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Echo Vision icon

Echo Vision

Ruins remember what they were, and if you wake one it comes back with its garrison

BuiltNeoForge26.1
Status
Jar builds and has been playtested; jam entry, unreleased
Mod loader
NeoForge
Minecraft
26.1
Who installs it
Everyone on the server needs it

What it is

Somewhere out in your world there is a ruined castle with undead nesting in the rubble. Hold the Echo Lens near it and shimmering particles show you where the walls used to be, plus a glint marking a block called the Echo Anchor buried somewhere inside. Fight your way in, right-click the anchor, and the whole building rebuilds itself around you from the ground up: intact, lit, and defended by the guards who used to live there. The way you came in seals behind you, and then you have to get back out.

From a distance it is a pile of stone with skeletons living in it, and that is a normal Minecraft afternoon. Then you put the lens up and the missing walls draw themselves in the air in front of you, and there is a small blue fire burning somewhere deep inside where no fire should be. Getting to it is the fight. Right-clicking it is three seconds of rising noise and spiralling particles, and then the floor rebuilds under your feet, and the walls, and the roof, and you are standing in a corridor that did not exist ten seconds ago while the fog goes cold and spectral around you and someone in armour comes around the corner. In the great hall a translucent figure is sweeping, and never once looks at you.

👥 Playing with friends

Sites and their charges are shared server state, and the memory's fog syncs to everyone inside.

⚠️ Before you install

  • Needs Minecraft 26.1. It is built against a beta NeoForge and will not run on 1.21.x.
  • A full playtest of all eight buildings is still outstanding. The two shoreline sites in particular may sit at the wrong height relative to the water.
  • A memory is a real fight with buffed, armoured, sometimes bow-enchanted guards in it. Do not wake your first anchor in leather.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Get an Echo Lens and use it out in the open. A spirit drifts off toward the nearest ruin and the mod tells you which way it went.
  2. Find the ruin (there are eight kinds, from a small castle to a flooded temple) and deal with the undead nesting in the rubble.
  3. Hold the lens near the ruin. Shimmer traces the missing walls and a soul-fire glint marks the anchor through the stone.
  4. Fight your way to the anchor and right-click it. Hold still through the three-second charge while the building rises around you.
  5. Loot the place, but keep track of the way out. Opening the treasure chest starts a 90-second collapse and your entrance has already sealed.
  6. If you are ever genuinely stuck, use the lens again to escape, or hit any wall four times to corrupt the memory and end it.

How it works

The four phases

Every site runs the same arc. Phase 1, the ruin sits there infested with hostile undead nesting in the rubble. Phase 2, you reach the Echo Anchor and awaken it, which costs a charge and takes about three seconds of charge-up. Phase 3, the intact building stands and you explore it, fight its garrison and find the treasure. Phase 4 begins the moment you open the treasure chest: the memory de-materialises from the top down over 90 seconds while you run, and when it finishes the ruin is back and the anchor is dead for good.

Tip: The lens is for seeing, the anchor is for doing. That is the whole grammar.

Charges, and why you cannot farm this

An anchor has three charges by default. Each awakening spends one, and claiming the treasure expires the site outright no matter how many are left, leaving it permanently dormant. Loot rolls once per site from a seed derived from the anchor's position, so re-entering gives you the same chests you already emptied, not new ones.

Tip: Config values: anchorMaxCharges and collapseTimerSeconds.

The Echo Lens does three different jobs

Held near a charged ruin, it gives you echo vision: shimmer where the walls stood and a glint on the anchor through solid stone. Used inside a standing memory, it is the escape hatch; the memory collapses back to a ruin at once. Used out in the wild with no site nearby, it summons a wayfinder spirit that drifts toward the nearest ruin for five seconds and tells you the compass direction, which works on ruins you have never visited.

Tip: Only the wayfinder costs a charge, it refills one every ten seconds, and the lens can never break.

The memory cannot be broken, and that is your way out

While a memory stands, none of its blocks can be broken, placed on, or blown up. But the attempts are counted: four sustained attempts by one player against one standing memory corrupt it and end it, dropping you back into the ruin exactly as if you had used the lens. Because the mod is not allowed to use text, this is taught entirely by escalating sound: a rising wool thud at the block, then the whole site flinching with a warden heartbeat from its centre, then the warden's approach swell, then glass shattering.

Tip: Counted attempts have a cooldown, so four of them means several seconds of deliberate hitting.

Wait-it-out timers

Four of the eight sites have a clock that runs while the memory stands and then softly collapses it: the deep mine at 10 minutes, the hedge maze at 12, the old farm and the sunken temple at 14. The other four have no timer at all and end only by treasure, lens or corruption. A slow warning beat starts a minute before the end.

Tip: This clock is not the same as the 90-second Phase 4 escape countdown, which only runs during the collapse.

The garrison

A woken memory spawns its old defenders, themed to the building: the castle's guards wear iron helmets, chainmail and iron boots, its archers carry Power-enchanted bows. Guards get double health and every equipment slot is set to a zero drop chance, so this is never a gear farm. Half the garrison baked into each building is culled at runtime by an even spatial sweep, so rooms empty out evenly and the same site is the same fight every visit.

Tip: Escape with the lens and every guard in the building lingers for ten seconds as a glowing, slowed, still-hostile wisp.

The ghosts

Memories are also full of friendly ghosts: translucent figures that drift around, look about, never fight, cannot be attacked or pushed, and are completely silent. Some loiter near where they lived, as signposts. Others are guides, patrolling a route through the building on a loop. They are there to show you where to go, since nothing is allowed to tell you in words.

Tip: Ghosts are placed inside the building's own template, so where they are is part of the level design.

No reading, ever

There are no lore books, no audio logs and no dialogue anywhere in the mod; the story is in the buildings or it is not told. The collapse countdown used to be a number in the action bar and was deleted for the same reason. Now it is a bell at the start and a heartbeat cadence that tightens as the time runs down.

Items & blocks

Echo Lens

Echo Lens

Your eye on the past and your way out of it. Its tooltip: 'Hold near a ruin to see the echo: shimmering walls and the anchor's glint. Use inside a waking memory to escape it. Out in the wild, use it to send a spirit toward the nearest ruin.'

Where: The mod's one tool. It has sixteen charges, spends one per wayfinder use, refills one every ten seconds and cannot break.

Echo Anchor

Echo Anchor

The block the whole mod turns on. It sits deep inside each ruin, glints through walls when you have the lens up, and rebuilds the building when you right-click it. It holds three charges and goes permanently dormant when they run out or when the treasure is claimed.

Where: Buried in the ruin. Finding it is the first half of the level.

Echo

Echo

A translucent figure going about the building's last day. It never attacks, cannot be targeted by anything including the garrison, cannot be pushed, makes no sound, is immune to everything, and trails soul particles. Some of them will walk a route for you to follow.

Where: Only inside a woken memory. They disappear with the building.

The Ruined Castle

The headline build, 45 blocks square. The anchor sits deep inside the keep, so when the memory rises the collapse breaches you crawled in through seal up and the gate is barred. The treasure is at the top of the keep, which means the top-down collapse eats the treasure room first and then chases you down and out.

Where: Generates on land. Garrison of six: three melee, three archers.

The Watcher's Spire

A tall lone tower, fifty blocks up, built as a vertical parkour climb with arrow traps and a dive escape into a pool at the base. Skeletons and strays keep watch.

Where: Generates on land. No timer; it ends by treasure, lens or corruption.

The Deep Mine

An underground worked mine. The sinkhole you enter through seals overhead when the memory rises, and the route in includes a rail bridge over a chasm. Zombie and husk miners.

Where: Underground. This is the wait-it-out build: the memory stands for ten minutes before it softly collapses.

The Monastery

A cloister with a bell tower and a crypt, the anchor down in the crypt. Robed undead monks in dyed leather, dart traps in the crypt, and ghosts who pray and ring the bell.

Where: Generates on land. No timer.

The Hedge Maze

An overgrown labyrinth whose hedges grow back solid and seal when the memory rises, so the way you walked in through the gaps is not there any more. Solve the maze to reach the tower.

Where: Generates on land. Twelve-minute memory.

The Shipping Port

A ramshackle harbour, over forty blocks tall, climbed by parkour between ships, crates, cranes and rigging up to the lighthouse lamp room.

Where: Generates on the shoreline. No timer.

The Old Farm

A weathered homestead with a farmyard and a windmill you climb (the blades are static, which is the only merciful thing about it) to the granary treasure at the top.

Where: Generates on land. Fourteen-minute memory.

The Sunken Temple

The Drowned Court. The ruin is underwater; waking the memory drains it, and opening the treasure chest floods it back in around you. The water level is the swap, so no special code was needed for any of it.

Where: Generates under water. Fourteen-minute memory.

Lore

Flavour, not rules. None of this changes how the mod behaves.

The last day, told by nobody

Every memory is populated twice over: the garrison, who fight you because you are an intruder, and the ambient ghosts, who do not know you are there. A figure sweeping a hall. Someone standing at the well. A monk ringing a bell that is not there any more. There are about three of these little scenes per building (a last-stand barricade, an abandoned meal, a commander's room), and not one of them is captioned.

The memory is a trap

The castle was redesigned around exactly this idea. In the ruin you reach the anchor through the holes the collapse left; when the memory rises, those holes fill in and the gate bars itself. You are now inside a working castle with a garrison in it, and the only ways out are through to the treasure at the top of the keep, or the lens, which costs you the site.

The Drowned Court

The temple's memory is the tide. It sits full of water while it is a ruin, drains when you wake it, and takes the water back the moment you touch the treasure, so the escape run is the sea coming home.

Jokes & trivia

Bits you might miss

  • The sunken temple's entire mechanic is the water level. Waking it drains a temple; opening the chest floods it back on top of you.
  • Opening the deep mine's treasure chest used to unlock the vanilla 'War Pigs' advancement, because the site had borrowed the literal bastion treasure loot table.
  • Scaffolding is now banned mod-wide as a climb element. Inside a memory you cannot extend it, and a floating run pops itself into items, which once made the spire's treasure physically unreachable.
  • You cannot break a memory's blocks. Hit one four times anyway and the site flinches with a warden heartbeat and throws you out for corrupting the dream.
  • Escaping with the lens leaves the entire garrison behind as glowing, slowed, still fully hostile wisps for ten seconds.
  • Every mob in the rubble wears a helmet, purely so the skeletons stop bursting into flame at noon.
  • One playtest bug was a fence post next to a pressure plate in the great hall doorway. It was, briefly, the most dangerous thing in the castle.

From the workshop

  • Built as a ModJam 2026 entry, deadline 1 September 2026, judged on Originality 30, Fun 30, Visuals 30 and Downloads 10, with a separate community vote prize.
  • There is a standing rule against reading-based storytelling (no books, no logs, no dialogue), which is why the collapse countdown was deleted from the action bar and rebuilt as escalating audio.
  • A single missing flag was responsible for chests spilling and re-rolling their loot on every reset. In Minecraft 26.1 the container spill moved to a different removal hook, and the old suppress-drops flag no longer covers container contents.
  • The garrison is halved at runtime rather than in the buildings themselves, using a sweep sorted by height and then position, so no room ends up empty and the same guards die every visit.
  • There are no spawner blocks anywhere in the mod. A spawner cannot respect a site going dormant, cannot be cleaned up when the memory replaces the ruin, and would survive the collapse.
  • All eight buildings are generated by their own Python scripts under tools/, one per structure, with the ruined and intact versions produced as a matched pair.

FAQ

What version of Minecraft do I need?

26.1, on NeoForge. This is not a 1.21 mod and will not load on one.

How do I find a ruin?

Use the Echo Lens out in the open with no site nearby. It sends a spirit drifting toward the nearest ruin and names the direction. It works on ruins you have never been to.

Can I farm the loot?

No, deliberately. Loot rolls once per site, an anchor only has three charges, and opening the treasure kills the site permanently. Guard equipment has a zero drop chance.

What if I get trapped inside a memory?

Two ways out. Use the lens, which collapses it back to a ruin and leaves the guards behind as wisps, or hit any of the memory's blocks four times running to corrupt it. Both keep whatever charges the anchor has left.

Do my friends need it installed?

It is a normal server mod: the sites live on the server and the spectral fog inside an active memory is sent to every player who is in it.

Why is there no text telling me what to do?

Because the author banned it. The lens shimmer, the anchor's glint, the guide ghosts and the collapse's tightening heartbeat are all doing the job a tooltip would otherwise do.

Get it

Status: The jar compiles and the author has tested it himself, but it has not had a real playtest yet.

  1. Install NeoForge for Minecraft 26.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. Everyone on the server needs it.
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-echo-vision/build/libs/.

Mod by Bulletpies for ModJam 2026. Buildings generated by per-structure Python tooling.

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