The Others (Horror)
THE OTHERS — Complete Prompt & Manual (v8.0.0)
A full description of everything in the add-on. Paste it to rebuild, extend, share, or document the mod. This version's headline feature is the Surveillance System — the Others learn where you go and haunt those places.
⚙️ REQUIRED SETTINGS — READ FIRST
You MUST turn on the "Beta APIs" experiment. The mod uses the beta scripting API to register real slash commands and run its AI.
When creating or editing your world:
Open the world's Experiments settings.
Turn ON → "Beta APIs". This is required — without it the commands and AI will not work.
Activate The Others under either Behavior Packs OR Resource Packs — the two packs are linked, so enabling one auto-enables the other.
Load in. The "THE OTHERS" welcome screen appears within a second or two — read it and press Play.
Other notes:
Minecraft Bedrock 1.21.90+ required.
Modules: @minecraft/server 2.0.0 and @minecraft/server-ui 2.0.0 (beta channel).
Cheats can stay OFF — commands work without them.
Works in multiplayer; tuned for phones and consoles.
Two packs in one .mcaddon. Container menus (furnace, chest, etc.) use the normal Minecraft UI so their buttons always work.
🛰️ THE SURVEILLANCE SYSTEM (headline feature)
The horror is no longer random — the Others learn your habits and turn your own world against you.
They map you. A hidden heatmap silently logs where you spend your time, bucketed into 16-block cells. It remembers your 40 most-visited spots — your mine shaft, the path between base and farm, your favorite biome, and how deep you usually dig (it notes your typical Y level and dimension). The longer you survive, the more they know. The data is stored compactly on each player and capped so it never bloats the world.
They haunt your spots. Roughly every 90 seconds (governed, never spammy), an event can stage itself at a place you frequent instead of a random location:
Standing in one of your haunts: the world turns on you there — the torches you left get snuffed out, claw-marks and cobwebs appear, breathing comes from your own spot, and at higher stages a Watcher (or a Hollow at night) waits at the edge of where you always stand.
A spot you use but aren't at now: you'll later find a trace left there — a small cairn that wasn't there, disturbed earth, a skull on a wall — proof something stood where you walk.
Far away or in another dimension: a knowing whisper across your HUD — "it knows where you go", "nowhere is only yours", "it has seen where you sleep, where you dig, where you run."
It escalates by stage. At Stage I it's subtle unease and a sound from your own spot. By Stage IV, "it knew you'd come back" flashes while a Hollow waits at your mine entrance. The haunt events grow stronger and more frequent every stage (their weight climbs across all four stages).
The dread payoff — "What They Know." In /others:config, toggle on "Show what the Others know about you" and press TUNE. A dossier appears listing your actual most-visited coordinates — e.g. "near 412, -88 in the Overworld (where you dig)" — and warns: "They know these places. They will be waiting." The game reading your own habits back to you is the centerpiece scare.
⌨️ COMMANDS
Type /others: and the commands autocomplete in the command box (this is why Beta APIs is required — it registers real commands).
/others:config — opens the settings panel
/others:beasts — opens the creature on/off panel
/others:sort — sorts your inventory (hotbar untouched)
You can also type config, beasts, or sort in chat as shortcuts.
The settings panel (/others:config)
A simple form with a §2TUNE button to save:
Difficulty — dropdown: Easy / Normal / Hard / Nightmare (controls event frequency and how fast the four stages arrive)
Faster hunger drain — toggle
Ore goblins — toggle (guardians spawn when you vein-mine rare ore)
Vein miner — max size — dropdown: 32 / 64 / 100 blocks
Open creature on/off list after saving — toggle
Show what the Others know about you — toggle (opens the surveillance dossier)
🎬 THE DIRECTOR
A per-player tension value (0–100) rises in darkness, at low health, when hurt, and near creatures; it decays in light and safety. The world moves through four stages:
Stage I — Something is off (day 0+)
Stage II — The Thinning (day 3+)
Stage III — Breakdown (day 7+)
Stage IV — The Veil is gone (day 12+)
Stage thresholds scale with difficulty; each stage thickens the fog and unlocks more events.
Pacing (why it's scary, not annoying):
First unsettling event ~10 seconds after joining — presence is immediate.
First creature in ~45–90 seconds, then roughly one presence every 2–3.5 minutes.
At most 2 creatures near you at once — never a swarm; one deliberate scare at a time.
Nothing can hurt you before in-game day 2 — the first night or two is pure dread (watching, sounds, figures) with no damage. After that, the teeth come out.
Idle creatures that linger too long quietly fade so they don't pile up.
🖥️ HUD
Heartbeat — bottom-left, large, transparent: a red ♥ and BPM. Resting ~64–75; climbs toward ~185 as a creature nears, and the heart blinks at that rate. A [VEIN] tag shows when crouched holding an axe/pickaxe.
Corner readout — top-right: STAGE II | DAY 4 | HOME.
Both hide during scare titles. Surveillance whispers also flash here.
🌫️ ATMOSPHERE
Pale white mist fog per stage (Silent Hill haze, not blindness) that thickens each stage; a whiteout fog for "The Empty"; a permanently dim grey sun and moon. Menus use the normal Minecraft UI so every button works.
⛏️ VEIN MINER (quality of life)
Trees: crouch + hold an axe + break any log → the whole tree falls. Only works on natural trees (needs nearby leaves), so your builds are safe.
Ores: crouch + hold a pickaxe + break an ore → all connected ore of the same type breaks. Works on vanilla and modded ores; stone and deepslate variants are linked.
Durability cost — 1 per block. A warning fires when the tool is about to break, and mining stops the instant it breaks (the rest stays in the ground).
Max size set in /others:config: 32 / 64 / 100 blocks (default 100). Mines 2 blocks per tick to stay smooth on phones/consoles.
Also: mature crops auto-replant by consuming one dropped seed; better hoes give bonus drops; Worm-Infused Soil (craft dirt + rotten flesh + bone meal → vanilla rooted dirt) under farmland roughly doubles growth and harvests. Item tooltips show durability and attack damage. /others:sort tidies your bag.
🤖 THE AI
Creatures don't chase with normal mob pathfinding — the horror is script-driven positioning (the technique top horror add-ons use):
They spawn behind you, just off-screen to the side, or along your crosshair at 15–50 blocks — wherever it's scariest.
Forced-to-look beat: the Watcher can appear close behind you and smoothly rotate your camera to face it so you're made to see it.
Heart-stop beat: while you aren't looking, it can materialize directly in your path and snap your gaze onto it for a moment.
The Gloom surges toward you in lunges while you move; the Maw keeps pace and resurfaces behind you if you outrun it.
Plus the Surveillance layer above, which spawns these encounters at the places you frequent.
👁️ THE CREATURES (16 + an apex)
Every creature has a spawn egg and can be toggled off in /others:beasts.
Original six
The Watcher (anywhere, mostly night) — moves only while you aren't looking; watches from cover, peeks around corners and through windows, can force your gaze onto it. Vanishes if cornered. Never attacks.
The Smile (deep dark caves, natural) — a floating glowing face. Hold a light and look at it to banish it.
The Stalker (night/caves) — circles you, steals torches, leaves one cryptic sign every 10–14 minutes. Never fights.
The Mimic (daylight) — looks exactly like a villager until you stare too long; then it hunts and breaks doors.
The False Player (anytime) — fakes another player joining: wanders, mines, opens doors, "chats", then fake-leaves.
The Hollow (night, stage 3+) — the one honest fight. Crawls, climbs walls, leaps, breaks doors, swims. Burns in daylight.
The new ten
The Gloom (caves, natural) — blind; a true all-fours crawler. Hunts your movement, freezes the instant you stop, surges toward you when you move. Swims.
The Cinder (the Nether, natural) — charred and webbed with glowing ember cracks. Every hit sets you on fire.
The Wisp (the End, natural) — a pale single-eyed light. Stare too long and it blinks behind you, then darkness.
The Poltergeist (your house, ~18 min apart) — surveys your home and does up to one destructive act per visit: breaks a bed or door, or starts one fire — otherwise empties furnaces, robs chests (scattering loot outside), shatters windows.
The Rotling (your farm) — tramples 2–4 crops and dumps dirt into your farm's water, then burrows away.
The Burrower (stage 3+) — travels underground leaving a trail toward you, then erupts and lunges. Travels silently and gives up if it can't reach you.
The Marionette (night, stage 2+) — a porcelain doll that sways on slack strings and never chases. Collapses if you get within 5 blocks.
The Choir (night, stage 2+) — three hooded singers in a triangle. Step into the center and all three vanish with a boom.
The Stray (night, stage 2+) — a giggling small one that drops gifts to lead you into a Hollow ambush.
The Willow Light (night) — a receding real light that isn't a torch. Chase it and it goes out, stranding you in the dark.
THE MAW — the apex predator
A massive hunched predator with a head that is mostly teeth and glowing red eyes. Appears as a rare Stage-IV night hunt: the screen flashes red and "RUN — something enormous woke up" burns across it. It spawns behind you and relentlessly pursues for ~90 seconds — fast, climbs, breaks doors, swims, roars so you always hear it, shakes the ground as it nears, and hits for 9 damage with knockback (a couple of hits kill). Outrun it and it resurfaces behind you; survive the timer and it sinks away ("...it lost you"). ~20 minutes between hunts.
🎲 AMBIENT EVENTS (~30+, stage-gated, governed timing)
Footsteps behind you, whispers, fake cave sounds, door creaks, darkness pulses, a far watcher, torch theft, HUD glitches, knocking, far screams, phantom chat, vanishing bait, fake creeper fuses, breathing, a harmless "something brushed past you" before day 2, false-player visits, sculk creep, fake explosions, lightning omens, chat from your own username, The Empty (a 45-second whiteout with footsteps that aren't yours), a false dawn, Hollow hunts, home knocks, door scratching, night sieges, I KNOW WHERE YOU LIVE (your home's exact coordinates), the Poltergeist, the Rotling, face scares, the Maw hunt, and the Surveillance haunts (which grow in frequency every stage).
🏠 HOUSE TRACKING
Spend about a minute near a bed, or touch one, and that spot becomes your home. This unlocks knocking at your walls, door scratching, creatures surrounding the house at night, and the "I KNOW WHERE YOU LIVE" event that prints your home's exact coordinates. The Poltergeist and Rotling target your home and farm. (This is separate from, and complements, the broader Surveillance system that tracks all your frequented spots.) Clear your home with the debug option.
💀 JUMP SCARES
Bed scare — trying to sleep has a stage-scaled chance (15% → 50%) that something is leaning over you when the screen snaps back: a face, a sting, a shake, and WAKE UP.
Face scare — at Stage III+ at night, the dark blinks and something is right there.
✅ STABILITY NOTES
No swarms (2 creatures max near you). No damage before day 2. Sounds are volume-governed and rate-limited so nothing machine-guns. Container menus use the normal Minecraft UI so their buttons always work. The welcome screen appears right on join and only once. The surveillance heatmap is size-capped so it never bloats your world.