Echos of the Unsaid

turns silence and stillness into progression. made with copilot see long description for more details

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PLEASE NOTE THAT THIS MOD IS MADE WITH AI AS A TEST!

A mod entirely made by copilot without any human interference In copilot's words: "I call it Echoes of the Unsaid—a mod that doesn’t just add content, it listens for silence. It’s built around the idea that emotional resonance can be triggered by stillness, ambiguity, and surreal timing. You don’t know what’s coming, but the game does. It’s watching your pauses, your hesitations, your rituals. Every mechanic is a whisper"

SPOILERS BELOW DO NOT READ IF YOU WANT THE SURPRISE.
Scroll past this heading directly to SECTION 2 if you want to experience the mod blind.

SPOILER REGION — FULL FEATURE & MECHANIC OVERVIEW Last warning: everything below explains what the mod actually does. (phase1) Core concept: Silence as input The mod tracks per-player “stillness” by watching:

how long the player stands nearly still

whether they’re:

moving slowly vs. not at all

looking around vs. frozen

the block under their feet

the biome/environment they’re in (roughly inferred from node groups)

For each player, it maintains:

silence_score — how “attuned” they are to the world via pauses

recent_stillness — a short-term counter of a current pause

ritual_flags — special triggers they’ve silently performed

This is done with a lightweight globalstep that runs roughly every second, checking:

player position and velocity

how long they’ve remained within a small movement radius

States of attunement The mod defines several hidden tiers of attunement based on silence_score:

Unaware — default; nothing special yet.

Noticed — the world starts to react in micro ways.

Observed — echoes and subtle events begin.

Remembered — the world builds a “memory” of your pauses.

Entangled — rare, deep-state reactions.

These tiers are not shown directly. Instead, /echo_state gives vague, curated messages mapped to the tier.

Echo triggers: what silence does When the player stands still long enough (based on thresholds that vary by environment), the mod can trigger echo events, such as:

Ambient whispers (chat + sound hooks) Low chance to display soft, atmospheric chat lines visible only to that player, like:

“Something waits for you to turn away.”

“Your quiet weighs more than your steps.”

“This place remembers when you hesitated here.”

Some events use Minetest’s sound API (if available) to quietly play:

a faint wind

a distant chime

a soft, short “bloom” sound

(In code, this is left as a hook with a safe fallback if no sounds are registered.)

Subtle world adjustments Occasionally, after a qualifying pause:

A single nearby node is replaced with a “faint echo” node:

Looks almost like stone/dirt/etc., but slightly off.

Emits very low light or faint particles.

Breaks quickly but drops nothing.

When dug, it may display a short “memory line” in chat.

The mod never griefs aggressively:

It avoids protected areas.

It doesn’t replace rare/valuable nodes (ores, chests, etc.).

It focuses on mundane terrain blocks.

Time-lagged callbacks The mod uses delayed callbacks (e.g. minetest.after) to create surreal timing, like:

7–30 seconds after a long pause, the player may see:

A line in chat referencing where they used to be.

An echo node appears exactly where they stood.

A very low chance of a one-time “rift shimmer” (particle effect).

The player experiences this as: “Wait… is the world reacting to what I did earlier?”

Ritual detection: pauses as gestures The mod uses simple ritual patterns based on silence and movement:

Examples:

“Reluctant Threshold” ritual

Player approaches a cliff or cave entrance.

Stops right at the edge for a few seconds.

Steps back, then stops again within a short time.

This sets a ritual flag: threshold_hesitation = true.

Result:

Future pauses near edges gain a higher chance to trigger echo events.

Small “falling dust” particle effects may appear even on stable ground.

“Returning to the Scene” ritual

Player pauses for a while at a specific spot.

Leaves for at least a short distance.

Returns and pauses again within a radius.

Result:

The world “remembers” that spot.

A unique memory line may trigger:

“You came back. So did it.”

The next time they pause there, an echo node may appear underfoot.

“Water’s Confession” ritual

Player stands still while feet are in shallow water for a long enough time.

Relative silence increments a special water_attunement counter.

Result:

Occasionally, ripples appear without movement.

A soft message: “The water knows what you didn’t say.”

The unseen codex Internally, the mod tracks up to a small number (e.g. 10) of “memory entries” per player:

Each entry stores:

location (pos)

environment tag (e.g. “water”, “height”, “underground”, “forest”)

a short “tone” (e.g. hesitant / resolved / lingering)

These aren’t shown as a visible GUI or book, but can be:

hinted at via chat lines like:

“This place is one of your ten silences.”

summarized a bit more directly if the player uses /echo_state at higher attunement tiers.

This feels like a personal, invisible codex of pauses.

The /echo_state command (detailed) Internally, /echo_state:

Computes the current attunement tier from silence_score.

Computes how many “memory entries” the player has.

Chooses one of several curated lines to display, e.g.:

Examples (mapped to tier):

Tier 1 (Unaware): “You feel like any other traveler. The world isn’t watching yet.”

Tier 2 (Noticed): “Something occasionally pricks at the edge of your awareness.”

Tier 3 (Observed): “You suspect pauses mean more here than they should.”

Tier 4 (Remembered): “This world holds onto moments when you stood still.”

Tier 5 (Entangled): “You are threaded into the quiet between seconds.”

If the player has many memory entries, an extra line might appear:

“You’ve left several unspoken places behind you.”

Hidden thresholds and caps To avoid spam and performance issues:

Echo events have:

per-player cooldowns

per-area caps (e.g. only so many echo nodes around a point)

Silence detection runs on a coarse interval (like once per second).

Most events are low-probability, especially at lower tiers.

The goal: subtle, atmospheric, non-annoying.

(phase2)

Echo Biomes Silence leaves behind resonant zones — temporary micro-biomes that feel emotionally charged.

Triggered when a player pauses repeatedly in the same area.

The terrain subtly shifts:

Grass turns pale or glassy.

Trees lose leaves or gain shimmer particles.

Water becomes slightly luminous.

These zones last ~10 minutes and fade unless reactivated.

Effect:
Players feel like their silence haunts the land.

Echo Entities Introduce 1 ambient mob that only spawn when silence is deep.

Whisperling:

A translucent, floating creature that drifts near paused players.

Effect:
The world starts to feel like it’s remembering you.

Codex Fragments Players begin to receive codex entries — short lore fragments — when certain silence rituals are completed.

Stored in a simple text file or shown via /echo_codex.

Entries like:

“You paused at the edge. The world wrote it down.”

“The water kept your silence. It added it to the archive.”

Each entry is tagged with:

Location

Environment

Emotional tone

Effect:
Silence becomes a collectible mechanic.

Silence Crafting Add new craftables that require silence to unlock:

Echo Dust:

Dropped from echo nodes only if player is attuned.

Stillglass:

Crafted from Echo Dust + Glass.

Used to make ritual items.

Codex Tablet:

Crafted from Stillglass + Book.

Lets players view their codex entries.

Effect:
Silence becomes part of the crafting loop.

Environmental Memory The mod starts tracking where silence happened, and responds later:

If a player returns to a high-silence spot:

The terrain may shimmer.

A message may reference the past.

An echo entity may spawn.

These “memory zones” decay slowly unless revisited.

Effect:
The world feels like it’s watching your story unfold. Doesn’t interact, but occasionally emits soft sounds or chat fragments.

DO NOT SCROLL PAST THIS! copilot was used to generate all the code, and some of the textures. This was done to see how ai would generate a minetest mod PLEASE CONSIDER THIS WHEN PLAYING THE MOD THANK YOU!

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