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Creeper in it's friendly form.

Description

Neon Sentry Keeper banner

 

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Power. Capture. Use.

Charged creepers are rare and often wasted. Mostly for mob heads.

This mod turns every lightning strike into progress. Capture the charge. Put it to work. Profit with a Sentry.

 

Features

 

Sentry

 

The Sentry is a turret entity that gives you a high damage weapon to defend your base. You need a Keeper to power it. Configure behavior with the KeePad.

Sentry preview

Keeper

 

The Keeper is a friendly cyborg creeper that attacks hostile mobs and powers the Sentry. Create one by striking a Capture Trap that holds a creeper with lightning during a thunderstorm, or by capturing a charged creeper.

Keeper preview

Capture Trap

 

The Capture Trap is a special block. It can harm some mobs and looks great on display in your base.

Its purpose is to scan, capture, and display entities. You also need it to create a Keeper for the Sentry.

Capture Trap previewSentry title

 

The Sentry covers a 65° arc in four sectors: front, back, left, and right.

It deals high damage and protects you from other players and hostile entities.

It requires a Capture Monster Chip charged with a Keeper to operate. It fires using a Plasma Cell and deals 14 – 17 damage per shot.

Sentry UI preview

Damage and projectile speed depend on the mode set with the KeePad. Single mode deals 14 damage, consumes 1 shot from the 300 shot Plasma Cell, and fires every 2 seconds. Burst mode deals 17 damage, consumes 3 shots, and fires every 3 seconds. With the KeePad you can also choose target types (Hostiles, Neutrals, Players, Everyone) and the sector/direction to cover. Each player can manage up to 12 Sentries.

Shots can destroy semi hard blocks directly between the Sentry and a visible target.

Sentry firing preview

The Sentry requires a Keeper. Without a Keeper the turret does not work. You’ll also need a Plasma Cell for ammunition. The Keeper on its own is a small cyborg creeper that targets hostile mobs, features new animations, and does not bother you in the wild. See the Capture Trap section to learn how to obtain it.

 

Capture Trap title

 

The Capture Trap block handles two core functions.

1) Capture: Entities that move onto the trap can be scanned and stored inside a chip. To trap an entity, you first need the correct chip type. There are 3 categories and 4 chips.

Capture UI

Use the trap’s menu to release the stored entity with the Release button.

To create a Keeper, use one of these methods:

Method A: A powered/charged creeper steps onto a trap with a Monster chip. It's capture promotes the creeper into a Keeper and energizes the chip.

Method B: Capture a normal creeper, place the trap in an open area with sky access during a thunderstorm, and when lightning strikes the trap, the creeper transforms into a Keeper.

Keeper transformation

2) Display: When a chip stores an entity, the trap shows it with a holographic projection. You can customize display options from the trap’s UI and inspect the stored entity in detail.

The trap can also camouflage its color to match the block beneath, making it harder to notice. If the inserted chip already has a stored camouflage color, the trap keeps that color and won’t update. Without a chip, the trap always adapts to the block below.

Note: Holograms are designed for the vanilla environment. Performance mods or shaders may alter rendering.

 

Chips

 

Every trap needs a chip. It’s the heart of the system. Without it, the trap doesn’t work.

If a spesific chip is not present within the players inventory, during the placement of the capture trap block, it shows a warning vibration in the menu.

There are 4 chip types, distinguished by the creatures they support: water creatures, monsters, land creatures, and global (mix of all of the above).

Chip types

The chip acts as memory: it registers the captured creature. Moving the chip from one trap to another transfers the stored creature (and its camouflage color).

This mod is still in development and was created for ModJam 2025.