Chameleon Creepers
Description
Creepers were actually intimidating in Alpha when the grass was, like them, that familiar vivid green, but ever since biomes were introduced, their color remained the same.
They are easy to spot and therefore very easy to avoid. This mod aims to fix that by changing their colors depending on their surroundings.
Bug reports, feedback and feature requests welcome :)
Screenshots
(didn't have time to take better ones but you get the point)
New in 1.4: Resource Pack support!
Alternative Download
Source
GitHub (feel free to star me if you want, for the ~20 hours I've spent on this :)
Changelog:
- 1.1: Creepers take the color of the block they're standing (so it'll work for caving), as opposed to the biome's main color.
- 1.2: Feature above is now a config option so that you can go back to just using grass (biome) colors.
- 1.3: Wall colors included, now Creepers will blend with blocks next to them as well as under them.
- 1.3.1: Fixed Issue #1 where chests would sometimes render weirdly (issue was only in 1.9)
- 1.4: Resource Pack support! Creeper textures from every resource pack now work.
Fixed a coloring bug with Tall Grass. - 1.4.1: Fixed bug when Creepers fell from the air without any block near them.
Mod Review
By TrueMU
By Xaxilis
More showcases:
By JSQ
By HelldogMadness (Spanish)
Credits/Inspiration
This video by SimplySarc:
All rights reserved.
You can modify this mod. If you want to release it, please report in this thread.
You can use this mod in your videos.
You have my permission to include this mod in private and public modpacks so long as you do not make money from hosting or distributing the modpack.
any plans to make this for 1.14?
This is a wonderful mod, but I would recommend you have a "chameleon" texture for when it steps on modded blocks that it doesnt recognize. A no texture creeper looks pretty ugly
Some mods for 1.12 support 1.12.x, does this support 1.12.2?
will you make it for 1.12.2?
This is a great idea!
Hola!, si buscas una review del mod, explicando todo lo que posee este, aquí te dejo mi vídeo!
Does it work in 1.12.2 or does it need to be updated? I'll find out in a bit.
EDIT: Tested across several texture packs, so far, it seems it does!
Issue: It only uses one texture(TEXTURE, not color) when the pack supports random creepers. But not that big a deal.
Just an idea, but could you add invisible creepers?
Creepy: 99% chance for invisible, 99% of which have no particles.
Hardcore: 25%, further 25% being no particles.
Hard: 10%, 10% of which have no particles.
Medium: 5%, all particles.
Easy 1%, all particles
Chuck Testa: 0%*
Or is it? Muahahahaha. {In the description of the setting}
Really 0% {Not in the setting desc}
or you can have invisible creepers, just to make it a little more creepy. (Maybe 0%<coin flip>random% (0.01-0.5) Feel free not to include that, or change, but that is my idea, and what I would do if I knew how to code mods.
mmmh do you think this mod would be compatible with rough mobs ? as it put some changes on creepers too (turning them invisible and making them stronger)
This is amazing but also really terrifying. You brilliant monster!
This mod makes a huge change to gameplay with just a subtle modification. I use it in all my worlds so, I thought I'd make a thorough mod showcase for it!
Enjoy
-Xaxilis
This mod makes a huge change to gameplay with just a subtle modification. I use it in all my worlds so, I thought I'd make a thorough mod showcase for it!
Enjoy
-Xaxilis
First of all, this is a great mod and I hope it gets updated to 1.12 soon, and second, how did you get texture pack support?!
In reply to orphanedpixel:
I'm really busy currently, but I'll see if I find some time to port Chameleon Creepers to 1.12. I don't promise anything, but keep an eye out!
1. Get Creeper texture (whetever texture the texture pack is using)
2. Convert that texture to grayscale (black and white)
3. Tint this texture to whatever color is appropriate
Nice Job Dude! I've just been browsing other creators mods' and now I can appreciate the time that goes into them! Looks awesome!
Could you make this support Quark's greener grass setting? http://quark.vazkii.us/#tweaks-greener-grass Creepers look very out of place with it enabled.
The API doesn't expose the modified grass colour, so I'd either have to
1) Use (Java) Reflection, which no way I will
2) Hardcode the default greener colour change and use that if Quark is present.
3) Get Vazkii to put that in the API (which would be the best choice)
Trying to do 3) right now ;)
If it fails, I may bother with 2) I'll see.
Love the concept, using it to make things much harder. Creepers are evil all over again.
However... the CFG option?
B:onlyUseGrassColors=true
.. I'm still getting water creepers. They turn blue while in water, and then as they reach the surface, they get out of the water (due to mob movement mechanics) Flicker to green, and then go back to blue... it's disconcerting. It also shows that the mod is VERY good, as it tracks the change perfectly. ... Just thought that I'd be turning off blue ones with that option?
Thanks for the report! Issue is fixed in 1.4.2.
been a month, not seen the 1.4.2 version yet?
oooh, you fixed it for 1.11 only, any chance of a backport?