attacks. That would build intense suspense
yeah suspense builds fear, jumpscares release fear. it'd definitely benefit by a lot more build up and creepy watching from afar to keep the players hairs on end
The game already builds suspense on it's own through playing normally. Turn the render distance down and turn off the music and the game automatically builds suspense. Especially if you play the game solo in a quiet room away from anyone else. There are also mods made specifically to increase ambiance which can help with suspense in certain situations.
I think I'd also reduce the contrast between the terrain and the mob, perhaps even apply a transparency effect, making it more spook-like. It becomes fully visible once it starts chasing you. When it stops chasing, it gradually blurs into the background, making it far harder to spot. One other thing I forgot regarding movement keys. My movement keys are nowhere near my "throw" key, making it a lot harder to accidentally lose a weapon.
Someone mentioned in another video that a really good mechanic for the Cave Dweller would have been that caves don't randomly spawn any mobs, hostile or otherwise, leaving just the Cave Dweller to be the only thing that could spawn. Thinking about it now, I feel like that would totally fit, considering that most of the time when it does spawn you're already busy fighting off like 13 skeletons and then this guy just shows up because you accidentally looked at it while swinging around with your bow...
@bluebod2264 oh yeah mushroom biomes do have that feature. But I was thinking it would be more interesting to have the cave dweller exhibit that kind of behavior specifically in caves
I have an idea to improve this mod: If you block it off completely when it's chasing you, it doesn't despawn but instead stays behind and starts making scratching noises, like it's trying to get into your hiding spot.
@@BlakeShannonMusiclike zombies with wooden doors but with the majority of wooden blocks and maybe even weaker stones like cracked cobble or mossy cobble.
I'd actually not like it to dig through blocks. A bit too cliché and still too easy to cheese. Just place another block over the one it's digging through. Making it just sit outside your hole, *never* leaving or de-spawning (unless you dig the opposite way and escape out the back), is much more terrifying. In addition to scratching sounds, add breathing too. Just a constant reminder that it's there, and it can wait as long as it needs to.
What might be cool is if it had like, an aggression level where it wouldn't attack you the first few times you see it, just to build more paranoia before an attack, as opposed to just instantly being attacked out of nowhere
A suggestion would be that the dweller also has a randomized timer for when it gets trapped in boats/minecarts when where it reaches zero it jumps out of them
@@thebiggestcauldron I feel the ignoring them would be just that: you think that you'll be able to stop him with a minecart or boat but he just runs on through anyway
@@zacharymarino8926 Wouldn't that just feel like a missed throw among running away? The monster being trapped for a few seconds is supposed to give the player a pause and a false sense of security.
With a bit of horror genre savvy, you could turn the fear factor up pretty easy. Make another branch on the cavedweller engine that never actually spawns the dweller, but plays the sounds anyway. Maybe even plays a stare effect before ending the scene, even though there's no dweller around. It'd give the player the impression that something just happened, and they didn't even see it.
If other mobs are around, what if you added some kind of flee mechanic to them just before the cave dweller shows up? To give the sense of something awful about to happen
While it sounds good at first, the lag produced by such a mechanic would be astronomical. It's the reason why the scan for Creepers that were about to explode was removed from mobs. Scanning for a mob every tick (20 times/second) from each mob in the general area is rather processor intensive.
@@semajniomet981you could maybe program it into the cave dweller instead of each mob Like add AI to other mobs to react to a signal sent out by the cave dweller Idk I'm not a programmer tho so this probably isn't possible
@@semajniomet981I mean you can make villagers run away from pillagers, and go to their homes with the click of a bell or the summoning of a raid, so I don’t see how this can be difficult
For this mod to be Perfect, you could add two more mechanics to the Cave dweller. The first would allow the Cave dweller to climb blocks slowly, that would make the player unable to escape it by just building up 3 blocks in the air. The second mechanic would be to make the cave dweller flee whenever it reaches sunlight, that makes it seem more intelligent, and also creepy in a way. Maybe you have already thought about these mechanics for the cave dweller, but I still hope that you will consider adding them.
yeah i was saying he sould add these 1. it should be able to climb. (this is because people tend to tower) 2. all mobs near and around it and the player should run away and despwan. this will tell the player something is around them. 3. when it is staring at the player or the player is hiding. it should talk in a distorted manner. or just breath. 4. have all sounds in the cave die out when it spawns. 5. add a music disc or voice recorder that has a man talking about how his friend went missing in a cave. he goes into a cave and sees his friend. all that is heard after that is the noise of the cave dweller.
You know it's scary when he literally showed the model of the monster before some game play (which would usually break the terror, since in the light, quite honestly it looks quite goofy) and it still scares you.
Nobody is commenting on how well you were able to explain the logic of the Cavedweller, the graphics used and the explanation given were excellent at helping understand how it ticks.
The worst part about the cave noises is that they sometimes happen when you're above ground or above water, like in a boat, and that's when they're the scariest.
Do you know what scares me the most in minecraft? The quietness. Sometimes after hours you suddenly notice it and start to think "am I alone" then you hear footsteps. You turn around only to see a cow. It gets to you.
Every now and then, after hours of mining and all the normal cave noises have stopped, I'll hear whispers. Still haven't figured out where they come from and they don't happen often but it's unnerving to say the least.
You should consider adding a climbing mechanic. I've sen some videos and most people escape the entity by building pillars. It would be a 100 times more terrifying if the dweller could suddenly start climbing towards you.
I tried that once, it was hilarious. But even worse than that, imagine creating a mod about a random theme (decoration blocks for example) AND secretly adding something like this in the mod. I want to make mods and I promise, it will happen.
@@IvoryMonsterXDthough, in clearly a modded Minecraft this won't be *that* out of place and terrifying, but I'm sure your friend will have brown spotted pants
One way to solve the issue of balancing power and horror is to make it so that the monster at first doesn't try to kill the player but to wound them. Like it comes in gets few attacks of and runs away, and only goes for the kill if player is low on health. Maybe even add a special cackle like sound when it runs away after hitting the player? Same goes for killing the cave dweller. Seeing him simply die makes it a lot less scary for me, what if it run away on low health, so seeing it actually die would be super rare and difficult to achieve?
Yep. Scott Cawthon accidentally jumpscared himself when he was programming Bonnie while making FNAF 1, and that was the moment he thought "damn, this can turn out good."
I think it would be interesting to sometimes have it hunt mobs in front of you and then just stare at you or sometimes it turns off spawns and just leaves mob loot in random places, making it seem like it hunted everything there already
You should probably make it so that the cave dweller will not go on the surface, and will retreat back into the caves when it gets to the surface, or the target goes on the surface. Edit: you should also make it so that if somehow it gets on the surface it will try to find a cave and will not attack the player. I also realized that it can get stuck in a boat so it will be best to fix this.
With some further testing of this mod, I have realised that it has a few critical weaknesses, those being: 1) Water and Lava: Just like some other mobs, these completely stop it from being able to move fast, and it's very easy to exploit. 2) Boats: It's very funny seeing such a menacing creature fall for the oldest trick in the book. If you face a Cave Dweller, the best solution is to just place a boat between the two of you. 3) Heights: The cave dweller has a hard time navigating steep terrain, and cannot climb at all. Giving it the ability to climb would make it much scarier. I feel like these changes will take the mod to a whole new level, because as it stands, the mob is scary at first, but once you realise these weaknesses, the threat goes away.
@@delveticas Ok, you try to think up and code a horror game monster that always remains scary despite the player knowing how it works while also preventing it from having any exploitable flaws. Not so easy now is it?
@@villager736 i can come up with an example in a millisecond - alien isolation. as far as i remember the only bad thing about this game is it becomes easy after aquireing the flamethrower, remove that and it legit anyways scary and there are no exploits
Please make it so that the cave dweller can climb up blocks like the spiders in minecraft. I've seen some other people play it and to escape the cave dweller they usually just build up in a straight line. This would make people pee themselves.
In the real life, there's a lot of scary sounds that happens when you are in a deep cave. Those are created out of movements that the earth itself does when its tectonic plates are moving and dragging each other
It _would_ be interesting if, when the Cave Dweller is spawned but _not yet_ seen, (normally) hostile mobs in the area would start to flee from the Dweller's general location - mostly ignoring the player unless attacked, but returning to fleeing after a few seconds without damage. This would give the player a way to pre-emptively avoid contact with the Dweller - by running in the _same direction_ as other hostile mobs, who would then potentially attack the player from all sides the moment the Dweller despawns or gets too far away. Decisions, decisions.
If all noises stopped from the mobs, then it would add to the scary effect. Its kind of like how if all the crickets and cicadas go quiet, that signals a big predator in the area
It would be too laggy cuz mojang tried to do it before with creepers (mobs run away if there an exploding creeper) and due to the mobs needing to check if there is an exploding creeper or not every tick that lags the game
In my opinion the best way to scare somebody is to catch them off guard, no one would expect a cave monster to start chasing them all of the sudden, that’s why creepers are scary, if you are not paying attention then say goodbye to your items and your heart
Yeah, creepers are quite scary because they are one of the few mobs that don't make much noise and ontop of that they are the worst thing you can have sneaking up on you.
@@klibe Yeah, maybe if it's your first time playing and you've somehow never heard of Creepers before. But after the first one, it's constantly in the player's mind that a creeper could silently sneak up to them. The explosion is a jumpscare, but the dread of the potential of a creeper is true terror.
I recall the Herobrine mod from an eternity ago being the scariest mod… …until THIS came along. Edit: For context for those who don't know: the Herobrine mod of old was known by semi-veterans such as myself, to use cave sounds as an indicator that Herobrine was nearby, and that you should GTFO ASAP. Herobrine was known to build strange structures and deadly traps, and was known to scare the crap out of players through his highly advanced AI. The infamous Herobrine Altar was used to summon him, and once summoned, he'd never leave your world, and he'd torment you for the rest of your world's history. He was also impossible to kill for good. Another thing of note: the mod added a very plausible chance for the player to have to go through a nightmare sequence whenever they slept, so sleeping was extremely risky. Herobrine was also known to deliberately destroy your bed, so there's that. Playing this mod with Herobrine enabled at the very start, the world set to Hardcore mode and the end goal of beating the Ender Dragon, was one of the most difficult things that you could attempt in Minecraft back then. Now with the Log4J exploit being well known, it's no longer safe nor advisable to play this mod anymore, since it's exclusive to a version of Minecraft that is no longer as safe to play, thanks to Java 8 having been used. So yeah, if you want to do a playthrough with the Herobrine mod… …don't. Just do a playthrough with the Cave Dweller mod. The Herobrine mod is one of those extremely obscure forgotten mods for Minecraft, and I'd *_LOVE_* to see a remake done right… and even creepier and scarier. Edit 2: Although the Cave Dweller mod inflicts more sheer terror on the player, and scares the crap out of them… the Herobrine mod of old still takes the cake for "All-time Creepiest Minecraft Mod." Edit 3: Probably the best meme that I can think of to associate with this mod is "Everybody gangster until they hear cave sounds when they're on the surface."
@@ayuballena8217 Oh he *TOTALLY* should, he seems to have a keen insight into what's guaranteed to instill immense dread in the player, and how to make the player instantly shit themselves in immense fear. Edit: Assuming you're reading this, Gargin, and that you're thinking about doing this (two immensely unlikely assumptions) I highly recommend looking up old school Minecraft videos of people playing it, assuming you can't find a copy of the mod and dissect and analyze its source code, in order to get a sense of how the mod worked, so that you can build off of that make it *_even worse for the player in all the right departments._* Not a request, just a suggestion. After all, there's little to no chance that you'll see this, and I'm not the type of person to make demands to somebody.
This sort of procedural traversal is exactly what I've always wanted in a Minecraft horror mod. The monster you're running from isn't bound by normal Minecraft rules. It's uncharted territory. And on top of that, it can appear at any time.
I've installed horror mods before, but usually they still get stuck in spaces to small and strange blocks such as sweet berry bushes etc. This feels scarier because of the element of it just... Knowing. Almost like it's actually intelligent. It knows when to flee, it knows how to get through small spaces, and it knows that it WILL get to you.
i think the real scariest bit about minecraft is the vast empty feeling you get sometimes, when you're for example walking through a forest and there's just no mobs, but you still feel like you're being watched. that usually makes me turn off the game
yeah, a lot of people have complained about this in the past, which is why people speculate mojang will release a update that adds a crapton new sounds to the game just to make it seem less empty
honestly i find the ocean terrifying in minecraft as well, something about it is just sort of creepy and another thing is when it's way too quiet in the game. the cave sounds are hell scary too.
For me it isn’t just the cave noise itself. It’s more of when you do hear it, you experience a brief but strong sudden feeling of alienation on a world you still know little about and that’s truly terrifying. That is on your first time playing, and like any other form of horror it kinda gets watered down after overexposure.
For me it just transitioned into a different type of unsettling as I became more familiar with the game: cave noises aren't merely a jumpscare, they tell you you're close to a location with light level zero. Hearing that while you're making your initial steps towards digging a mine early on means you're in danger of blundering into an area ripe for hostile spawns of unknown size, and the only relief that comes with it is when you don't hear monster ambient noises with it...for now.
This is fantastically unsettling. Part of why it's unsettling is because the Cave Dweller can do so many things that no other mobs do. Things that, by the design and style of Minecraft, no mob should be able to do. It really feels like something the Enderman was meant to be, but they didn't fully commit to the horror.
This is the perfect mod to add to some kind of 100+ mods modpack where there's no chance somebody will actually read the list of all mods included and they'll get their ass scared when exploring a cave.
I know for a fact that I don't read all thr 100+ mod packs. And even if I read the mod names, I rarely ever read the description of them or look into them. So if the mod was named something like, "More Wool" or whatever and had an added bonus of making sheep drop one extra wool when sheered, then it'd make players belive that all the mod truly did was make sheep's drop more wool while hiding the fact that the cave dweller is in their world. And then when the player eventually encounters the cave dweller they'll search through their mod list, trying to find what mod this horror could possible come from, glancing over the "More Wool" mod, skipping over it because "wool has nothing to do with that monster I just encountered" Maybe even make it so that the Cave Dweller specifically doesn't display anything from by the mods that show what mod blocks and mobs are from by looking at them, so that it really seems extra alien, like it's escaping the control you have over the game.
@@tabithal2977 Extra troll: Modify your friends' game directly by copying the mods code into the game's Java and add the resources to be seen as default. This way it doesn't even register as a mod (I don't know if that can be done but it would be pretty a cool way to REALLY scare someone)
Ideas for improvement: -Climbing surfaces to get to players -avoiding light if possible to keep a sense of fear of the unknown -spawning occasionally in the walls and digging out occasionally or when a player is nearby similar to the warden spawning animation -perhaps and ability to stretch its arms out and drag you in if you are in a place where it can't get to the player
I really like these suggestions. There's a lot of other comments with suggestions that are terrifying, but become so all encompassing in their ability to get to you that it's just a chase entity. It's a monster, not the terminator. I like these ones here because they do more to inform this thing as a creature with specific adaptations to its environment, rather than something solely meant to kill the player.
Personally the scariest type is the feeling of being watched, in the caves and all of a sudden cave noise, walking through the forest then the music cuts out, the creature start acting odd, your dogs start staring in a direction, you hear knocks but nothings there. Footsteps but you’re alone, the sense of impending doom is worse than anything
Honestly if this mod had an animation for the 1 block crawl + wall/ceiling climbing mechanics, that would be beyond terrifying, like soul killing. Just imagine, you hear a noise above you, and you look up, and you see the Cave Dweller staring at you before jump scaring. My soul would leave my body,
Yeah true, and the going through wall should be changed with the mob actually breaking the block or going away and teleporting infront of the player when the playr looks behind.
@@DATAG0REidk, I think it would kinda break the immersion. I find crawling much more terrifying.. although it would be cool to, say, have cave dweller to not despawn for an extended period of time if he's been blocked off, so when the player returns to the cave thinking the danger has surely passed, he will still be there.. waiting
I think the scariest part of Minecraft is how *dead* the world feels. There are no ambient sounds outside of caves and other realms. That's why downloading ambient sound mods makes the game feel less terrifying for me.
@@neonlights3739 Yeah, ditto, I'd love some recommendations. I remember back in the days of Tekkit Classic with its ambient noises (MAtmoS, I think). It was a really nice addition to the game, although a little rough around the edges when I look back on it but only in an old-school Minecraft mod way.
@@neonlights3739 AmbientSounds5 on CursedForge is the one I use! It has different custom ambient sounds for every different biome. Some biomes have night sounds that are quite spooky in my opinion. Unfortunately that's the only one I've tried, But I"m sure there are more really good ones out.
I’ve always noticed that white eyes are the most unnerving to me. I believe it has to do with the emotions invoked by others, most commonly Red. Red eyes in the dark are overtly conveying danger, but White doesn’t have much attributed to it. You don’t know what they mean, you don’t know what they convey. You only know that it is watching you.
To me it reminds me of cat eyes, the kind you can only see at night. Those two little dots that let you know that even though you can't see it or, really anything else, it can see you
One suggestion would be to add a way for the monster to get up or down blocks. Imagine feeling safe on your pillar when suddenly it scales it quickly to find you or jump down a ravine to follow you making it harder to cheese the monster
I love the idea that you made the cave dweller's spawn conditions completely ignore light level, adding to the sense of danger and the pure lack of safety whilst in a cave
@@Vooni.I actually think the warden is more annoying than scary, mainly because it can (redacted) you through walls dealing a (redacted) amount of damage. Completely not in minecraft style if you ask me
You should make the Cave Dweller be able to climb certain blocks, it would terrify players, because it can already go through small spaces, so it should be able to climb. You should also make the Cave Dweller spawn in abandoned villages at night and randomly in dark oak or spruce forests at night as well.
but make the surface spawning cave dweller only stalk you maybe leaning from behind trees or behind houses and running away and despawning after you see it, just to remind you that its out there, biding its time, waiting for the perfect moment to strike, until you need some ores.
Maybe not in abandoned villages (since that conflicts with the narrative that it's just the zombies / pillagers fault), but rather in places like birch forests? Could be a fun tribute to characters like Slenderman, The Rake and others. Also, if it was implied to be capabale of just demolishing an entire village, likely far away from any deep cave in a several block radius… It wouldn’t be such a ”cave-dweller” now would it?
I genuinely love how you laid out the Cave Dweller's AI like a skill tree. Edit: first of all, I did not think in the slightest this comment would get as popular as it did. Second of all, I now know what a behavior tree is, and also that the specific way this is laid out is a finite state andromeda. You guys don't have to keep spamming it in the replies anymore. While most I've seen have been genuinely nice and quite helpful, a certain few seemed to be moreso mocking me and my lack of knowledge so I'd appreciate if you could refrain from doing that 😅
oh christ the amount of pain in my chest watching that squeeze-through animation. I feel like you really did break a minecraft creativity wall with that, as even MODDED monsters in many packs still follow the "minecraft cheese" coding with expected hitboxes, damage areas, and agro modes. This creature gives you same terror hardcore players feel when accidentally spawning the Warden... you know you might be among something smarter than you and Minecraft *isn't* supposed to have that. That's terrifying, my cozy survival world would have a heart attack, 10/10.
If I traveled back in time a year ago and told slightly younger me that this mod would cause an entire new genre of minecraft mods bro would call me crazy, I can't believe this blew up so massively, it's such a shame though that people didn't take and use the one thing from the cave dweller that actually matters, it's creativity, it was a cool fresh and new idea, and everybody just started replicating it rather than making there own unique ideas, but I mean to be fair some of the newer mods are fire, The Anomaly my beloved.
That's not even the worse, just imagine a redstone master or someone with command block can find a way to break the mechanic of this entity and make it do horrendous things including torturing it
Honestly the warden in the deep dark city was the first genuinely scary thing that mojang has added I love how you have to stay quiet in order to not summon the deadly warden and if you do spawn it it's incredibly scary because you can die incredibly fast if you get to close or get to loud
Very good video and concept. While playing the mod, I got some suggestions to improve it: -Make it able to climb blocks and towers because you are safe with 3 blocks high tower. -He chases the player way to frequently and I think it would be much scarier if the first few times you meet him he doesn't attack you and just stares at you from the edge of a block, then if you look at him he just hides behind and disappear to make the player more paranoid. -There is also a problem with the light, obviously the monster needs to be in the dark to make it scarier so maybe it can give you blindness like the warden, destroy the torches when it passes by or you can even remove the torches from the game and add like a gemstone flashlight with amethyst or something like that to force the player to enter the caves without a light source first time. -The monster is also not very scary on its own, so you can darken its skin, maybe it can make a scary smiling face when you finally look at it and make his eyes and teeth really shine in the black. -Also, some animations look weird, like the chase one, I'm not an animator so can't give you very good advice but it seems his arms are moving too fast. Hope it help.
I like the idea of it destroying torches. The warden's got his thing with the blindness effect, so I think the cave dweller destroying torches works more. Especially if it's like, a good distance away, and the player hasn't noticed it yet and it breaks a torch and hides behind something like you said. Maybe do that creepy peek around where you can only see an eye and a couple teeth.
Not sure if this has already been suggested, but I think it’d be neat if the Dweller made louder noises the farther away it is from the player and as it gets closer and closer it gets quieter, just to give the player another false sense of security.
That is an absolutely genius concept I haven’t seen in a horror game before. It reminds me of and I possibly observed it being part of true creepy stories from Reddit, because some dangerous lunatic is making noises casually but when he thought he was near the orator of the story, he was paying attention himself. I guess it’s quite an animalistic thing; the Xenomorph kind of does it when it stomps around, and sometimes seems completely silent as it suddenly breaks in upon your vicinity and looks into the locker. But Alien Isolation makes use of intensity strings and there’s no silence to be had when danger is also about.
I like how people are terrified of cave noises but then you have speedrunners going straight into caves without any light and ignoring the sounds and all
the question is why people are scared at all? Like after this many years you just have to be used to them. Sure they were scary for the first 6 months, maybe 1 year, but thats about it.
@@Sharpless2 I think many people kind of just want to feel scared so that it’s interesting lol. People also support the whole thing about the cave sounds being scary which causes more people to think it’s scary
@@Sharpless2 I've gotten used to most of the cave sounds, but some of the cave noises (like Cave 1, 10, and 19) are very sudden and jarring, and when you're in a dark cave expecting monsters to attack at any time, they can give you a little jumpscare or increase the tension. Some people also feel uneasy in dark places (yes, even adults) and with the number of times a creeper has appeared right behind me in a cave, that can really leave you on the edge
If you make it spawn in forests at night but only flee or stare, you'll have a truly herobrine-level threat
1/10 chance to chase you but flee when you start runnning
Maybe even stalk you, watching from a distance but not actively a threat yet
yall mf'ers are just describing from the fog
@@funky555but it still sounds like its chasing you 😈😈
and if its taiga near an abandoned village
The idea of the cave noises getting slowly more intense and loud to mark the arrival as it gets closer to you is just terrifying
I saw someone who accidentally summoned the warden during this mod and the warden ran away😬
@@Top_Goon bruh
@@Top_Goonlol
Imagine a "remove cave noises" mod, but it actually adds THIS
you can just disable ambient noise lol
@@rabbit1360 9 year olds who dont want cave noises probably dont know that
On my ps3 i have them disabled bcus i play at night
@@tooneysailoreveryone knows it you 5 yr old
@@arneshpal7702onsidering I’m 19 and didn’t know that, not everyone does
"A game where horror elements don't belong"
Mojang adding the sculk and the warden: "Yeah, this phrase won't last long"
The warden isn't scary though, after you've seen it, it just dulls out to forced stealth
Hot take the warden is completely unnecessary addition to minecraft
@@Nova-vk5qbtotally agree, I’ve also lost all my items on more than one world because the warden glitched and wouldn’t despawn
The warden was kinda scary at first but quickly became annoying as fuck
@@Nova-vk5qb90% of microsoft additions were out of place and worse than a lot of mods.
For me the scariest part about Minecraft is single player. The reason for me is the thought of how alone you are in the game, in top of the cave noise it amplifies it.
I used to be scared of playing single player cus how empty and lonely it is but not anymore
@JakubNenadal yeah, your not scared that your alone, your scared that you might actually not be alone......
@@eruseayt9244hmm great
This is why it took me three years to actually start playing in survival mode instead of creative.
@@eruseayt9244 both are horrifying
Things that should be added based from other comments,
1) let the cave dweller climb up toyou when towerering
2)let there be a very rare chance the cave dweller can spawn on the surface during night a distance away from you and runs away when spotted, but never attacking, just stalking you.
3) when the cave dweller is low health, let it scurry away clutching its wounds, but never really dying
No no don't give him ideas, that's enough for the evil plan
Love these, but for #2 there should be a very small chance that he chases you otherwise there wouldnt be a threat of him staring at you on the surface. Also for #2, maybe create a new stalk and follow behavior; if it does choose to chase, it approaches the player quietly (hiding when seen) until it gets to a certain distance and it resumes normal behavior.
Another I'd like to add - Make it so when they attack you, there is a jumpscare-ish animation if you aren't looking at them, or if you are looking at them, make it throw you and give the darkness effect (Or something like it) This would be scarier than most Horror games lol
Nah these are all bad tbh
i think you should be able to kill ti if it does not manage to hid in time
This is great! Another awesome mechanic would be some kind of false fleeing mechanic. Say when the creature decides to run away, it has a chance to change it's mind after x time and pursue you with even more ferocity.
you gotta cover this one man
Hey, I know this guy
this mod will make a fine addition to the next horror conversion lol
To add onto this, perhaps a climbing mechanic? I would keep this for sloped materials, or have it be unable to crawl past a ledge above the wall. But, this would make it more terrifying.
You need to include this mod in a showcase/in the next "making minecraft more terrifying" video
- Randomly creates an amazing (and scary) mod
- It blows up in popularity
- Proceeds to never mention/touch it again
- Refuses to elaborate further
-have tons of cheap copies made of your hard work
-barely anybody (as far as I saw) credits you
@@endless_sandsif you make a mod like this then decide to never update it that’s sort of on you, I’d love to download this mod but I don’t play on 1.19
@@realbabyeater theres a difference between updates (aka improving what you already had) and completely changing it while trying to call it the same thing.
So uh… he updated it…
@@endless_sandsand they all have the same concept.
1.glowing teeth for some stupid reason.
2. Invincible cause ScAARRYYyyyyy.
3.Loud as all hell goat scream.
4. Lazy climbing animations.
5. Repeat all previous steps.
I think that the "fleeing" part of the monster is just genius. You hear a noise, get scared, *see* the monster briefly, now you are even more scared, as you've just confirmed that there *is* a danger. And then it runs away. You've just lost it. It's there, and it can attack at any moment, you are now certain that there is something out there that probably wants to kill you, and it also knows where you are.
Meanwhile the full enchanted netherite sword in my inventory:
@@goldnnn_goji"i have a netherite sword and i am very afraid of have to use it"
its like when you see a spider in your room and then you lose it, knowing that its probably still in your room and you have to sleep knowing that
@@FuunNoKami do you like my sword sword sword my diamod (netherite) sword sword you cannot afford ford ford my diamond sword sword sword
the brain of the spiders in my room
What really spices up the cave sounds in minecraft is that if you move your head, the sound seems to be coming from a specific place. It makes you really feel like if you went in that direction, you would really regret it.
When I first played minecraft I knew nothing about the game, I was told once by someone that the sound only spawns in open spaces so I would follow the sound when I would get lost caving 🥴😭
I mean, they do. They specifically come from unlit caves. They're a good way of finding more.
@SS-rf1ri people say that there's a possibility of hearing a cave sound in a flat world, I never heard them because I have ambient off, but I still wonder why it happens
@@shapeshifter16 Because it can still happen under bedrock. Which has no light underneath.
One once happened on the block I was on and it was the loudest one and I had my sound a bit higher than usual and it hurt my ears
I personally think the scariest part is just not knowing if there's anything there. the thought of possibly being watched but never knowing for sure if you're safe is far scarier than knowing something is looking for you, because then you already know that hiding is a viable option
That's why i think a suggestion from the comments to have the sounds play but not spawn the cave dweller would work very well
@@wolfgarthefirst5735 Or maybe, occassionally spawn in a dormant mode somewhere that isn't the cebter of the screen. If you notice and turn your head to stare at it it disappears. That way, you subconsciously notice it in your peripheral vision but only for a split second.
For me, the scariest part is when it defies my expectations. I’ve tested and played around with this creature to the point that it’s pretty easy to counter, but the moment to refuses to stop. I can feel pure terror crawling across my spine…
I think a big part of it is not knowing where this potential stalker could be watching from, if you don't know where they're watching, you don't know where to go because you can't be certain you're out of its observation range and if you make it known you know it's watching, well, it might stop trying to hide itself.
the unknown is the scariest
10:43 I'm hitting ESC and leaving the game mate 💀
I actually got scared the hell out of by that
Should i click on that timestamp
@@IboG10161yes
Don't @@IboG10161
I was close to shat myself
A suggestion: Make it unable to move into well lit areas, but capable of breaking torches if the player isn't looking at it.
That will be like The Weeping Angels though
@darkenedMC but think about how horrifying it would be if you where just going on a standard mining trip. You're far below the surface doing your thing when you hear cave noise and think "time to go back up" but as you try to retrace your steps they're gone. Like the video said it's a bit scary when something can manipulate what you expected to be safe
The Stalker in the Betweenlands mod has a similar behavior
@@BluBird12 Imagine if it could replace the torches in different areas........HOLY SHIT........Also another thing, add it so that if you're on the overworld and you run past a cave, it has a chance of just looking at you from the cave, but as soon as you look, it vanishes, same as in forests at night, like it won't chance you unless you're underground, but just make it more scary.
That’s what the old lady in Boo Men does. That is a great a horror game like early Phasmophobia. She peers at you in the pitch blackness with a grim glowing face but these ghosts don’t enter lit spaces. However if you sit in a lit space looking at her, maybe taunting her, she has a chance to disable the light, allowing her to suddenly just walk at you. Biologically instant fight or flight response triggered, and there’s no fighting.
I think giving it a climbing animation would make it truly horrifying. As it stands (I think) you can just stack a few blocks to be safe from it, just like any other mob. But if it could climb, just like the spiders it would be UNSTOPPABLE
For fairness sake it should climb at half the speed of spiders, so you still have a chance.
Being able to path through and open wooden doors and trapdoors would be nice too.
Oh oh, and have to be able to spawn above ground but it'll only trigger the stare/flee response up there.
I also notice it bugs out on non solid blocks like rails.
Why doesnt the mod work on servers
@@SpinoSam Probably because there can oonly be one of them at the same time
@@RaduNerdHonestly? It would add to it's creepyness. Encountering him too often would devalue the experience. Making the encounter rare will keep it fresh for longer, because you don't expect it.
Yes finally someone with the same thaught it would be horrifying.
Not sure if you'll see this, but after watching a few videos of people playing the mod, they can escape from the monster by building up; in a future update, you could add 'spider' functionality to the mod where the Cave Dweller can climb up walls like spiders; it'd scare the hell out of people lol!
I’d like to add onto this, as I’ve also noticed that like Endermen, it can be contained in a boat very easily trapping it and rendering it harmless (unless you get too close). On top of that, water also hinders the entity’s movements by as much as 90% seeing as it barely goes forward at all.
TL:DR make it climb and swim and ignore boats
He should also make it break blocks fast if the player is behind a wall it cannot pass through
@@jennyjin1617i think itd be more intimidating if it just smashes and breaks the boat instead of just ignoring it
I'd make it swim underwater, so if you go onto the sea to escape it simply submerges itself and bobs up to attack like a shark, or maybe it just drags you down and then flees, leaving you at the bottom of the ocean.
Here's a few improvements, I think, to make him even scarier:
1) Allow him to climb walls (so you can't toss him off a cliff and hope to be safe)
2) Allow him to get out of boats/carts/other mob traps
3) Allow him to manipulate blocks like the Enderman (to dig through walls
4) Allow him to cross liquids safely (lava, water) so that's no easy escape either.
Great Idea Bro!
Yea then allow him to get your mum's number and invite her to dinner at his place wtf
I noticed that the cave dweller has no real restriction with leaving the cave. I feel like it should have an aversion to sunlight like the undead and that it can come out of the cave at night. I think it would also be neat if the player had a farm nearby, it would periodically steal an animal away to eat it.
Yes but that makes it too hard, its supposed to be scary, not annoying its like an anime overpowering a main character it just gets boring
@@RiceMilknSugar eh, I disagree. Though an easy fix is to add options that allow you to modify behavior to be more difficult or easier to deal with.
The scariest part is that there isn't a monster, the cave noises induce the feeling that there is causing you to become paranoid and on edge, but nothing else happens.
thats called building tension, and that tension wont go away until you get to the surface since there is no release because of nothing happening, unless of course at the same time you get sniped by a skeleton and your soul leaves your body
@@VorpalTiger it's always the skeleton
Unfortunately once you know there really is nothing associated with the cave noises you just start to ignore them. This is why I think the premise of this mod is great. Having a monster that has a chance to show up but rarely does keeps that suspense of the cave noises and doesn't let you get comfortable to ignore them. If you hear the noise, you have to be on guard because it might show up.
It's scary but then you learn there isn't any consequence. It's just a noise with no source, all bark no bite.
It makes you go crazy.
To all the younger people, this is what the community thought Endermen were going to be before they were released... No joke.
Seriously?
@@RMNJMHTY yeah pretty much, the dudes could teleport and move your items and blocks. there was nothing like them in the game, and honestly they dont look too different from the cave dweller visually. the whole point being that you focus on the bright parts while the entire rest of the body blends in with the darkness
@@RMNJMHTYendermen were largely inspired by Slenderman, you know?
One word, damn.
wow thanks so much for the insight
I feel like if you defeat him he shouldn't die, he will just clutch at his wounds and scurry off, just so you know that he is still out there, biding his time, recovering and waiting to strike once again.
Maybe you gotta beat him like atleast 10 times before he's truly dead , each time he gets more agressive but not desperate
It should heal and grow stronger the more times you defeat him. I feel like it would be cool if the rewards for killing him (if there are any) should dribble away the later in the game you kill him.
@@michellegong1626
Or maybe it adapts to your strategy, meaning if you mainly use your bow it gains resistant to arrows, then he reflects them, then he just catches them and throws them back
@@desk_fan_chan Everytime it suffers a significant amount of damage instead dying it runs away, but the crawler engine becomes aware of the defeat, it randomly adds a higher level of either aggressiveness or stealthiness:
For its more aggressive behavior it learns to claim and hold players in placer while constantly doing damage
While the more sneaky behavior may learn to sneak close to the player, steal their items,and spread them around the cave to lure them deeper...
@MYTHICALNOVA200511 months ago…
Honestly, the thing I find most terrifying about Minecraft isn't the cave noises. It's The Void.
Just...knowing there's an endless void beneath my feet, waiting for me to fall in. Notch could have made the last layer of bedrock unbreakable or made the world generate infinitely...but he made the void.
Freaky.
Bedrock is unbreakable though
@@not_anybody_in_particular there’s plenty of ways to break them
That's just how every game is... There's just nothing... It's the default of game engines... and the default of every thing... Nothing... Like her love... Nothing.
same, i hate that sooooooo much. it genuinely is unnerving.
if the map generated infinitely on the y axis your computer would immediately run out of storage space and memory not even halfway into generating a single chunk, either the game or your computer would just crash the second you tried to generate a world
"Baby zombies aren't scary at all"
The entire hardcore community:
i play on regular and they still scare me because theyre so FAST i hate those little fuckers
I remember everything like it was yesterday...
PHILZA
Philza joins the chat
i had to pause the video when he said that, he couldn't have been more wrong
The actual scariest noise is when you're playing some minecraft late at night and whilst strip mining your pickaxe breaks
strip mining enthusiast here, i cannot describe the number of bricks i’ve shit over the years late at night when my last iron pickaxe finally dies
they really need to reduce the sound of tools breaking. its literally the scariest thing.
bluc... bluc... bluc... *SMASH* "oh jesus fuck!"
Or when you have all your gear on, slowly leading 3 magma cubes to your frog for froglights for your base, you have Soul Speed 3, Depth Strider 3, Feather Falling 4 on your boots with the best possible bow enchants, you are on the very edge of your nether bridge, and you hear a ghast noise and get shot off into the lava.
I don't think I will ever build with froglights again if avoidable.
why is it so loud 😭
Another sick addition you could add would be that once the cave dweller spawns in(or right before), the caves nearby will empty themselves out, with mobs despawning. It gives a bigger sense of eerieness, and you'll be able to know that one's nearby/about to spawn, making you freak out in fright. It isnt scary whenever you're getting chased by like 20 mobs, however only 1 that can still kill you is a lot scarier.
This. Imagine if, the moment all mobs despawn, a cave sound naturally plays. To the less aware players, this will seem as odd as cave sounds normally are, they'll shrug, and move on after a bit, not aware of what's lurking nearby.
To those who know, they'll hear the cave noise, look around themselves, and know they've...all vanished. The Creepers, the Zombies, the Skeletons. But they'll also know that they aren't alone at all.
"He's here. Somewhere. I barely remember where the exit is. Will i be able to block it off in time?"
Edit: This will also make them be on their toes _everytime_ a cave sound plays. Was it the mood meter? Or was it "him"?
Honestly i would shit myself if the thing had an "StealthKill" mode, you're just chilling mining, then bam you look behind you and get jumpscared
Its like all the mobs.. ran away. Even *they* are afraid of _it_
@@undercookedsalmonOr _it_ got to them first
Like a forest going quiet, and you realize that all of the animals are gone.
Ground Zero. All he wanted was to make something fun, but it ended up turning into a sub genre of slop.
i love the fact that it despawns itself because i think it just gives the player a feeling of never knowing where it's going to be next, or that it's just teleporting around the cave system
Well, it is teleporting around lmao
The only reason it actually scares because the game is so beautiful yet empty. If you hear these sounds it makes you feel like you are alone and unsafe.
Laughed at the profile picture
EXACTLY
there is just too much SPACE for something to be hiding. I always freak myself out in minecraft by imagining some *thing* just appearing over the horizon and me not being able to escape it because there is *no end*
Its not that youre alone, its that you might not be alone
Exactly. You feel alone and super unsafe. The thought that maybe you are not alone but still are gives you shivers
no it makes me feel like im not alone and very unsafe
The reveal at the end was indeed creepy with the jump scare, but I think it went too quickly from not knowing where the mob is, to being attacked by it. Maybe it should have more of a stalking behavior, climbing above or around you while silently removing your torch trails then once you get an idea something weird is going on, you look around, see its eyes, hear the cracking noise, then it either flees or attacks. That would build intense suspense
yeah suspense builds fear, jumpscares release fear. it'd definitely benefit by a lot more build up and creepy watching from afar to keep the players hairs on end
The game already builds suspense on it's own through playing normally.
Turn the render distance down and turn off the music and the game automatically builds suspense.
Especially if you play the game solo in a quiet room away from anyone else.
There are also mods made specifically to increase ambiance which can help with suspense in certain situations.
Having it remove torches is actually a nice touch
I think I'd also reduce the contrast between the terrain and the mob, perhaps even apply a transparency effect, making it more spook-like. It becomes fully visible once it starts chasing you. When it stops chasing, it gradually blurs into the background, making it far harder to spot.
One other thing I forgot regarding movement keys. My movement keys are nowhere near my "throw" key, making it a lot harder to accidentally lose a weapon.
😅jumpscare without knowing its there scared me
Someone mentioned in another video that a really good mechanic for the Cave Dweller would have been that caves don't randomly spawn any mobs, hostile or otherwise, leaving just the Cave Dweller to be the only thing that could spawn. Thinking about it now, I feel like that would totally fit, considering that most of the time when it does spawn you're already busy fighting off like 13 skeletons and then this guy just shows up because you accidentally looked at it while swinging around with your bow...
Mushroom biomes would have that effect if he decided to have dweller ignore their spawn limitations
@bluebod2264 oh yeah mushroom biomes do have that feature. But I was thinking it would be more interesting to have the cave dweller exhibit that kind of behavior specifically in caves
I have an idea to improve this mod: If you block it off completely when it's chasing you, it doesn't despawn but instead stays behind and starts making scratching noises, like it's trying to get into your hiding spot.
Or if depending on the hardness of the blocks it can eventually break through one of them and crawl through.
@@BlakeShannonMusiclike zombies with wooden doors but with the majority of wooden blocks and maybe even weaker stones like cracked cobble or mossy cobble.
I'd actually not like it to dig through blocks. A bit too cliché and still too easy to cheese. Just place another block over the one it's digging through.
Making it just sit outside your hole, *never* leaving or de-spawning (unless you dig the opposite way and escape out the back), is much more terrifying. In addition to scratching sounds, add breathing too. Just a constant reminder that it's there, and it can wait as long as it needs to.
@@BlakeShannonMusic I would love that. But only if it's not destroying a good number of blocks. Dirt, Gravel, Cobble, etc? Maybe fine.
@@BlakeShannonMusic nah, That wouldn't be as terrifying
What might be cool is if it had like, an aggression level where it wouldn't attack you the first few times you see it, just to build more paranoia before an attack, as opposed to just instantly being attacked out of nowhere
A suggestion would be that the dweller also has a randomized timer for when it gets trapped in boats/minecarts when where it reaches zero it jumps out of them
Totally agree. This is a kind of mob that shouldn't be cheesable
Or perhaps it simply can't enter them
@@zacharymarino8926 Nah. The surprise factor where he defies standard traps would be scarier.
@@thebiggestcauldron I feel the ignoring them would be just that: you think that you'll be able to stop him with a minecart or boat but he just runs on through anyway
@@zacharymarino8926 Wouldn't that just feel like a missed throw among running away?
The monster being trapped for a few seconds is supposed to give the player a pause and a false sense of security.
Do you think he looks back at this like oppenhiemer and his bomb
Definitely.
With a bit of horror genre savvy, you could turn the fear factor up pretty easy. Make another branch on the cavedweller engine that never actually spawns the dweller, but plays the sounds anyway. Maybe even plays a stare effect before ending the scene, even though there's no dweller around. It'd give the player the impression that something just happened, and they didn't even see it.
YES, this is gold bro
You, my friend, are too dangerous to be left alive and I love this idea:)
Oh absolutely!
Satan: You're hired!
Oh god. You, my friend, are evil.
I love it, that's a fantastic idea
If other mobs are around, what if you added some kind of flee mechanic to them just before the cave dweller shows up? To give the sense of something awful about to happen
While it sounds good at first, the lag produced by such a mechanic would be astronomical. It's the reason why the scan for Creepers that were about to explode was removed from mobs.
Scanning for a mob every tick (20 times/second) from each mob in the general area is rather processor intensive.
yeah i think the mobs just avoiding the area it might spawn in all together might be better, or the mobs getting removed if offscreen @@semajniomet981
@@semajniomet981you could maybe program it into the cave dweller instead of each mob
Like add AI to other mobs to react to a signal sent out by the cave dweller
Idk I'm not a programmer tho so this probably isn't possible
Maybe something like the cat/creeper mechanic?
Edit: Accidental tag sorry lol
@@semajniomet981I mean you can make villagers run away from pillagers, and go to their homes with the click of a bell or the summoning of a raid, so I don’t see how this can be difficult
For this mod to be Perfect, you could add two more mechanics to the Cave dweller. The first would allow the Cave dweller to climb blocks slowly, that would make the player unable to escape it by just building up 3 blocks in the air. The second mechanic would be to make the cave dweller flee whenever it reaches sunlight, that makes it seem more intelligent, and also creepy in a way. Maybe you have already thought about these mechanics for the cave dweller, but I still hope that you will consider adding them.
yeah i was saying he sould add these
1. it should be able to climb. (this is because people tend to tower)
2. all mobs near and around it and the player should run away and despwan. this will tell the player something is around them.
3. when it is staring at the player or the player is hiding. it should talk in a distorted manner. or just breath.
4. have all sounds in the cave die out when it spawns.
5. add a music disc or voice recorder that has a man talking about how his friend went missing in a cave. he goes into a cave and sees his friend. all that is heard after that is the noise of the cave dweller.
Might be a bit much, but maybe he could make it break blocks between it and the player slowly if there is no path between it and the player?
Give it a gun
@@UnleashTheDragon ??
@@gamez4dayz117 bro this is terrifying
Thought of a cool idea: The longer your in a cave, the stronger each encounter will get. This resets once you go to the surface
You know its scary when your expecting the jump scare and it still scares you.
Dam
You know it's scary when he literally showed the model of the monster before some game play (which would usually break the terror, since in the light, quite honestly it looks quite goofy) and it still scares you.
Nobody is commenting on how well you were able to explain the logic of the Cavedweller, the graphics used and the explanation given were excellent at helping understand how it ticks.
That's what I was thinking! He makes me want to get back into coding/programming LMAO
Flowcharts and diagrams are extremely helpful to writing code, and to explaining it 😊
The worst part about the cave noises is that they sometimes happen when you're above ground or above water, like in a boat, and that's when they're the scariest.
lmao thats the only reason i have them turned off
That's when they're the most useful
ocean dweller?
@@mastersword9239OCEAN MAN
@@matheussuzuki1046Take me by the hand.
The scariest thing about this mod is the SLOP that came after it.
Do you know what scares me the most in minecraft? The quietness. Sometimes after hours you suddenly notice it and start to think "am I alone" then you hear footsteps. You turn around only to see a cow. It gets to you.
Especially old Minecraft
Beta was a freakin horror game
Every now and then, after hours of mining and all the normal cave noises have stopped, I'll hear whispers. Still haven't figured out where they come from and they don't happen often but it's unnerving to say the least.
@@lonecrusaidersure
@@lonecrusaider might be schizo
@@lonecrusaiderask your doctor to increase the prescription
You should consider adding a climbing mechanic. I've sen some videos and most people escape the entity by building pillars. It would be a 100 times more terrifying if the dweller could suddenly start climbing towards you.
Yeah it is really immersion breaking, when you just build up 3 blocks and than it looks really helpless :D
THIS
this is exactly what needs to happen
It should slowly start crawling up for you, not fast but slowly reaching up its arms to try to hit you.
this is why im scared of spiders at night hahaha
Imagine secretly installing it on a friend's computer without them knowing. It would terrify them so much due to not knowing something is different
I tried that once, it was hilarious. But even worse than that, imagine creating a mod about a random theme (decoration blocks for example) AND secretly adding something like this in the mod. I want to make mods and I promise, it will happen.
I'm putting it in my server modpack with no warning. My friends bout to get an early death by heart attack 💀
@@IvoryMonsterXD you should record it
@@IvoryMonsterXDthough, in clearly a modded Minecraft this won't be *that* out of place and terrifying, but I'm sure your friend will have brown spotted pants
@@IvoryMonsterXDDO ITT
One way to solve the issue of balancing power and horror is to make it so that the monster at first doesn't try to kill the player but to wound them. Like it comes in gets few attacks of and runs away, and only goes for the kill if player is low on health. Maybe even add a special cackle like sound when it runs away after hitting the player?
Same goes for killing the cave dweller. Seeing him simply die makes it a lot less scary for me, what if it run away on low health, so seeing it actually die would be super rare and difficult to achieve?
You know you created a masterpiece when your own creation manage to scare the $hit out of you
Yep. Scott Cawthon accidentally jumpscared himself when he was programming Bonnie while making FNAF 1, and that was the moment he thought "damn, this can turn out good."
The developers of alien isolation almost shit themselves while playtesting the game
Victor Frankenstein would argue that
I think it would be interesting to sometimes have it hunt mobs in front of you and then just stare at you or sometimes it turns off spawns and just leaves mob loot in random places, making it seem like it hunted everything there already
The Warden kind of already does that tho
@lanternlancew h a t
@lanternlance You uhh....
you okay there buddy?
Imagine this thing confronts the warden there horror and there's fear of death something off the overworld sneefing you out and the heartbeats damn
@@Jack-bs5kt Kind of what I was thinking
The cave sounds of Minecraft are the physical embodiment of:
"The last man on earth sat alone in a room...
...there was a knock at the door."
Just reading that made chills go down my spine.
39 burred
*40 FOUND*
@@rainbowninja5836 how? words scare you? you got Logophobia?
@@rainbowninja5836same tbh
@@cokeunity5652 they accidentally dug out some unmarked grave of a guy that died long ago
Love how moders always make better game mechanics in less time than the devs take to introduce a new tree lol
You should probably make it so that the cave dweller will not go on the surface, and will retreat back into the caves when it gets to the surface, or the target goes on the surface.
Edit: you should also make it so that if somehow it gets on the surface it will try to find a cave and will not attack the player. I also realized that it can get stuck in a boat so it will be best to fix this.
Yeah I second this, it'd make it then way more risky and terrifying to go in caves
or make it stare at you from the darkness like some i am legend business
It would also be terrifying if you made it do a horrific scream when it loses you either from blocking it off or escaping to the surface
With some further testing of this mod, I have realised that it has a few critical weaknesses, those being:
1) Water and Lava: Just like some other mobs, these completely stop it from being able to move fast, and it's very easy to exploit.
2) Boats: It's very funny seeing such a menacing creature fall for the oldest trick in the book. If you face a Cave Dweller, the best solution is to just place a boat between the two of you.
3) Heights: The cave dweller has a hard time navigating steep terrain, and cannot climb at all. Giving it the ability to climb would make it much scarier.
I feel like these changes will take the mod to a whole new level, because as it stands, the mob is scary at first, but once you realise these weaknesses, the threat goes away.
I think all things from any horror game gets old the moment min-maxing is your goal.
That's just the nature of it i guess.
@@enraikow6109no i think good game design can make it always scary, devs are just lazy
@@delveticas Ok, you try to think up and code a horror game monster that always remains scary despite the player knowing how it works while also preventing it from having any exploitable flaws. Not so easy now is it?
@@villager736 i never said it was easy, dumpling, but it's not that hard either
@@villager736 i can come up with an example in a millisecond - alien isolation. as far as i remember the only bad thing about this game is it becomes easy after aquireing the flamethrower, remove that and it legit anyways scary and there are no exploits
Please make it so that the cave dweller can climb up blocks like the spiders in minecraft. I've seen some other people play it and to escape the cave dweller they usually just build up in a straight line. This would make people pee themselves.
Fax
Once he does this everybody is dying
@@64plants19the literal shield and the block off hole:
Or add a leap attack where it jumps at you specifically when it can't pathfind to you
True
In the real life, there's a lot of scary sounds that happens when you are in a deep cave. Those are created out of movements that the earth itself does when its tectonic plates are moving and dragging each other
You should have made the other mobs scared of the cave dweller that would just add to how scary this mob is supposed to be
It _would_ be interesting if, when the Cave Dweller is spawned but _not yet_ seen, (normally) hostile mobs in the area would start to flee from the Dweller's general location - mostly ignoring the player unless attacked, but returning to fleeing after a few seconds without damage. This would give the player a way to pre-emptively avoid contact with the Dweller - by running in the _same direction_ as other hostile mobs, who would then potentially attack the player from all sides the moment the Dweller despawns or gets too far away.
Decisions, decisions.
If all noises stopped from the mobs, then it would add to the scary effect. Its kind of like how if all the crickets and cicadas go quiet, that signals a big predator in the area
It would be too laggy cuz mojang tried to do it before with creepers (mobs run away if there an exploding creeper) and due to the mobs needing to check if there is an exploding creeper or not every tick that lags the game
@@spareacc9351 I get that and I do understand the problem I was just saying it was a cool idea
@@HaloInversehmm yes. Deal with that *thing* or deal with a horde
In my opinion the best way to scare somebody is to catch them off guard, no one would expect a cave monster to start chasing them all of the sudden, that’s why creepers are scary, if you are not paying attention then say goodbye to your items and your heart
Yeah, creepers are quite scary because they are one of the few mobs that don't make much noise and ontop of that they are the worst thing you can have sneaking up on you.
yeah those fuckers give me a heart attack every sing time
Creepers arent scary, their jarring or suprising but there isnt real horror or terror
Yeah, just let me scream in lowercase at 3am in the morning
@@klibe Yeah, maybe if it's your first time playing and you've somehow never heard of Creepers before. But after the first one, it's constantly in the player's mind that a creeper could silently sneak up to them. The explosion is a jumpscare, but the dread of the potential of a creeper is true terror.
This is actually the first TRULY scary mod of minecraft. I've tried a few ones in the past, but nothing felt like this one, great stuff man.
I recall the Herobrine mod from an eternity ago being the scariest mod…
…until THIS came along.
Edit: For context for those who don't know: the Herobrine mod of old was known by semi-veterans such as myself, to use cave sounds as an indicator that Herobrine was nearby, and that you should GTFO ASAP.
Herobrine was known to build strange structures and deadly traps, and was known to scare the crap out of players through his highly advanced AI.
The infamous Herobrine Altar was used to summon him, and once summoned, he'd never leave your world, and he'd torment you for the rest of your world's history.
He was also impossible to kill for good.
Another thing of note: the mod added a very plausible chance for the player to have to go through a nightmare sequence whenever they slept, so sleeping was extremely risky.
Herobrine was also known to deliberately destroy your bed, so there's that.
Playing this mod with Herobrine enabled at the very start, the world set to Hardcore mode and the end goal of beating the Ender Dragon, was one of the most difficult things that you could attempt in Minecraft back then.
Now with the Log4J exploit being well known, it's no longer safe nor advisable to play this mod anymore, since it's exclusive to a version of Minecraft that is no longer as safe to play, thanks to Java 8 having been used.
So yeah, if you want to do a playthrough with the Herobrine mod…
…don't.
Just do a playthrough with the Cave Dweller mod.
The Herobrine mod is one of those extremely obscure forgotten mods for Minecraft, and I'd *_LOVE_* to see a remake done right… and even
creepier and scarier.
Edit 2: Although the Cave Dweller mod inflicts more sheer terror on the player, and scares the crap out of them… the Herobrine mod of old still takes the cake for "All-time Creepiest Minecraft Mod."
Edit 3: Probably the best meme that I can think of to associate with this mod is "Everybody gangster until they hear cave sounds when they're on the surface."
@@ianragerImagine gargin makes the remix
@@ayuballena8217 Oh he *TOTALLY* should, he seems to have a keen insight into what's guaranteed to instill immense dread in the player, and how to make the player instantly shit themselves in immense fear.
Edit: Assuming you're reading this, Gargin, and that you're thinking about doing this (two immensely unlikely assumptions) I highly recommend looking up old school Minecraft videos of people playing it, assuming you can't find a copy of the mod and dissect and analyze its source code, in order to get a sense of how the mod worked, so that you can build off of that make it *_even worse for the player in all the right departments._*
Not a request, just a suggestion.
After all, there's little to no chance that you'll see this, and I'm not the type of person to make demands to somebody.
i find the from the fog mod more terrifying
Nah, Parasites mod is more scary than this.
I think MC should be like subnautica. You have the safe, comfortable spaces, but also places where you don't feel welcome at all.
That's where the ancient City comes in
T H E N E T H E R
This sort of procedural traversal is exactly what I've always wanted in a Minecraft horror mod.
The monster you're running from isn't bound by normal Minecraft rules. It's uncharted territory. And on top of that, it can appear at any time.
Yea most other mods still feel like part of the game, but this one just feels like it doesn't fit, which makes it even more terrifying
I've installed horror mods before, but usually they still get stuck in spaces to small and strange blocks such as sweet berry bushes etc. This feels scarier because of the element of it just... Knowing. Almost like it's actually intelligent. It knows when to flee, it knows how to get through small spaces, and it knows that it WILL get to you.
It is bound by minecraft rules
@@Definitely_not_in_your_wallsit doesn’t know anything it’s all just rng
@@Scaryland42it feels so low quality that it doesn’t fit
i think the real scariest bit about minecraft is the vast empty feeling you get sometimes, when you're for example walking through a forest and there's just no mobs, but you still feel like you're being watched. that usually makes me turn off the game
I think deep dark and the warden are more "scary" personally
Same, thats why i absolutely HATE singleplayer
This is why I have to add mods to my game. I need things to make even an empty forest feel alive and not like a creepy liminal space.
@@whod74after a while it’s not scary at all, more of an annoyance
yeah, a lot of people have complained about this in the past, which is why people speculate mojang will release a update that adds a crapton new sounds to the game just to make it seem less empty
Not only did this man revolutionize gmod bots, with gargatron, but is now also coding a Minecraft mob that’ll hopefully do that same thing.
Aw thanks for the heart mate
that mob isnt scary enough, looks too simple
@@lexgamerafton bro it’s Minecraft
@@lexgamerafton”looks too simple” ok now you try
@@truckman3 how about you try?
honestly i find the ocean terrifying in minecraft as well, something about it is just sort of creepy and another thing is when it's way too quiet in the game. the cave sounds are hell scary too.
Like before the ocean update I NEVER wanted to go in as a kid. It was just gravel and squids, empty and horrifying
At the end when he showcased being jumpscared by the cave dweller, I jumped. I felt it. Absolutely horrifying.
same 😭
ME TOO💀
I would never go in a cave again
But the placeholder animation was so cute 😂
Bruh the mod isn't scary I watched people play it and it's not scary
@@Ceccener to you its not scary
Too others yes
Left 4 dead actually has unique cave-noise like cues whenever a special infected spawns, thats one of the reasons they're so scary to me.
I love that about L4D. It adds a lot of tension on higher difficulties.
L4d has actual musical cues for special infected, not random noises. Plus cave noises happened later than L4D. Man that game is old AF
@@timmythepinky9137 i remember reading the game informer preview of left 4 dead. im old as fuck.
@@timmythepinky9137hey do also have sound cues in The form of noises when they spawn they make a sound
For me it isn’t just the cave noise itself. It’s more of when you do hear it, you experience a brief but strong sudden feeling of alienation on a world you still know little about and that’s truly terrifying.
That is on your first time playing, and like any other form of horror it kinda gets watered down after overexposure.
At least meaning wise. But most of the time the startle factor is never low
For me it just transitioned into a different type of unsettling as I became more familiar with the game: cave noises aren't merely a jumpscare, they tell you you're close to a location with light level zero. Hearing that while you're making your initial steps towards digging a mine early on means you're in danger of blundering into an area ripe for hostile spawns of unknown size, and the only relief that comes with it is when you don't hear monster ambient noises with it...for now.
Subnautica.
This video changed minecraft horror forever.
This is fantastically unsettling. Part of why it's unsettling is because the Cave Dweller can do so many things that no other mobs do. Things that, by the design and style of Minecraft, no mob should be able to do. It really feels like something the Enderman was meant to be, but they didn't fully commit to the horror.
thank you mojang for not making the enderman into this monstrosity. 9 y/o me wouldve quit after an hour
The endersent from dungeons is 100x scarier than this
I like that the timer can go up to 44 minutes so that it can just not appear at all, making it more unpredictable.
This is the perfect mod to add to some kind of 100+ mods modpack where there's no chance somebody will actually read the list of all mods included and they'll get their ass scared when exploring a cave.
And rename the file to something like "better-food"
@@SkinnySteve QOL Modpack
I know for a fact that I don't read all thr 100+ mod packs. And even if I read the mod names, I rarely ever read the description of them or look into them. So if the mod was named something like, "More Wool" or whatever and had an added bonus of making sheep drop one extra wool when sheered, then it'd make players belive that all the mod truly did was make sheep's drop more wool while hiding the fact that the cave dweller is in their world. And then when the player eventually encounters the cave dweller they'll search through their mod list, trying to find what mod this horror could possible come from, glancing over the "More Wool" mod, skipping over it because "wool has nothing to do with that monster I just encountered"
Maybe even make it so that the Cave Dweller specifically doesn't display anything from by the mods that show what mod blocks and mobs are from by looking at them, so that it really seems extra alien, like it's escaping the control you have over the game.
@@tabithal2977 Extra troll: Modify your friends' game directly by copying the mods code into the game's Java and add the resources to be seen as default.
This way it doesn't even register as a mod
(I don't know if that can be done but it would be pretty a cool way to REALLY scare someone)
If only we knew the suffering that would befall us next...
Ideas for improvement:
-Climbing surfaces to get to players
-avoiding light if possible to keep a sense of fear of the unknown
-spawning occasionally in the walls and digging out occasionally or when a player is nearby similar to the warden spawning animation
-perhaps and ability to stretch its arms out and drag you in if you are in a place where it can't get to the player
Imagine mining for diamonds and the cave dweller just bursts out of the wall in front you
@@theAnimator138bro didn't want his diamonds get stole
That last suggestion is scary just to think about.
I would actually probably crap my pants
I really like these suggestions.
There's a lot of other comments with suggestions that are terrifying, but become so all encompassing in their ability to get to you that it's just a chase entity. It's a monster, not the terminator.
I like these ones here because they do more to inform this thing as a creature with specific adaptations to its environment, rather than something solely meant to kill the player.
Personally the scariest type is the feeling of being watched, in the caves and all of a sudden cave noise, walking through the forest then the music cuts out, the creature start acting odd, your dogs start staring in a direction, you hear knocks but nothings there. Footsteps but you’re alone, the sense of impending doom is worse than anything
Youre absolutely right
Honestly if this mod had an animation for the 1 block crawl + wall/ceiling climbing mechanics, that would be beyond terrifying, like soul killing. Just imagine, you hear a noise above you, and you look up, and you see the Cave Dweller staring at you before jump scaring. My soul would leave my body,
Yeah true, and the going through wall should be changed with the mob actually breaking the block or going away and teleporting infront of the player when the playr looks behind.
@@DATAG0RE ong imagine trying to block your path only to find out it just breaks the blocks that you placed behind you
@@DATAG0REidk, I think it would kinda break the immersion. I find crawling much more terrifying.. although it would be cool to, say, have cave dweller to not despawn for an extended period of time if he's been blocked off, so when the player returns to the cave thinking the danger has surely passed, he will still be there.. waiting
Wall climbing would be truly terrifying. Imagine making a single block tower to escape from it only to see it climbing its way towards you.
You look up see his face and he just drops down on you
bro started the dweller mob slop
I think the scariest part of Minecraft is how *dead* the world feels. There are no ambient sounds outside of caves and other realms. That's why downloading ambient sound mods makes the game feel less terrifying for me.
That’s a great idea. What ambient sound mods do you recommend?
@@neonlights3739 Yeah, ditto, I'd love some recommendations. I remember back in the days of Tekkit Classic with its ambient noises (MAtmoS, I think). It was a really nice addition to the game, although a little rough around the edges when I look back on it but only in an old-school Minecraft mod way.
@@neonlights3739 AmbientSounds5 on CursedForge is the one I use! It has different custom ambient sounds for every different biome. Some biomes have night sounds that are quite spooky in my opinion. Unfortunately that's the only one I've tried, But I"m sure there are more really good ones out.
So if I were to say, make a mod that mutes everything except the breaking/placing/interacting with block noises it would be worse?
@@demi_ryka1306 do it
Ahhh this is the first unofficial mob I'd love to make a song about
Did not expect to see you here
HOLY SHIT IT'S DANBULL
🎶Please dwell in my caaaaavee😩🎶
Now this IS a surprise!
please dan, i recently found your music, if u make this song, could you try add the word frutella. idk why just cus, also love ur music
You know it's terrifying when even the creator gets scared but expects it
Timestamp?
@@Pigpugborj10:40
Who would've imagined this genre would get milked ☠️
Fun fact! Cave sounds are effected by a "mood" meter in the F3 menu, essentially making it a vibe check
As someone who knows about the mood meter, seeing it be called a vibe check is now my all time favorite way to describe it
Cave Dweller spawning means you failed the vibe check 💀 💀 💀
@@TheSt0neK1ng Cave Dweller:
The Vibe Checker
Death message: player didn't pass the vibe check
@@leonedrejord787 Yes
I’ve always noticed that white eyes are the most unnerving to me. I believe it has to do with the emotions invoked by others, most commonly Red. Red eyes in the dark are overtly conveying danger, but White doesn’t have much attributed to it. You don’t know what they mean, you don’t know what they convey. You only know that it is watching you.
Another moment is that white eyes sometimes mean blindness, so it is even more unnerving to understand that it can't see you but it does
To me it reminds me of cat eyes, the kind you can only see at night. Those two little dots that let you know that even though you can't see it or, really anything else, it can see you
One suggestion would be to add a way for the monster to get up or down blocks. Imagine feeling safe on your pillar when suddenly it scales it quickly to find you or jump down a ravine to follow you making it harder to cheese the monster
spiders
@@otherbenj7562 oh i just realised thats probably why they where added
Yeeees
Yeah but if you crawl and put a block he can’t get you lol
@@HYDROCARBON_XDmake it able to climb sheer ceilings like monkey bars
I love the idea that you made the cave dweller's spawn conditions completely ignore light level, adding to the sense of danger and the pure lack of safety whilst in a cave
Imagine how terrifying Minecraft would have been if this monster had been included at release date?
No comments and 450 likes? Lemme fix that
i installed this mod on my little's brother computer, now i just gotta wait
@@PFnoveyour little brother is gonna have a villain arc 💀
@@PFnove bro is the menace to society
there is a mod EXACTLY like that. It is called whisperwoods
I feel like we'd get to see something like this officially added if Mojang was allowed to go full horror with the Warden
warden is already scary enough lol
@@Vooni.I actually think the warden is more annoying than scary, mainly because it can (redacted) you through walls dealing a (redacted) amount of damage. Completely not in minecraft style if you ask me
@@alexanderplatek4496Bro I swear that shit was so annoying like you have to be super duper stacked to have a chance at all
@@nummnutz7046 i mean it is called a warden, it's not meant to be killed, more avoided
No, it goes against mojang's design principles for minecraft.
You should make the Cave Dweller be able to climb certain blocks, it would terrify players, because it can already go through small spaces, so it should be able to climb. You should also make the Cave Dweller spawn in abandoned villages at night and randomly in dark oak or spruce forests at night as well.
This would be a great idea but what if for each place you find it in its a different variation of the dweller, different colors and sound.
but make the surface spawning cave dweller only stalk you maybe leaning from behind trees or behind houses and running away and despawning after you see it, just to remind you that its out there, biding its time, waiting for the perfect moment to strike, until you need some ores.
Or the cave dweller climbs the walls like a spider but with a animation and it can jump at you from the wall
you should be able to look up and see that shit on the ceiling
Maybe not in abandoned villages (since that conflicts with the narrative that it's just the zombies / pillagers fault), but rather in places like birch forests?
Could be a fun tribute to characters like Slenderman, The Rake and others.
Also, if it was implied to be capabale of just demolishing an entire village, likely far away from any deep cave in a several block radius…
It wouldn’t be such a ”cave-dweller” now would it?
its sad that this video was both the pinnacle and the downfall of minecraft horror mods.
You call this resisting arrest, we call this a difficulty tweak
@@PiXarY🤓
Work smarter not harder
wulULULULULU
BAINNN I NEED A MEDIC BAG
YOU'RE UP AGAINST A WALL, AND *I* AM THE WALL
I genuinely love how you laid out the Cave Dweller's AI like a skill tree.
Edit: first of all, I did not think in the slightest this comment would get as popular as it did. Second of all, I now know what a behavior tree is, and also that the specific way this is laid out is a finite state andromeda. You guys don't have to keep spamming it in the replies anymore. While most I've seen have been genuinely nice and quite helpful, a certain few seemed to be moreso mocking me and my lack of knowledge so I'd appreciate if you could refrain from doing that 😅
its called a behavior tree, they’re actually a very cool piece of game design tech for NPCs!
That is literally a normal neural network
@@AnnoyD A neural network and a behavioural tree are different things
fr
@@AnnoyD entirely seperate
oh christ the amount of pain in my chest watching that squeeze-through animation. I feel like you really did break a minecraft creativity wall with that, as even MODDED monsters in many packs still follow the "minecraft cheese" coding with expected hitboxes, damage areas, and agro modes. This creature gives you same terror hardcore players feel when accidentally spawning the Warden... you know you might be among something smarter than you and Minecraft *isn't* supposed to have that. That's terrifying, my cozy survival world would have a heart attack, 10/10.
i mean they won't be expecting it will they
Mutant more is the only one :(
@@Lobster-0-1 how is that changing the usual behaviour? not trying to be rude i just have never noticed
Honestly the fact that the warden is arguably scarier then this really just shows how bullshit the deep dark is
@@Lobster-0-1 Scape and run does it too, to my eternal displeasure.
If I traveled back in time a year ago and told slightly younger me that this mod would cause an entire new genre of minecraft mods bro would call me crazy, I can't believe this blew up so massively, it's such a shame though that people didn't take and use the one thing from the cave dweller that actually matters, it's creativity, it was a cool fresh and new idea, and everybody just started replicating it rather than making there own unique ideas, but I mean to be fair some of the newer mods are fire, The Anomaly my beloved.
Another issue is that most new dwellers don’t have any interesting behaviour
I was hoping this mod would spark a new trend of SCP minecraft mobs with unique interactions, behavior not just the same AI with different skins
If this was added officially, within a week there would be a horrific and inhumane xp farm on this thing
Turns out the true monster was man all along
That's not even the worse, just imagine a redstone master or someone with command block can find a way to break the mechanic of this entity and make it do horrendous things including torturing it
Cave dweller may not be dropping loot, just like warden
@@rl55555would make a XP farm
@@kingofcurses991 boat + redstone clock + piston + end rod 😏
Am I the only one who feels a great amount of dread when I go to a dark area in a cave?
Nope. I’ve lost way too many hardcore playthroughs in those conditions to ever feel safe again.
And that's WITHOUT the cave dweller. Imagine knowing this thing exists down there lol.
It's either pure horror or Deep Rock Galactic vibe, 50/50
that jumpscare at the end was the first jumpscare thats actually got me in a while, props to you for re-inventing true fear in this game
thank you for commenting this
@@Kaz-h4f XD
Same
This man is responsible for kickstarting an entire Minecraft trend. He deserves the upmost respect!
No, he doesn't. Everything else is just a lame copy of this mod which isn't even that good.
Honestly the warden in the deep dark city was the first genuinely scary thing that mojang has added I love how you have to stay quiet in order to not summon the deadly warden and if you do spawn it it's incredibly scary because you can die incredibly fast if you get to close or get to loud
imagine the dweller starts running you down in sculk alley
@@rltt379 Way more terrifying than the warden chasing you
@@LevenLappi good thing you'd be chased by both
Not only are enderman fast, but the ambient sound that happens when you look an enderman in the eyes still give me chills to this day...
RAAAAAAAAAAAAAAAAAH
If instead of running at you they teleported to a random place (including behind you) as soon as you stopped looking at them, it would be creepy af
I think about it as the sound of the enderman aggressively shitting itself, which I find funny.
@@Malam_NightYoruyou'd "like" Epic siege mod
@@pikatheminecrafter whats wrong with you?
Very good video and concept. While playing the mod, I got some suggestions to improve it:
-Make it able to climb blocks and towers because you are safe with 3 blocks high tower.
-He chases the player way to frequently and I think it would be much scarier if the first few times you meet him he doesn't attack you and just stares at you from the edge of a block, then if you look at him he just hides behind and disappear to make the player more paranoid.
-There is also a problem with the light, obviously the monster needs to be in the dark to make it scarier so maybe it can give you blindness like the warden, destroy the torches when it passes by or you can even remove the torches from the game and add like a gemstone flashlight with amethyst or something like that to force the player to enter the caves without a light source first time.
-The monster is also not very scary on its own, so you can darken its skin, maybe it can make a scary smiling face when you finally look at it and make his eyes and teeth really shine in the black.
-Also, some animations look weird, like the chase one, I'm not an animator so can't give you very good advice but it seems his arms are moving too fast.
Hope it help.
Garbage critique and advice
Make it bipedal when not chasing and make it bound on all fours in chase. That would be fucking terrifying
yea and make it so before it ducks or crawls it stops so players think "its just a stupid reskinned enderman" so they go to kill it and then it ducks
@@helinn6140evil genius
I like the idea of it destroying torches. The warden's got his thing with the blindness effect, so I think the cave dweller destroying torches works more. Especially if it's like, a good distance away, and the player hasn't noticed it yet and it breaks a torch and hides behind something like you said. Maybe do that creepy peek around where you can only see an eye and a couple teeth.
what a great mod
I hope anyone doesn't make thousands of copys inspired by the cave dweller
9:27 the submerged castle theme fits absolutely PERFECTLY here especially after seeing what this creature is capable of
Now I'm imagining that things rolling around like the waterwraith and I'm not sure if that makes me more scared of it or less bro
I JUST HAD TO OPEN MY MOUTH
@@kok0nutdude don't make me nostalgic lmao
Pikmin Theme GOD
Not sure if this has already been suggested, but I think it’d be neat if the Dweller made louder noises the farther away it is from the player and as it gets closer and closer it gets quieter, just to give the player another false sense of security.
An actual folk monster does the same thing. I think it's a Philippino one?
@@harlannguyen4048 Oh that sounds interesting, might have to look into that!
Aswang logic
@@weakly4638 The creature is called a Manananggal, a creature that is human by day and a monster by night
That is an absolutely genius concept I haven’t seen in a horror game before. It reminds me of and I possibly observed it being part of true creepy stories from Reddit, because some dangerous lunatic is making noises casually but when he thought he was near the orator of the story, he was paying attention himself.
I guess it’s quite an animalistic thing; the Xenomorph kind of does it when it stomps around, and sometimes seems completely silent as it suddenly breaks in upon your vicinity and looks into the locker. But Alien Isolation makes use of intensity strings and there’s no silence to be had when danger is also about.
I like how people are terrified of cave noises but then you have speedrunners going straight into caves without any light and ignoring the sounds and all
Bro don't knows about lowering ambient sounds to 0% and getting full bright texturepack
@@человек-и3б7ь Oh scht you’re right 😢
the question is why people are scared at all? Like after this many years you just have to be used to them. Sure they were scary for the first 6 months, maybe 1 year, but thats about it.
@@Sharpless2 I think many people kind of just want to feel scared so that it’s interesting lol. People also support the whole thing about the cave sounds being scary which causes more people to think it’s scary
@@Sharpless2 I've gotten used to most of the cave sounds, but some of the cave noises (like Cave 1, 10, and 19) are very sudden and jarring, and when you're in a dark cave expecting monsters to attack at any time, they can give you a little jumpscare or increase the tension. Some people also feel uneasy in dark places (yes, even adults) and with the number of times a creeper has appeared right behind me in a cave, that can really leave you on the edge
İt feels so weird since this mod has realized,
AND NOW WE HAVE WORST DWELLER CLONES EVER