Why do creepers explode?
To spread their spores and make more creepers, of course!
Overview
With this mod, creepers no longer spawn out of thin air. They actually grow from Creeper Plants, which can be found throughout the world.
All creeper explosions now spread Creeper Spores. Any Creeper Spore that lands on grass or dirt will grow into an entirely new Creeper Plant.
Don't want creepers wandering around? Better dig up all those Creeper Plants!
Compatibility
This mod will be compatible with the 1.12+ TerraFirmaCraft port if/when it is ever released.
It will probably not work with any other mod that replaces Vanilla grass/dirt blocks.
Any mod that has its own creeper variants should continue to function as normal.
Rights and Limitations
I'm releasing this under the MIT License, so you can do pretty much whatever you want with this mod as long as you're not a jerk about it.
You want to put it into a ModPack? Go right ahead.
You want to backport the mod to Minecraft v1.2.1? That's a little weird, but you do you.
OrganicCreepers.cfg
# Configuration file
general {
# The radius in blocks Creeper Plant will check to see if there are already too many creepers in the area to spawn more (number of creepers is set by biome)
# Min: 0
# Max: 128
I:creeperCheckDistance=16
# Enable spore generation from creeper explosions
B:enableCreeperSpores=true
# Enable spread of Creeper Plants without needing creeper explosions (recommend disabling if enableReplanting=true)
B:enablePlantSpread=true
# Enable automatic replanting of Creeper Plant after spawning new creeper
B:enableReplanting=false
# Enable vanilla creeper spawning
B:enableVanillaSpawning=false
# How fast the Creeper Plant will grow (higher = faster)
# Min: 0.0
# Max: 1.0
D:growthRate=0.5
# The percent chance that gunpowder will drop from broken grown Creeper Plants
# Min: 0.0
# Max: 1.0
D:gunpowderDropRate=1.0
# Modifier for impact rain has on growth rate (higher = more impact)
# Min: 0.0
# Max: 1.0
D:rainDelta=1.0
# How likely the Creeper Plant will worldgen in a chunk (higher = more likely)
# Min: 0.0
# Max: 1.0
D:spawnDensity=0.5
# How many Creeper Spores are thrown into the air from each creeper explosion
# Min: 0
# Max: 100
I:sporeCount=10
# If enablePlantSpread=true, how likely the Creeper Plant will spread each update (higher = more likely)
# Min: 0.0
# Max: 1.0
D:spreadChance=0.5
}
Changelog
v1.2.5
- Made double sure that creepers will not block spores from their own explosion
v1.2.4
- Added config option for gunpowder drop chance
v1.2.3
- Fixed NPE from from ghasts/tnt minecarts
v1.2.2
- Added plant spreading and a bunch of config optionsv1.2.1
- Creeper checks now look directly for Vanilla creeper class, so modded creepers should be untouchedv1.2.0
- Creeper Spores are no longer invisiblev1.1.0
- Creeper Plants now explode when lit on firev1.0.1
- Added config item for the distance that Creeper Plants check to see if there are already too many creepers in the area to spawn any more
Do you have plans plans to update the mod to 1.16.5?
having a problem where it crashes the game whenever you bonemeal it
could you update it to 1.16, I want to test out it's compatibility with the creeper spores mod
The plants grow to full size, but they never actually come to life as creepers. It's probably a mod incompatibility, but I don't have any mods that change creeper behavior
In reply to xkaziskoolx:
I don't know what's up with that. Sorry I don't have my development environment set up any more, so I'm not able to do any tests myself.
1.16 pretty please? :>
I really like the mod! My only suggestion is that I think there should be a setting in the config which changes how far creepers shoot their spores if that's possible. Making this value greater would give more incentive to not let creepers blow up at all since the plants would be spread out and harder to find, making infestations happen easier if you're not careful.
I really like the mod my guy/gal. You outta ask quark if they would let you merge with their mod cause this features is neccsary since it stays true to what creepers are like (you know, them being plants n' all).
I love this mod, but unfortunately, it crashes with at least two other mods:
Ice & Fire (that one with the dragons);
Lycanites Mobs
I don't have the crash logs anymore, but apparently it happens whenever a grass block is affected by dragon fire or another mob effect that alters grass or dirt blocks on which creepers are growing.
Maybe the author could try to replicate this issue and fix it? Pretty sure many other people ran across these bugs and, like me, had to remove the mod from a modpack. I would love to have this back on my modpack, that's for sure.
In reply to da_real_steve:
Thanks for finding this out for those 2 mods are my main fav. Always a good thing lessening the crashes in a modpack but this mod is so unique and kinda adds in its own lore on where creepers come from. xD
this is one of my favorite mods ever! keep it maintained big boy~
Could we have an option to make some creepers spawn as charged creepers?
friend: "oh hey this plant looks like a creeper"
me: "wait stop it is a cree-"
creeper *finishes growing and explodes
friend *dies*
i always hated creepers, not because they destroy stuff, but how nonsensical they are, this mod is perfect.
This is my headcanon now
It actually does work with non-vanilla dirt, interestingly enough.
I love how unique this mod is.
I reviewed your mod on my channel
In reply to CLA43:
Thanks, I'm so glad this mod is getting such a positive response!
Creepers are definitely not supposed to spawn at night anymore. I liked the idea that you could make an area relatively safe from creepers if you cleared all of the Creeper Plants, though if it's something people want I can add a config option to allow vanilla creeper spawning again.
i dont know why i love this so much its great
You were inspired Game Theories?
It beats all!
I love unusual mods in which the soul and the imagination is enclosed
I'm happy that the mod on my favorite 1.12.2