2 downloads
Description:
this mod adds the most famous backrooms entity, that being the partygoer. It can latch on you, making so that you need to struggle to escape(but lose half a heart) If you fail you will transform into one of these in 5 minutes(except that water can cancel the transformation) After transforming a gamerule decides if players kep control of their transformed characters or not. They also run really fast and transformed players do get access to boosted sprint speed(but limited duration since they don't have infinite stamina) Also transformed players don't have natural regen
Manage versions and create new iterations of this mod.
This will create a new mod based on "Nursery rhyme Partygoer" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Nursery rhyme Partygoer" for Minecraft Java 1.20.1. The original mod will remain unchanged.
2
Nov 29, 2025, 10:20 PM
User request: Mod goal (original request) - Create a new Minecraft mob resembling a zombie called a "Partygoer" matching wiki description (ignore anything about Backrooms levels/noclip unless relevant to behavior implementation in vanilla Minecraft). - Appearance: tall, bipedal, rough leathery dull-yellow skin, no functional facial features except a cartoonish smile painted onto the head using a substance resembling human blood. (User asks to remove gore in implementation.) - Behavior (preferred old wiki version): hide in shadows, wait for prey, sing a nursery rhyme that supernaturally tires/numbs prey, then sprint at inhuman speeds to latch on. Attacks are short: Partygoers can only sprint ~30 seconds before fatiguing and stop sustained chases. Group hunts: Partygoers form checkpoints to block/outflank, some wait in ambush at exits. They build cover (stacked furniture/items) and leave bottles of Almond Water as bait. Failed hunters back off behind cover for a few minutes then may attempt another charge. (User: Almond Water does not exist in Minecraft — replace with regular water.) - Biology (preferred old wiki version, remove gore): arms end in holes covered with hooked teeth; latching hooks into flesh (usually arms) and injects venom. Latch lasts 10 seconds then Partygoer retracts and leaves — that starts the transformation: numbness, limb deterioration in wiki (user requests removing gore), face sloughing and painted smile; transformation increases intelligence, removes past memories, ends human communication. Wiki average transformation time: 20 minutes; cure requires amputation or large amounts of almond products within 5 minutes after latching. (User: remove gore and replace almond water with plain water in-game.) - Survival guide (from wiki): avoid single weapons or Almond Water/water on ground (bait), do not respond to raspy voice outside view, run opposite of arranged cover, run away from nursery rhyme, caffeine/adrenaline help, don't attempt to outrun ambush unless >100 ft away, best survival when ambushed is to block/injure arms while shielding forearms and retreat; protect face and leave area. User-specific constraints and preferences - Prefer the older wiki page content but ignore level/noclip mechanics that don't map to Minecraft. - Remove gore from visible effects. - Replace Almond Water with regular Minecraft water items/blocks. - Consider alternate/newer wiki notes: a later wiki version (hard to find in Wayback) claims transformed humans retain conscious control for ~1 hour but the transformation process is longer in that version. User proposes in-game compromise: shorter transformation (e.g., 5 minutes) or other tunable durations. Edit history (every subsequent edit request) - Edit v2: Add a transformation mechanic to replace the current slowness and weakness effects. Transformation should be implemented as a gameplay mechanic (not just status effects). - Edit v3: Make the transformation non-lethal — instead of killing the player, the system should convert the player into the Partygoer entity (player becomes mob). Incorporate a newer wiki behavior: after successfully latching, Partygoers leave the victim alone and exit (possibly to find new victims) — implement Partygoers departing after latching instead of pursuing/finishing victim. - Edit v4: Implement visual transformation for the player: swap the player render with the Partygoer entity model upon transformation. Also attempt to swap the first-person hand renderer so the transformed player's hands/first-person view match Partygoer visuals (if possible). - Edit v9 (crash report / debugging request): User encountered a crash on game initialization while using the mod and asked to fix it. Key crash details to reproduce/fix: - Exception: java.lang.RuntimeException: Mixin transformation of net.minecraft.class_759 failed - Root cause: org.spongepowered.asm.mixin.throwables.MixinApplyError -> org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException - Failed mixin: NurseryRhymePartygoerHeldItemRendererMixin from mod nursery-rhyme-partygoer-k6ii3fjs (config nursery_rhyme_partygoer_k6ii3fjs.mixins.json) - Specific injection failure: @Inject on nurseryRhyme$capturePlayer could not find any targets matching 'renderFirstPersonItem' in net/minecraft/class_759. Refmap used: nursery_rhyme_partygoer_k6ii3fjs.refmap.json. - Injection handler signature from trace: handler$zpi000$nursery-rhyme-partygoer-k6ii3fjs$nurseryRhyme$capturePlayer(Lnet/minecraft/class_742;FFLnet/minecraft/class_1268;FLnet/minecraft/class_1799;FLnet/minecraft/class_4587;Lnet/minecraft/class_4597;ILorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V - Failure happens during Prepare Injections phase validating targets for renderFirstPersonItem in obfuscated class net/minecraft/class_759. - Environment details (useful for reproducing/fixing): - Minecraft 1.21.5, Fabric Loader 0.16.14, Fabric API 0.128.2+1.21.5 - Mod: nursery-rhyme-partygoer-k6ii3fjs v4.0.0 (Nursery Rhyme Partygoer 4.0.0) - Java: OpenJDK 21 (Microsoft), OS: Windows 11, JVM flags and memory shown in crash report. - Crash occurs during client initialization (Initializing game / Render thread). - Action requested: "try fixing this crash" — mixin injection target (renderFirstPersonItem) likely renamed/removed in 1.21.5; adjust mixin target method/name/signature or use the correct intermediary/obfuscated names for HeldItemRenderer/renderFirstPersonItem for this Minecraft version; ensure mixin config, refmap, and target selector match 1.21.5 method signatures. Implementation notes and developer guidance captured from edits - Replace simple status effects (slowness/weakness) with a full transformation mechanic that: - Triggers after Partygoer latches for specified time (user referenced 10s latch, 20min transform in old wiki; user suggests shorter in-game durations like 5 minutes or alternative: newer-wiki keeps 1 hour conscious window — make duration tunable). - Is non-lethal: converts the player into a Partygoer entity (visual + gameplay conversion) rather than killing them. - Allows Partygoers to depart after latching (they do not stay to finish the transformation). - Provides a possible cure mechanic consistent with wiki (user mentioned amputation or almond product within 5 minutes) but user already asked to replace almond product with water and to remove gore — design non-gory cure (e.g., item-based cure window or water consumption within X seconds). - Implement player-to-entity conversion including swapping player model and first-person hand renderer where possible; account for network/singleplayer differences, inventory retention, and permissions (cheats) when converting player entity into mob. - Mixin/renderer changes must target correct 1.21.5 mappings/obfuscated names (HeldItemRenderer/first-person render method). Use proper mapping (intermediary/official) and verify method exists; guard mixin injections if target method not present (fallback or version gate) to avoid the reported invalid injection crash. - Preserve user requests: remove gore visuals, replace Almond Water with standard water, ignore level/noclip mechanics unsuitable for vanilla, remain faithful to wiki behaviors where possible. All above requirements/edits must be implemented or addressed by the software agent. Edit v10: Alright due to a black screen bug could you attempt to swap the mixins related to visual changes on the player when transformed with non-mixin methods to do the same thing? Edit v11: Alright it sort of looks like that the player is actually inside which looks weird(and the leg is sort of noclipping throught the ground because the player's hitbox is the same size) so to fix the player model inside i saw that invisibility effect managed to hide it so you could try adding one without particles and infinite duration to fix the noclipping legs inside the ground issue maybe stretch the hitbox of the player a bit Edit v12: Alright now that the player model inside the partygoer bug is fixed(and i think the hitbox is taller but not tall enought) could you try copying the partygoer entity's hitbox size to apply to the transformed player to see if the leg issue fixes? Edit v13: Could you try finding a way to fix the leg noclipping throught the ground visually bug? Edit v14: Alright now if the player rejoins the world after being transformed the game sort of forgets they were transformed, so could you try making it stay until the player dies even if they leave the game? Edit v15: Alright now since a partygoer's face is drawn of blood on a literal sense, making transformed players unable to speak in chat would make sense(they could still use signs or books thought but since the wiki says partygoers can hack computers because they're smart enought but for some reasion always puts a "=)" at the end of a phrase, it could be automatically put in the end of whatever the transformed players write be it a sign or a book) Edit v16: Alright now could you try replacing the effects(except invisibility) with attribute changes that copy the entity's attributes?(instead of giving the player strenght effect, it makes them have the same attack damage attribute as the entity as a example, do this for speed as well) also since they can run for 30 seconds there could be a speed effect with 30 seconds of duration when a player tries to sprint but after the 30 seconds are up they are on a 1 minute cooldown to regain stamina Edit v17: Alright i think even without the speed 2 effect the transformed players goes too fast, could you remove the speed attribute change? and also could you also add a visible timer until transformation? Edit v23: Alright now could you try adding a gamerule named "KeepControlAfterTransforming"(which defaults to true, which is basically the current way it works) that chooses if the transformed players keep control of their character after transforming(side note:make sure to move players on their own client for this) Edit v25: Alright could you also make so that the gamerule updates even already transformed players? (example: player can control their character freely, gamerule gets changed to false, they lose control over their body, if they aren't in control and it changes to true they regain control) Also for if the gamerule is set to false the game could try to force the player to mirror the entity's behaviour as close as possible Edit v26: Alright theres one issue:if the gamerule is false, the transformed players are able to target themselves, since it isn't supposed to attack transformed players at all i guess you could make so that these are 2 checks before the transformed player targets another one also another issue that i realised is that i need to turn the gamerule into false after transforming(so it won't work if the player gets transformed while the gamerule is false) or else it won't work so could you also fix that? Edit v27: Alright now another issue is that the gamerule's false alternative isn't working at all(no head movement, no attacking untransformed players, no movement block, no facing target and no automatic movement) so could you fix it? Edit v28: Alright now everything except the AI's movement(for transformed players if gamerule is set to false) and staring at the target is working could you try fixing it by making so that it does both of that on the transformed player's client? also for some reasion players that just joined see transformed players as invisible until they change the gamerule to either true or false so could you make so that this weird glitch won't happen and they are visible for the players that just joined without needing to change the gamerule? Edit v29: Alright since the keepcontrol gamerule is giving some issues could you make so that it targets any "human" entity (such as a villager or pillager) also zombies and zombie types don't count this will make it easier for testing since i won't need a second player(and the entity canonically hates humans) Edit v31: Alright another way to make testing easier a /untransform and a /transform command which instantly either untransforms or transforms the targetted player Edit v32: swap the current way of blocking controls(making the player really slow) to cancelling their keys(with a cancellable check) and also make so that the way the mod makes them attack if the keepcontrol gamerule is off and also walk is as if they were doing it on their own client(as if they were actually clicking to punch the entity and actually pressing on the keyboard to walk towards it) Edit v33: Alright now there is a issue where the actual player(keyboard) movement isn't fully blocked on the KeepControlAfterTransforming = false it just stops them for a brief second and also another issue is that the key is still blocked for a split second if it's set to true Edit v36: Alright so now another issue is that the control block is blocking the AI driven movement for players Edit v37: Alright now new behavior for transformed player(if the gamerule is on off) the player will wander randomly(like a mob, try making it look the cloest as possible to something like a zombie, villager, sheep, literally everything wanders the same way so those are just examples) Edit v40: Since so far the AI attacking only uses the W key and the wandering part also uses that make so that A,S and D are completely blocked since the AI doesn't use those keys there shouldn't be any issue on blocking them completely if the KeepControlAfterTransforming gamerule is off(if it is on it won't block any keys) Also to try making the wandering more mob-like it will pause for 2 seconds after walking about 5 blocks(and W key will get blocked for those seconds, in which the game will unblock it if the transformed player is wandering or have a target which will be detected with a way to check in their NBT) Edit v41: Alright now the current issue is that the player can still move their character and it's not just the AI in control to fix that it could completely block all cancellable movement keys with event.setcancelled except that W will have a extra check(the wandering will set a NBT tag to 1 which if it is on 1 it will allow the key to work, if it is on 0 it will them check if there is a target, if there is a target it will also make it return instead of cancelling, if both aren't the case it will cause the event.setcancelled) Edit v42: Alright since that went a little bit wrong remove the event cancellation(which only now i learned is ActionResult.FAIL for fabric from only the W key specifically, keep it on other keys thought and remove the pause for wandering) Edit v43: Alright now a way to break free from the latch:key mashing all the movement keys will get blocked with return ActionResult.FAIL; however after the fail it will increase a visible counter on the screen by 1 if it reaches 100 the player will escape and the keys will get turned on(at the cost of 1 health since it said that if anything tries to escape it will bleed) and the timer won't turn on, the partygoer entity will move backwards and wait for 30 seconds until it can sprint again(during this time the player can decide if they want to run or kill it) if it fails it will do the same as it currently does and then turn on the keys Edit v44: Well now a issue:the whole struggle system doesn't work at all there is no counter no key blocks, nothing Edit v45: Alright now another thing is that the attack key isn't blocked so i believe blocking it until there's a target for the transformed player could work(and also block it during the struggle part since it does make the struggle go up by 1 but doesn't cancel the attacking, it works to cancel breaking blocks but that's really it) Edit v46: Alright now for transformed players(when the gamerule is on false): block EVERY key except for T and ESC with the return ActionResult.FAIL; (and also except W and mouse clicks since those 2 would make the AI unable to control the player if they were turned off and the player would basically just be a statue) Edit v47: Alright now remove any and all key blocks for transformed players but ONLY if the gamerule is set to true(add a check before cancelling literally anything to see if the gamerule is true or false) Edit v48: Alright the issue now is that the attack blocking which is only supposed to apply if the gamerule is turned to false is also affecting transformed players when the gamerule is set to true(the limited control is only supposed to apply if the gamerule is set to false) Edit v49: change the current texture to this one Edit v55: make so that transformed players(when the gamerule is turned to off) act neutral to mobs that they don't already target on sight(the transformed players will still act hostile towards those who they already target) Edit v57: Alright so the issue is that the transformed player doesn't fight back against a mob that ends up attacking them(with keepcontrol off) so i wanted something similar to HurtByTarget goal on that Edit v59: for some reasion the neutral part of the targetting system doesn't work(tested by making slimes hit me, used /damage and it didn't attack the mobs that hit me) Edit v60: Anyways now for the transformed player could you remove the hunger system(or just keep it at half forever without it ever changing no matter how long has passed, depending on the easier alternative) for transformed players Edit v61: Now since the mute and the "=)" on anything they write is not working i think the "=)" is unimportant so delete the code for that but try fixing the mute Edit v69: make so that if keepcontrolaftertransforming is set to false it shows a first-person quote related to "fun"(partygoers usually use that to lure humans into a unsafe place and it is said that the transformation corrupts the mind of those who get transformed) on the transformed player's screen whenever they try to use a blocked key
1
Nov 27, 2025, 08:00 PM
User request: Mod goal (original request) - Create a new Minecraft mob resembling a zombie called a "Partygoer" matching wiki description (ignore anything about Backrooms levels/noclip unless relevant to behavior implementation in vanilla Minecraft). - Appearance: tall, bipedal, rough leathery dull-yellow skin, no functional facial features except a cartoonish smile painted onto the head using a substance resembling human blood. (User asks to remove gore in implementation.) - Behavior (preferred old wiki version): hide in shadows, wait for prey, sing a nursery rhyme that supernaturally tires/numbs prey, then sprint at inhuman speeds to latch on. Attacks are short: Partygoers can only sprint ~30 seconds before fatiguing and stop sustained chases. Group hunts: Partygoers form checkpoints to block/outflank, some wait in ambush at exits. They build cover (stacked furniture/items) and leave bottles of Almond Water as bait. Failed hunters back off behind cover for a few minutes then may attempt another charge. (User: Almond Water does not exist in Minecraft — replace with regular water.) - Biology (preferred old wiki version, remove gore): arms end in holes covered with hooked teeth; latching hooks into flesh (usually arms) and injects venom. Latch lasts 10 seconds then Partygoer retracts and leaves — that starts the transformation: numbness, limb deterioration in wiki (user requests removing gore), face sloughing and painted smile; transformation increases intelligence, removes past memories, ends human communication. Wiki average transformation time: 20 minutes; cure requires amputation or large amounts of almond products within 5 minutes after latching. (User: remove gore and replace almond water with plain water in-game.) - Survival guide (from wiki): avoid single weapons or Almond Water/water on ground (bait), do not respond to raspy voice outside view, run opposite of arranged cover, run away from nursery rhyme, caffeine/adrenaline help, don't attempt to outrun ambush unless >100 ft away, best survival when ambushed is to block/injure arms while shielding forearms and retreat; protect face and leave area. User-specific constraints and preferences - Prefer the older wiki page content but ignore level/noclip mechanics that don't map to Minecraft. - Remove gore from visible effects. - Replace Almond Water with regular Minecraft water items/blocks. - Consider alternate/newer wiki notes: a later wiki version (hard to find in Wayback) claims transformed humans retain conscious control for ~1 hour but the transformation process is longer in that version. User proposes in-game compromise: shorter transformation (e.g., 5 minutes) or other tunable durations. Edit history (every subsequent edit request) - Edit v2: Add a transformation mechanic to replace the current slowness and weakness effects. Transformation should be implemented as a gameplay mechanic (not just status effects). - Edit v3: Make the transformation non-lethal — instead of killing the player, the system should convert the player into the Partygoer entity (player becomes mob). Incorporate a newer wiki behavior: after successfully latching, Partygoers leave the victim alone and exit (possibly to find new victims) — implement Partygoers departing after latching instead of pursuing/finishing victim. - Edit v4: Implement visual transformation for the player: swap the player render with the Partygoer entity model upon transformation. Also attempt to swap the first-person hand renderer so the transformed player's hands/first-person view match Partygoer visuals (if possible). - Edit v9 (crash report / debugging request): User encountered a crash on game initialization while using the mod and asked to fix it. Key crash details to reproduce/fix: - Exception: java.lang.RuntimeException: Mixin transformation of net.minecraft.class_759 failed - Root cause: org.spongepowered.asm.mixin.throwables.MixinApplyError -> org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException - Failed mixin: NurseryRhymePartygoerHeldItemRendererMixin from mod nursery-rhyme-partygoer-k6ii3fjs (config nursery_rhyme_partygoer_k6ii3fjs.mixins.json) - Specific injection failure: @Inject on nurseryRhyme$capturePlayer could not find any targets matching 'renderFirstPersonItem' in net/minecraft/class_759. Refmap used: nursery_rhyme_partygoer_k6ii3fjs.refmap.json. - Injection handler signature from trace: handler$zpi000$nursery-rhyme-partygoer-k6ii3fjs$nurseryRhyme$capturePlayer(Lnet/minecraft/class_742;FFLnet/minecraft/class_1268;FLnet/minecraft/class_1799;FLnet/minecraft/class_4587;Lnet/minecraft/class_4597;ILorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V - Failure happens during Prepare Injections phase validating targets for renderFirstPersonItem in obfuscated class net/minecraft/class_759. - Environment details (useful for reproducing/fixing): - Minecraft 1.21.5, Fabric Loader 0.16.14, Fabric API 0.128.2+1.21.5 - Mod: nursery-rhyme-partygoer-k6ii3fjs v4.0.0 (Nursery Rhyme Partygoer 4.0.0) - Java: OpenJDK 21 (Microsoft), OS: Windows 11, JVM flags and memory shown in crash report. - Crash occurs during client initialization (Initializing game / Render thread). - Action requested: "try fixing this crash" — mixin injection target (renderFirstPersonItem) likely renamed/removed in 1.21.5; adjust mixin target method/name/signature or use the correct intermediary/obfuscated names for HeldItemRenderer/renderFirstPersonItem for this Minecraft version; ensure mixin config, refmap, and target selector match 1.21.5 method signatures. Implementation notes and developer guidance captured from edits - Replace simple status effects (slowness/weakness) with a full transformation mechanic that: - Triggers after Partygoer latches for specified time (user referenced 10s latch, 20min transform in old wiki; user suggests shorter in-game durations like 5 minutes or alternative: newer-wiki keeps 1 hour conscious window — make duration tunable). - Is non-lethal: converts the player into a Partygoer entity (visual + gameplay conversion) rather than killing them. - Allows Partygoers to depart after latching (they do not stay to finish the transformation). - Provides a possible cure mechanic consistent with wiki (user mentioned amputation or almond product within 5 minutes) but user already asked to replace almond product with water and to remove gore — design non-gory cure (e.g., item-based cure window or water consumption within X seconds). - Implement player-to-entity conversion including swapping player model and first-person hand renderer where possible; account for network/singleplayer differences, inventory retention, and permissions (cheats) when converting player entity into mob. - Mixin/renderer changes must target correct 1.21.5 mappings/obfuscated names (HeldItemRenderer/first-person render method). Use proper mapping (intermediary/official) and verify method exists; guard mixin injections if target method not present (fallback or version gate) to avoid the reported invalid injection crash. - Preserve user requests: remove gore visuals, replace Almond Water with standard water, ignore level/noclip mechanics unsuitable for vanilla, remain faithful to wiki behaviors where possible. All above requirements/edits must be implemented or addressed by the software agent. Edit v10: Alright due to a black screen bug could you attempt to swap the mixins related to visual changes on the player when transformed with non-mixin methods to do the same thing? Edit v11: Alright it sort of looks like that the player is actually inside which looks weird(and the leg is sort of noclipping throught the ground because the player's hitbox is the same size) so to fix the player model inside i saw that invisibility effect managed to hide it so you could try adding one without particles and infinite duration to fix the noclipping legs inside the ground issue maybe stretch the hitbox of the player a bit Edit v12: Alright now that the player model inside the partygoer bug is fixed(and i think the hitbox is taller but not tall enought) could you try copying the partygoer entity's hitbox size to apply to the transformed player to see if the leg issue fixes? Edit v13: Could you try finding a way to fix the leg noclipping throught the ground visually bug? Edit v14: Alright now if the player rejoins the world after being transformed the game sort of forgets they were transformed, so could you try making it stay until the player dies even if they leave the game? Edit v15: Alright now since a partygoer's face is drawn of blood on a literal sense, making transformed players unable to speak in chat would make sense(they could still use signs or books thought but since the wiki says partygoers can hack computers because they're smart enought but for some reasion always puts a "=)" at the end of a phrase, it could be automatically put in the end of whatever the transformed players write be it a sign or a book) Edit v16: Alright now could you try replacing the effects(except invisibility) with attribute changes that copy the entity's attributes?(instead of giving the player strenght effect, it makes them have the same attack damage attribute as the entity as a example, do this for speed as well) also since they can run for 30 seconds there could be a speed effect with 30 seconds of duration when a player tries to sprint but after the 30 seconds are up they are on a 1 minute cooldown to regain stamina Edit v17: Alright i think even without the speed 2 effect the transformed players goes too fast, could you remove the speed attribute change? and also could you also add a visible timer until transformation? Edit v23: Alright now could you try adding a gamerule named "KeepControlAfterTransforming"(which defaults to true, which is basically the current way it works) that chooses if the transformed players keep control of their character after transforming(side note:make sure to move players on their own client for this) Edit v25: Alright could you also make so that the gamerule updates even already transformed players? (example: player can control their character freely, gamerule gets changed to false, they lose control over their body, if they aren't in control and it changes to true they regain control) Also for if the gamerule is set to false the game could try to force the player to mirror the entity's behaviour as close as possible Edit v26: Alright theres one issue:if the gamerule is false, the transformed players are able to target themselves, since it isn't supposed to attack transformed players at all i guess you could make so that these are 2 checks before the transformed player targets another one also another issue that i realised is that i need to turn the gamerule into false after transforming(so it won't work if the player gets transformed while the gamerule is false) or else it won't work so could you also fix that? Edit v27: Alright now another issue is that the gamerule's false alternative isn't working at all(no head movement, no attacking untransformed players, no movement block, no facing target and no automatic movement) so could you fix it? Edit v28: Alright now everything except the AI's movement(for transformed players if gamerule is set to false) and staring at the target is working could you try fixing it by making so that it does both of that on the transformed player's client? also for some reasion players that just joined see transformed players as invisible until they change the gamerule to either true or false so could you make so that this weird glitch won't happen and they are visible for the players that just joined without needing to change the gamerule? Edit v29: Alright since the keepcontrol gamerule is giving some issues could you make so that it targets any "human" entity (such as a villager or pillager) also zombies and zombie types don't count this will make it easier for testing since i won't need a second player(and the entity canonically hates humans) Edit v31: Alright another way to make testing easier a /untransform and a /transform command which instantly either untransforms or transforms the targetted player Edit v32: swap the current way of blocking controls(making the player really slow) to cancelling their keys(with a cancellable check) and also make so that the way the mod makes them attack if the keepcontrol gamerule is off and also walk is as if they were doing it on their own client(as if they were actually clicking to punch the entity and actually pressing on the keyboard to walk towards it) Edit v33: Alright now there is a issue where the actual player(keyboard) movement isn't fully blocked on the KeepControlAfterTransforming = false it just stops them for a brief second and also another issue is that the key is still blocked for a split second if it's set to true Edit v36: Alright so now another issue is that the control block is blocking the AI driven movement for players Edit v37: Alright now new behavior for transformed player(if the gamerule is on off) the player will wander randomly(like a mob, try making it look the cloest as possible to something like a zombie, villager, sheep, literally everything wanders the same way so those are just examples) Edit v40: Since so far the AI attacking only uses the W key and the wandering part also uses that make so that A,S and D are completely blocked since the AI doesn't use those keys there shouldn't be any issue on blocking them completely if the KeepControlAfterTransforming gamerule is off(if it is on it won't block any keys) Also to try making the wandering more mob-like it will pause for 2 seconds after walking about 5 blocks(and W key will get blocked for those seconds, in which the game will unblock it if the transformed player is wandering or have a target which will be detected with a way to check in their NBT) Edit v41: Alright now the current issue is that the player can still move their character and it's not just the AI in control to fix that it could completely block all cancellable movement keys with event.setcancelled except that W will have a extra check(the wandering will set a NBT tag to 1 which if it is on 1 it will allow the key to work, if it is on 0 it will them check if there is a target, if there is a target it will also make it return instead of cancelling, if both aren't the case it will cause the event.setcancelled) Edit v42: Alright since that went a little bit wrong remove the event cancellation(which only now i learned is ActionResult.FAIL for fabric from only the W key specifically, keep it on other keys thought and remove the pause for wandering) Edit v43: Alright now a way to break free from the latch:key mashing all the movement keys will get blocked with return ActionResult.FAIL; however after the fail it will increase a visible counter on the screen by 1 if it reaches 100 the player will escape and the keys will get turned on(at the cost of 1 health since it said that if anything tries to escape it will bleed) and the timer won't turn on, the partygoer entity will move backwards and wait for 30 seconds until it can sprint again(during this time the player can decide if they want to run or kill it) if it fails it will do the same as it currently does and then turn on the keys Edit v44: Well now a issue:the whole struggle system doesn't work at all there is no counter no key blocks, nothing Edit v45: Alright now another thing is that the attack key isn't blocked so i believe blocking it until there's a target for the transformed player could work(and also block it during the struggle part since it does make the struggle go up by 1 but doesn't cancel the attacking, it works to cancel breaking blocks but that's really it) Edit v46: Alright now for transformed players(when the gamerule is on false): block EVERY key except for T and ESC with the return ActionResult.FAIL; (and also except W and mouse clicks since those 2 would make the AI unable to control the player if they were turned off and the player would basically just be a statue) Edit v47: Alright now remove any and all key blocks for transformed players but ONLY if the gamerule is set to true(add a check before cancelling literally anything to see if the gamerule is true or false) Edit v48: Alright the issue now is that the attack blocking which is only supposed to apply if the gamerule is turned to false is also affecting transformed players when the gamerule is set to true(the limited control is only supposed to apply if the gamerule is set to false) Edit v49: change the current texture to this one Edit v55: make so that transformed players(when the gamerule is turned to off) act neutral to mobs that they don't already target on sight(the transformed players will still act hostile towards those who they already target) Edit v57: Alright so the issue is that the transformed player doesn't fight back against a mob that ends up attacking them(with keepcontrol off) so i wanted something similar to HurtByTarget goal on that Edit v59: for some reasion the neutral part of the targetting system doesn't work(tested by making slimes hit me, used /damage and it didn't attack the mobs that hit me) Edit v60: Anyways now for the transformed player could you remove the hunger system(or just keep it at half forever without it ever changing no matter how long has passed, depending on the easier alternative) for transformed players Edit v61: Now since the mute and the "=)" on anything they write is not working i think the "=)" is unimportant so delete the code for that but try fixing the mute
1
Nov 7, 2025, 08:20 PM
User request: Mod goal (original request) - Create a new Minecraft mob resembling a zombie called a "Partygoer" matching wiki description (ignore anything about Backrooms levels/noclip unless relevant to behavior implementation in vanilla Minecraft). - Appearance: tall, bipedal, rough leathery dull-yellow skin, no functional facial features except a cartoonish smile painted onto the head using a substance resembling human blood. (User asks to remove gore in implementation.) - Behavior (preferred old wiki version): hide in shadows, wait for prey, sing a nursery rhyme that supernaturally tires/numbs prey, then sprint at inhuman speeds to latch on. Attacks are short: Partygoers can only sprint ~30 seconds before fatiguing and stop sustained chases. Group hunts: Partygoers form checkpoints to block/outflank, some wait in ambush at exits. They build cover (stacked furniture/items) and leave bottles of Almond Water as bait. Failed hunters back off behind cover for a few minutes then may attempt another charge. (User: Almond Water does not exist in Minecraft — replace with regular water.) - Biology (preferred old wiki version, remove gore): arms end in holes covered with hooked teeth; latching hooks into flesh (usually arms) and injects venom. Latch lasts 10 seconds then Partygoer retracts and leaves — that starts the transformation: numbness, limb deterioration in wiki (user requests removing gore), face sloughing and painted smile; transformation increases intelligence, removes past memories, ends human communication. Wiki average transformation time: 20 minutes; cure requires amputation or large amounts of almond products within 5 minutes after latching. (User: remove gore and replace almond water with plain water in-game.) - Survival guide (from wiki): avoid single weapons or Almond Water/water on ground (bait), do not respond to raspy voice outside view, run opposite of arranged cover, run away from nursery rhyme, caffeine/adrenaline help, don't attempt to outrun ambush unless >100 ft away, best survival when ambushed is to block/injure arms while shielding forearms and retreat; protect face and leave area. User-specific constraints and preferences - Prefer the older wiki page content but ignore level/noclip mechanics that don't map to Minecraft. - Remove gore from visible effects. - Replace Almond Water with regular Minecraft water items/blocks. - Consider alternate/newer wiki notes: a later wiki version (hard to find in Wayback) claims transformed humans retain conscious control for ~1 hour but the transformation process is longer in that version. User proposes in-game compromise: shorter transformation (e.g., 5 minutes) or other tunable durations. Edit history (every subsequent edit request) - Edit v2: Add a transformation mechanic to replace the current slowness and weakness effects. Transformation should be implemented as a gameplay mechanic (not just status effects). - Edit v3: Make the transformation non-lethal — instead of killing the player, the system should convert the player into the Partygoer entity (player becomes mob). Incorporate a newer wiki behavior: after successfully latching, Partygoers leave the victim alone and exit (possibly to find new victims) — implement Partygoers departing after latching instead of pursuing/finishing victim. - Edit v4: Implement visual transformation for the player: swap the player render with the Partygoer entity model upon transformation. Also attempt to swap the first-person hand renderer so the transformed player's hands/first-person view match Partygoer visuals (if possible). - Edit v9 (crash report / debugging request): User encountered a crash on game initialization while using the mod and asked to fix it. Key crash details to reproduce/fix: - Exception: java.lang.RuntimeException: Mixin transformation of net.minecraft.class_759 failed - Root cause: org.spongepowered.asm.mixin.throwables.MixinApplyError -> org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException - Failed mixin: NurseryRhymePartygoerHeldItemRendererMixin from mod nursery-rhyme-partygoer-k6ii3fjs (config nursery_rhyme_partygoer_k6ii3fjs.mixins.json) - Specific injection failure: @Inject on nurseryRhyme$capturePlayer could not find any targets matching 'renderFirstPersonItem' in net/minecraft/class_759. Refmap used: nursery_rhyme_partygoer_k6ii3fjs.refmap.json. - Injection handler signature from trace: handler$zpi000$nursery-rhyme-partygoer-k6ii3fjs$nurseryRhyme$capturePlayer(Lnet/minecraft/class_742;FFLnet/minecraft/class_1268;FLnet/minecraft/class_1799;FLnet/minecraft/class_4587;Lnet/minecraft/class_4597;ILorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V - Failure happens during Prepare Injections phase validating targets for renderFirstPersonItem in obfuscated class net/minecraft/class_759. - Environment details (useful for reproducing/fixing): - Minecraft 1.21.5, Fabric Loader 0.16.14, Fabric API 0.128.2+1.21.5 - Mod: nursery-rhyme-partygoer-k6ii3fjs v4.0.0 (Nursery Rhyme Partygoer 4.0.0) - Java: OpenJDK 21 (Microsoft), OS: Windows 11, JVM flags and memory shown in crash report. - Crash occurs during client initialization (Initializing game / Render thread). - Action requested: "try fixing this crash" — mixin injection target (renderFirstPersonItem) likely renamed/removed in 1.21.5; adjust mixin target method/name/signature or use the correct intermediary/obfuscated names for HeldItemRenderer/renderFirstPersonItem for this Minecraft version; ensure mixin config, refmap, and target selector match 1.21.5 method signatures. Implementation notes and developer guidance captured from edits - Replace simple status effects (slowness/weakness) with a full transformation mechanic that: - Triggers after Partygoer latches for specified time (user referenced 10s latch, 20min transform in old wiki; user suggests shorter in-game durations like 5 minutes or alternative: newer-wiki keeps 1 hour conscious window — make duration tunable). - Is non-lethal: converts the player into a Partygoer entity (visual + gameplay conversion) rather than killing them. - Allows Partygoers to depart after latching (they do not stay to finish the transformation). - Provides a possible cure mechanic consistent with wiki (user mentioned amputation or almond product within 5 minutes) but user already asked to replace almond product with water and to remove gore — design non-gory cure (e.g., item-based cure window or water consumption within X seconds). - Implement player-to-entity conversion including swapping player model and first-person hand renderer where possible; account for network/singleplayer differences, inventory retention, and permissions (cheats) when converting player entity into mob. - Mixin/renderer changes must target correct 1.21.5 mappings/obfuscated names (HeldItemRenderer/first-person render method). Use proper mapping (intermediary/official) and verify method exists; guard mixin injections if target method not present (fallback or version gate) to avoid the reported invalid injection crash. - Preserve user requests: remove gore visuals, replace Almond Water with standard water, ignore level/noclip mechanics unsuitable for vanilla, remain faithful to wiki behaviors where possible. All above requirements/edits must be implemented or addressed by the software agent. Edit v10: Alright due to a black screen bug could you attempt to swap the mixins related to visual changes on the player when transformed with non-mixin methods to do the same thing? Edit v11: Alright it sort of looks like that the player is actually inside which looks weird(and the leg is sort of noclipping throught the ground because the player's hitbox is the same size) so to fix the player model inside i saw that invisibility effect managed to hide it so you could try adding one without particles and infinite duration to fix the noclipping legs inside the ground issue maybe stretch the hitbox of the player a bit Edit v12: Alright now that the player model inside the partygoer bug is fixed(and i think the hitbox is taller but not tall enought) could you try copying the partygoer entity's hitbox size to apply to the transformed player to see if the leg issue fixes? Edit v13: Could you try finding a way to fix the leg noclipping throught the ground visually bug? Edit v14: Alright now if the player rejoins the world after being transformed the game sort of forgets they were transformed, so could you try making it stay until the player dies even if they leave the game? Edit v15: Alright now since a partygoer's face is drawn of blood on a literal sense, making transformed players unable to speak in chat would make sense(they could still use signs or books thought but since the wiki says partygoers can hack computers because they're smart enought but for some reasion always puts a "=)" at the end of a phrase, it could be automatically put in the end of whatever the transformed players write be it a sign or a book) Edit v16: Alright now could you try replacing the effects(except invisibility) with attribute changes that copy the entity's attributes?(instead of giving the player strenght effect, it makes them have the same attack damage attribute as the entity as a example, do this for speed as well) also since they can run for 30 seconds there could be a speed effect with 30 seconds of duration when a player tries to sprint but after the 30 seconds are up they are on a 1 minute cooldown to regain stamina Edit v17: Alright i think even without the speed 2 effect the transformed players goes too fast, could you remove the speed attribute change? and also could you also add a visible timer until transformation? Edit v23: Alright now could you try adding a gamerule named "KeepControlAfterTransforming"(which defaults to true, which is basically the current way it works) that chooses if the transformed players keep control of their character after transforming(side note:make sure to move players on their own client for this) Edit v25: Alright could you also make so that the gamerule updates even already transformed players? (example: player can control their character freely, gamerule gets changed to false, they lose control over their body, if they aren't in control and it changes to true they regain control) Also for if the gamerule is set to false the game could try to force the player to mirror the entity's behaviour as close as possible Edit v26: Alright theres one issue:if the gamerule is false, the transformed players are able to target themselves, since it isn't supposed to attack transformed players at all i guess you could make so that these are 2 checks before the transformed player targets another one also another issue that i realised is that i need to turn the gamerule into false after transforming(so it won't work if the player gets transformed while the gamerule is false) or else it won't work so could you also fix that? Edit v27: Alright now another issue is that the gamerule's false alternative isn't working at all(no head movement, no attacking untransformed players, no movement block, no facing target and no automatic movement) so could you fix it? Edit v28: Alright now everything except the AI's movement(for transformed players if gamerule is set to false) and staring at the target is working could you try fixing it by making so that it does both of that on the transformed player's client? also for some reasion players that just joined see transformed players as invisible until they change the gamerule to either true or false so could you make so that this weird glitch won't happen and they are visible for the players that just joined without needing to change the gamerule? Edit v29: Alright since the keepcontrol gamerule is giving some issues could you make so that it targets any "human" entity (such as a villager or pillager) also zombies and zombie types don't count this will make it easier for testing since i won't need a second player(and the entity canonically hates humans) Edit v31: Alright another way to make testing easier a /untransform and a /transform command which instantly either untransforms or transforms the targetted player Edit v32: swap the current way of blocking controls(making the player really slow) to cancelling their keys(with a cancellable check) and also make so that the way the mod makes them attack if the keepcontrol gamerule is off and also walk is as if they were doing it on their own client(as if they were actually clicking to punch the entity and actually pressing on the keyboard to walk towards it) Edit v33: Alright now there is a issue where the actual player(keyboard) movement isn't fully blocked on the KeepControlAfterTransforming = false it just stops them for a brief second and also another issue is that the key is still blocked for a split second if it's set to true Edit v36: Alright so now another issue is that the control block is blocking the AI driven movement for players Edit v37: Alright now new behavior for transformed player(if the gamerule is on off) the player will wander randomly(like a mob, try making it look the cloest as possible to something like a zombie, villager, sheep, literally everything wanders the same way so those are just examples) Edit v40: Since so far the AI attacking only uses the W key and the wandering part also uses that make so that A,S and D are completely blocked since the AI doesn't use those keys there shouldn't be any issue on blocking them completely if the KeepControlAfterTransforming gamerule is off(if it is on it won't block any keys) Also to try making the wandering more mob-like it will pause for 2 seconds after walking about 5 blocks(and W key will get blocked for those seconds, in which the game will unblock it if the transformed player is wandering or have a target which will be detected with a way to check in their NBT) Edit v41: Alright now the current issue is that the player can still move their character and it's not just the AI in control to fix that it could completely block all cancellable movement keys with event.setcancelled except that W will have a extra check(the wandering will set a NBT tag to 1 which if it is on 1 it will allow the key to work, if it is on 0 it will them check if there is a target, if there is a target it will also make it return instead of cancelling, if both aren't the case it will cause the event.setcancelled) Edit v42: Alright since that went a little bit wrong remove the event cancellation(which only now i learned is ActionResult.FAIL for fabric from only the W key specifically, keep it on other keys thought and remove the pause for wandering) Edit v43: Alright now a way to break free from the latch:key mashing all the movement keys will get blocked with return ActionResult.FAIL; however after the fail it will increase a visible counter on the screen by 1 if it reaches 100 the player will escape and the keys will get turned on(at the cost of 1 health since it said that if anything tries to escape it will bleed) and the timer won't turn on, the partygoer entity will move backwards and wait for 30 seconds until it can sprint again(during this time the player can decide if they want to run or kill it) if it fails it will do the same as it currently does and then turn on the keys Edit v44: Well now a issue:the whole struggle system doesn't work at all there is no counter no key blocks, nothing Edit v45: Alright now another thing is that the attack key isn't blocked so i believe blocking it until there's a target for the transformed player could work(and also block it during the struggle part since it does make the struggle go up by 1 but doesn't cancel the attacking, it works to cancel breaking blocks but that's really it) Edit v46: Alright now for transformed players(when the gamerule is on false): block EVERY key except for T and ESC with the return ActionResult.FAIL; (and also except W and mouse clicks since those 2 would make the AI unable to control the player if they were turned off and the player would basically just be a statue) Edit v47: Alright now remove any and all key blocks for transformed players but ONLY if the gamerule is set to true(add a check before cancelling literally anything to see if the gamerule is true or false) Edit v48: Alright the issue now is that the attack blocking which is only supposed to apply if the gamerule is turned to false is also affecting transformed players when the gamerule is set to true(the limited control is only supposed to apply if the gamerule is set to false) Edit v49: change the current texture to this one Edit v55: make so that transformed players(when the gamerule is turned to off) act neutral to mobs that they don't already target on sight(the transformed players will still act hostile towards those who they already target) Edit v57: Alright so the issue is that the transformed player doesn't fight back against a mob that ends up attacking them(with keepcontrol off) so i wanted something similar to HurtByTarget goal on that Edit v59: for some reasion the neutral part of the targetting system doesn't work(tested by making slimes hit me, used /damage and it didn't attack the mobs that hit me) Edit v60: Anyways now for the transformed player could you remove the hunger system(or just keep it at half forever without it ever changing no matter how long has passed, depending on the easier alternative) for transformed players
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.