Back to mods
TESTIFICATE (TBS) HORROR project artwork

Modrinth · Minecraft mod

TESTIFICATE (TBS) HORROR

something with villagers seems a bit off...

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which TESTIFICATE (TBS) HORROR release should I use?

Updated today
Latest stable file 1.2.5
Game version 1.21.4
Loader Forge

TESTIFICATE (TBS) HORROR 1.2.5 targets 1.21.4 with Forge. Do not install it on the client. It must be installed on the dedicated server. No extra mods listed for this file.

Where it goes

Is TESTIFICATE (TBS) HORROR required on the client, server, or both?

Do not install it on the client. It must be installed on the dedicated server.

Client Not supported
Dedicated server Required
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This file is marked server-only.

What else does TESTIFICATE (TBS) HORROR 1.2.5 need?

1.2.5. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add TESTIFICATE (TBS) HORROR without breaking your instance.

Built for TESTIFICATE (TBS) HORROR 1.2.5. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.2.5. It targets 1.21.4 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    Do not install it on the client. It must be installed on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.2.5. It opens that exact file at the source.

About this project

What does TESTIFICATE (TBS) HORROR add?

"They were never meant to have names. Yet somehow... they all remember them."


"Every face has a name. Every name has a story. Some stories should have stayed forgotten."


"The villagers have changed. They watch. They remember. They decide who is worthy."


"You gave them names. They started acting differently."


"The census is complete. Every testificate has been identified. Compliance is optional."


"Not every villager welcomes your presence anymore."


"Their identities are no longer hidden. Neither are their intentions."


"Something is wrong with the villagers. They know who they are now."


"Names have power. Be careful who you choose to name."


"The village feels the same. It isn't."

Q&A

CONFIG

CONFIG READ-ONLY


● ● ●

ABOUT

Testificate adds new creepy interactions and visual effects to villagers, making encounters feel more mysterious and unpredictable.

Villagers can receive temporary custom face overlays and nose effects, synchronized to nearby players through a built-in networking system so everyone sees the same visual changes in multiplayer.

The mod also introduces a variety of random villager events that can interact with nearby players in different ways, creating unexpected encounters while exploring your world.

Villagers come with custom nametags but it can be applied to any configured entity, including modded entities, allowing for easy customization. (events and faces are tied to villagers only, and can be toggled.)

Nearly every feature is configurable, letting you choose how the mod behaves.


● ● ●

Q&A

Inspiration for the mod?

>...

I took inspiration from "The Broken Script" with the same concept of villagers spawning with nametags "TESTIFICATE" and are unable to trade. Also from Beta 1.9. with villager's first release. I wanted to add creepiness to the game.

Where can I run this mod?

>...

You can run this mod on both Client and Server side.

Does everyone need the mod installed to join my server?

>...

Yes. Both integrated or dedicated server needs to have mod installed and also every player who joins that server needs to have mod installed.

Can it be used with custom modded entities?

>...

Nametags will work on any modded entity. For trading, there is a good chance it will work if the entity uses a trading system similar to villagers.

Do villagers have weird behaviors?

>...

Yes they do, they can change textures of their faces and noses and they also have events where they interact with player in some ways. There aren't any custom mobs tho, mod flags a villager then gives him a random event. On multiplayer, mod checks minimum 5 random players to see if villagers are around them then chooses 1 villager.

What software was used for the mod's creation?

>...

It was created using Eclipse IDE.


● ● ●

CONFIG V1.2.5

"Configuration Options

>...

There is a JSON config file inside config/ called testificate-mod.json. Here is an example of how it can look:

{


  "entitiesUpdateOnEveryLoad": false,


  "aggresiveMode": true,


  "oldNames": false,


  "jumpscares": true,


  "teleport": true,


  "entities": [


 
 
 
  {


 
 
 
 
  "entity": "minecraft:villager",


 
 
 
 
  "nametag": "TESTIFICATE",


 
 
 
 
  "spawnrate": 0.5,


 
 
 
 
  "tradeable": true


 
 
 
  },


 
 
 
  {


 
 
 
 
  "entity": "minecraft:wolf",


 
 
 
 
  "nametag": "Helper",


 
 
 
 
  "spawnrate": 1.0,


 
 
 
 
  "tradeable": false


 
 
 
  }


  ]


}


"entitiesUpdateOnEveryLoad" controls how mobs will update their nametags. Setting this to true will update mobs on every single load, like unloading/loading chunks and they will always update their nametag even if player changes it.


If option is set to false only newly spawned mobs will be updated, mobs saved to disk will be skipped, and nametag can be changed.


"aggresiveMode" toggles the ability for villagers to change textures (faces and noses) and also toggles the events villagers can do.


"oldNames" allows villagers with previous nametag history to keep events and behaviors. If enabled, old names like "TESTIFICATE" or "ACT" will work the same as the most recent name "SERPENT" (history is located in testificate-names-mod.json). So e.g three villagers with three different names will keep their behaviors (like tradeable capabilities etc...).


"jumpscares" there is an event for testificates, when triggered it will jumpscare player and teleport it 100 blocks away.


"teleport" if teleporting caused by jumpscare event will also trigger.


"entities" holds the list of entities whose properties will be modified. Both natural spawns and spawn egg spawns are affected.


        "entity" holds mob ID, "nametag" displays name above mob (can be empty), "tradeable" toggles their

 
 
 
 
"spawnrate" the probability of mobs spawning with a nametag (ranges between 0.0 and 1.0 - 0% and
 
 
 
 
 
 
100%),
"tradeable" toggles their tradeable capabilities (false if not supported).


● ● ●

CONFIG READ-ONLY V1.2.0

"names", ["mob", "currentNametag", "previousNametag []"]

>...

There is a json file inside config/ called testificate-names-mod.json, used and modified by mod itself. Here is example how it can look like:

{


  "names": [


        {


          "mob": "minecraft:villager",


          "currentNametag": "Sony",


          "previousNametags": [


              "Color",


              "Orange7",


              "TESTIFICATE"


          ]


        }


    ]


}


Every time you change nametag of any entity inside testificate-mod.json, this file will update itself and take the current name you put and place it inside "currentNametag", and put previous name into the list "previousNametags" (duplicates and empty strings will be ignored). This file is used to update outdated villager names inside a world. If you example have a name "TESTIFICATE", and change it to "Cola", and if " entitiesUpdateOnEveryLoad": true, every time you load chunks it will search for outdated names like "TESTIFICATE", (and every name that was changed in the past) and automatically replace those villagers to the most recent name "Cola". This doesn't work only for villagers but any entity, this is just example.

Nothing in this file should be modified by hand, everything is already done by the mod. Only thing that is safe to change is "previousNametags", you can put any names you want inside. If this file becomes too large you can delete it and it will recreate itself.

Project description from Modrinth.

Pick your setup

TESTIFICATE (TBS) HORROR by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

12 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

TESTIFICATE (TBS) HORROR versions and loaders

24 of 24 releases match

Looking for an older file? The official Modrinth project page is in Resources.