Adds six rare nighttime events to Minecraft: falling stars, a night market, curious animals, forest lights, a midnight visitor, and ghostly trails.
Current version: 0.1.1 alpha. Full description in Bulgarian.
Sometimes an ordinary night becomes a short, mysterious, playful, or beautiful experience. Follow an event, continue building, or sleep through the night without penalty. Participation is always optional. This standalone mod has no SP Core, Economy, or NPC dependencies.
Requirements
- Minecraft Java Edition 26.3
- Fabric Loader 0.20.1 or newer
- Fabric API 0.165.0+26.3 — the tested version
- Java 25
Official Fabric Meta and Maven artifacts were verified on November 6, 2026. The project targets Minecraft 26.3 and Java release 25.
Six Nighttime Events
Falling Stars
A glowing trail descends toward a temporary landing spot. After approximately ten seconds, approach within four blocks to receive one random resource directly in your inventory. No explosion, crater, ore placement, or block destruction occurs.
| Resource — one item | Chance |
|---|---|
| Coal | 30% |
| Raw Copper | 25% |
| Raw Iron | 20% |
| Raw Gold | 12% |
| Redstone | 6% |
| Lapis Lazuli | 4% |
| Emerald | 2% |
| Diamond | 1% |
Each participant receives at most one reward per event. A full inventory preserves the original result until the event ends, preventing rerolls. Metals are ordinary raw resources suitable for the Night Market, rather than renamed keepsakes.
The Night Market
A temporary wandering trader and llama appear with glowing particles. Right-click the trader to browse these offers:
| You give | You receive | Shared trades per appearance |
|---|---|---|
| 1 Raw Iron | 2 Iron Ingots | 32 |
| 1 Raw Copper | 2 Copper Ingots | 32 |
| 1 Raw Gold | 2 Gold Ingots | 32 |
| 2 Emeralds | 1 named lantern | 2 |
| 1 Emerald | 1 Flower Pot | 3 |
Metal exchanges require no additional emeralds. Stock is shared between all players. Coal, redstone, lapis, emeralds, and diamonds have no raw-to-ingot exchange. The market disappears when the event or night ends; completed trades remain completed.
Curious Animals
Three temporary sheep gather around an iron golem. The actors rotate in a simple dance-like display. Approach the gathering to receive a named feather.
The scene uses its own temporary animals and does not move or borrow existing livestock or pets. Animals guiding players toward the scene remain a planned feature.
Forest Lights
Five glowing points form a short route toward a forest-biome location. Follow the points in sequence to receive a named glow berry keepsake. The route is checked for clear space and manageable elevation changes.
The current alpha uses particles and does not generate a hidden cache, clearing, or structure.
The Midnight Guest
A traveler appears beside a suitable closed door, accompanied by a recurring knocking-like sound. Open the door if you wish, then right-click the traveler to hear a short story and receive a named flower pot.
The door must be within ten blocks horizontally and three blocks vertically of the selected player. A safe outdoor arrival spot with space above it must be available. The traveler never opens or breaks the door and currently remains at the arrival spot. Walking into shelter and additional requests are planned.
Echo Night
Five points of ghostly blue particles trace an old journey. Follow them in sequence to reveal five short story fragments about two travelers, a lantern, and seeds. Complete the trail to receive a faded travel note: a named paper keepsake.
Default Settings
The configuration file config/one-strange-night.json is created on first launch. Changes require a restart.
| Setting | Default |
|---|---|
| Chance of an attempt on an eligible night | 20% |
| Quiet nights after a successful event | 3 full nights |
| Maximum duration | 180 seconds at normal game speed |
| Distance from the selected player | 24–48 blocks; the guest uses a nearby door |
| Concurrent events | 1 per server, in the Overworld |
| Temporary actor limit | 5; the animal scene uses 4 |
| Exploration rewards | 1 per participant per event; market offers are separate |
| Collection distance | Within 4 blocks of the current point |
| Nearby participant requirement | An awake, living, non-spectator player within 96 blocks |
You can configure automatic events, chance, quiet nights, duration, distances, actor limits, exploration rewards, and the list of automatic event types. Disabling exploration rewards does not disable market trades. Individual resource probabilities and market offers are fixed in version 0.1.1.
The automatic event type is selected uniformly from enabled types. If a suitable loaded location cannot be found, that night's attempt is skipped.
Multiplayer and World Safety
Players can experience the same event together. Trail progress and exploration rewards are individual; market stock is shared.
Events do not place or remove blocks and do not force chunks to stay loaded. They end when time expires, the night ends, required locations or actors unload, the server stops, or no eligible awake players remain nearby. Sleeping until morning ends the event without penalty.
Temporary actors are tagged and removed when the event ends. Leftovers from an interrupted session are removed when loaded. Active events do not resume after a restart. The schedule is stored in the world's data/one-strange-night-schedule.json so restarting does not reset the quiet-night interval. An unreadable schedule disables events and logs an error.
Exploration rewards are not dropped on the ground when an inventory is full. Make room and return before the event ends to collect the preserved reward.
In-game screenshots
All screenshots use the English game interface.
No verified screenshots yet.