Surviving Minecraft's Scariest Mod #2



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i think i might have life long trauma because of that lanky fella
obviously gotta mention that this whole thing was inspired by @Calvin9000
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Mods I used:
Optifine
ColdSweat
AmbientSounds
From The Fog
Cave Dweller Evolved
All this for forge 1.20.1

Music Used: (yet again I want to use this as a chance to genuinely thank these creators for making copyright free music)

Nervous, Deep Noise, Rising Tide Faster, Floating Cities, Clash Defiant (I sped it up a little), Giant Wyrm, Unseen Horrors, Gregorian Chant, Loopster, Beauty Flow, Thunderbird, Magic Escape Room, Bump In The Night, Distant Tension, Long Note Four – Kevin Macleod (incompetech.com)

Also I used like a 3 second clip from Dark Tension Rising Music by MATTIA CUPELLI

Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

i pray to you, Kevin Macleod, for you are carrying my entire youtube career with your copyright free music

also yeah I changed my name you’re not going crazy…
or are you?
anyway yeah thanks for the million views and 30k subcribers, hope you enjoy/enjoyed this episode

mmm scarry minecraft from the fog cave dweller but its funny and also a minecraft mod and herobrine was there? wow! haha! i wonder if this actually does anything

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49 thoughts on “Surviving Minecraft's Scariest Mod #2”

  1. Now when you got the audience you have to keep it enganged and i hope you good luck! Good videos and think about some new series after that series (Apologies for any linguistic shortcomings; English is not my native tongue as I hail from Poland.)

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  2. like the dome idea so I'm using that type of base, I need to think of ideas to keep the dwellers that enter the surface out of my base because I believe that they can completely break doors down and kill you, ill test gates and maybe a water system of perfecting my entry while discouraging its entry.

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  3. You should add the Cute Mob Models mod. It'd definitely fit the horror theme, because women are the scariest things known to man /j

    Nah, but seriously, if you're going to be adding more mods each episode, then I think there should be a few loose guidelines to follow. Firstly, there probably shouldn't be any mods that add new ores or that heavily involve new biomes, because the world's already been generated, and you'd need to travel very far to get them. Secondly, I think technology mods should, at the very least, be saved for much later. Maybe once you've achieved some personal "milestones", like building an actual village (big enough to actually spawn cats and iron golems). Thirdly, a good idea would be to prioritize mods with one of these three themes: Horror, Nature/Regrowing, and Occult or Witchcraft. That way, things are kept kind of down-to-earth, or at least, fitting for the world you're in, and this series won't be broken up by going to space or whatever.

    So, with that in mind, I have a few mods you may want to check out, one for each of the themes. For horror, (it honestly took a while to find one that didn't add new biomes) there's the Midnight Lurker mod. This one will disappear if you look at it and if it isn't aggravated, but if it is…well. It can break wooden doors. I wouldn't actually recommend Scape and Run or other "parasite" type mods until you have mobs actually spawning in the world—part of why they're so terrifying is because even ordinary passive mobs could become very dangerous, and you don't know which is which. But right now, you're already used to everything being hostile, so there's less of that specific fear.

    For Nature/Regrowing, Botania is the easiest and most sensible option, but Nature's Aura is pretty good, too. They might be a bit too powerful at this point, though, particularly Botania. (Permafrost – Eyes of the Storm uses Botania for a large chunk of its "bring the world back to life" theme, because the Cocoon of Caprice can randomly spawn a passive mob. On the other hand, with how little spiders seem to spawn in this world, it might balance out just fine, because you absolutely need string and spider eyes to make one.)

    Finally, for Occult or Witchcraft, there's a couple more options, too. Occultism is a great option, but so is Bewitchment, or Druidcraft. Hexerei would be another good choice, if it wasn't for the fact that the stuff there is locked behind swamp biomes, which you obviously can't access.

    Lastly, there is one mod that I think fits the vibe of your playthrough almost perfectly—Blood Magic. You've got the horror element, the occultism, and while it doesn't fit the bill for "regrowth" necessarily, it does, I think, fit the most naturally into what you have going on right now.

    Of course, this is all your playthrough! All of these are just ideas at the end of the day. Hell, if you want to add the Trumpet Skeleton mod (or even if you ACTUALLY add the Cute Mob Models mod), no one's gonna stop you. Whatever you do, I'll definitely be here to watch and enjoy it!

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