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Description:
Spore Creepers adds fungal spore mechanics: when creepers burst they release a harmless spore cloud that can slow and infect nearby creatures and let you become a drifting spore that can latch onto and control zombies, creepers, villagers, or other players. While possessed you control the host’s movement, view, jumps and attacks (you can ignite a possessed creeper and, after holding a player for 60 seconds, take permanent control), hosts keep normal physics and immediately resume normal behavior when possession ends, and if you relog you’ll return in spore form but must manually latch onto a new host—there is no automatic reattachment to your previous host.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Spore Creeper" 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 "Spore Creeper" for Minecraft Java 1.20.1. The original mod will remain unchanged.
5
Nov 5, 2025, 06:09 PM
User request: Mod: "Spore Creeper" — new mob that looks like a creeper with decayed/ fungal appearance (greenish-gray texture, spore-like particles, tattered vines). Original request (base behavior): - Movement/attack: Behaves like a standard creeper: moves toward players and explodes when close. - Explosion: Does NOT deal damage or destroy blocks; instead applies custom status effect "Spore Infection" to players within a 5-block radius. - Spore Infection: Duration 30 seconds (600 ticks); reduces movement speed by 30%. - Post-infection (original): After 30 seconds the player is turned into a zombie: player controls disabled, forced to act like a zombie; hostile mobs will ignore them (treat them as a mob). Edit v2: - Add "full zombification" during the "shell" phase. - Suggestion: apply Slowness 255 to the player during the "shell" phase. Edit v3: - Timing: 30 seconds AFTER the "shell" phase → full zombification. - Implementation detail: clear effects and put a custom AI on the player that acts like a zombie. - Controls: player inputs blocked so they cannot control themselves while under zombie-AI. Edit v4 (full rework of infection mechanics): - On explosion, hit player receives a 30-second on-screen timer. - After the 30s timer expires the player becomes a "spore" that can take over the following targets: zombies, creepers, villagers, and another player. - Player-vs-player takeover behavior: when one player takes over another player's entity, both players can control the infected entity initially; after 1 minute, the attacker fully takes over and only one player controls the entity. Edit v5 (spore system rework): - Spore-player state: the controlling player is placed into Spectator mode and uses that spectator state to control the infected target "as if playing as them". Edit v6 (controls and constraints while controlling): - Spectator lock: when controlling a mob the player cannot stop spectating it (cannot exit the spectator-target view). - Control mapping: controlling player uses WASD to move the infected mob and mouse to move the camera (controls should behave as if the player "is" that mob). - Attack: left-click punches; hits should affect any mob/player that would be within normal player-attack range from the controlled mob's position; the controlled mob cannot attack itself. Edit v7 (crash report — mixin/injection failure to fix): - Environment: Minecraft 1.21.5, Fabric Loader 0.16.14, Java 21, Fabric API 0.128.2+, MixinExtras 0.4.1, SpongePowered Mixin subsystem version 0.8.7. Mod id: spore-creeper-pnw7w45i v1. - Symptom: Minecraft crashes on startup with Mixin transformation errors when applying mixins from spore_creeper_pnw7w45i.mixins.json (ClientAttackSendMixin). - Core error: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException — @Inject on spore_creeper$sendAttack could not find any targets matching 'doAttack' in net/minecraft/class_310 (client main class). Using refmap spore_creeper_pnw7w45i.refmap.json. - Resulting exceptions: InvalidInjectionException → MixinApplyError → MixinTransformerError → RuntimeException: Mixin transformation of net.minecraft.class_310 failed → net.fabricmc.loader.impl.FormattedException → Minecraft crash. - Location in apply stack: Prepare Injections phase; failure originates in ClientAttackSendMixin's injection target name 'doAttack' not present/mismatched in current mappings/class_310, causing injection validation failure. - Required fix (implicit): update mixin injection target(s) to match the correct method name/signature for the current Minecraft mappings/class_310, or adjust mixin config/refmap to point to the proper method (so injection can find target and mixin can apply without crashing). Edit v8: Alright there is currently one issue:the player can't control the mobs so to fix this, it would first need a work-around to make the player able to look around as the mob them the control part with W A S D and mouse click Edit v9: Alright the issue now:the possessed mob has inversed A and D controls and looking around doesnt work(a possible way to get throught the looking around bug:the spore player constantly teleports into the mob instead of normal spectate, the player's teleport won't change the facing position, also maybe make the movement speed of the mob dependent on the mob's attribute instead of a set amount, the mob will change the facing position depending on the player and the specific mob will be invivible for the possessing player that's possessing it on first person only) Edit v10: Alright now a issue when attempting to move a possessed player:the player is only moved on one client, and when the server syncs the player position to the client they are shown back at the actual position Edit v11: The player possession is still bugged Alright what if you tried making the spore player's keyboard keys also count as if it was on the other client of the possessed player(and also the mouse clicks and the look around movement) Edit v12: Anyways now that that player control fix worked could you make so that when a spore player starts controlling a mob the mob loses its AI?(and also that in case the possessed mob is a creeper left clicking makes it explode and if it's a player after the "time until full take over" timer is done the possessed player gets their actual controls blocked and only the spore controls work?) Edit v13: Make so that the spore players can see the entity they are controlling's health Edit v14: Now there are some bugs lets fix one by one per prompt the first one is that if a player takes control of a mob right when they spawn, before they get a chance to even move, the player can't control the mob and the AI is turned off(they can still look around but other than that they basically trapped themselves in a statue) Edit v15: Alright so i had a ideia to how the movement bug can be fixed the spore player will only be able to latch on mobs that have already been spawned for at least 5 seconds(the game will say "you must wait a bit, this is to avoid bugs" if you try latching on it earlier than that) Edit v16: Alright now another bug is that sometimes the movement keys between A and D are suddenly reversed(and one thing i noticed while controlling another player is that the A and D keys only reversed when i pressed shift) so could you fix it? Edit v17: Alright now i think the entity being controlled by a spore player becomes a bit too fast so could you try making the speed accurate to the controlled entity? Edit v18: make so that the game remembers if a player turned into a spore and their host for when they leave the world Edit v19: Make so that spore players are visible(maybe make them produce the same particles as the spore creeper does when it explodes but the particles vanish when they have a host) Edit v21: Alright so as of right now the movement bug happens when you try joining back(the host didn't move before so it gets bugged) so i think the cause of this might be the AI turned off, so could you try maybe a alternative way that removes all goals including movement from the AI of the mob instead of the NBT tag to turn the mob's AI off(i also realised the mob is immune to knock back with AI off and doesn't fall or anything like that so it might be the cause) Edit v23: Alright since the "remember your host" part isn't exactly working as intended could you remove it but keep the remember that the player became a spore
1
Nov 5, 2025, 05:59 PM
User request: Mod: "Spore Creeper" — new mob that looks like a creeper with decayed/ fungal appearance (greenish-gray texture, spore-like particles, tattered vines). Original request (base behavior): - Movement/attack: Behaves like a standard creeper: moves toward players and explodes when close. - Explosion: Does NOT deal damage or destroy blocks; instead applies custom status effect "Spore Infection" to players within a 5-block radius. - Spore Infection: Duration 30 seconds (600 ticks); reduces movement speed by 30%. - Post-infection (original): After 30 seconds the player is turned into a zombie: player controls disabled, forced to act like a zombie; hostile mobs will ignore them (treat them as a mob). Edit v2: - Add "full zombification" during the "shell" phase. - Suggestion: apply Slowness 255 to the player during the "shell" phase. Edit v3: - Timing: 30 seconds AFTER the "shell" phase → full zombification. - Implementation detail: clear effects and put a custom AI on the player that acts like a zombie. - Controls: player inputs blocked so they cannot control themselves while under zombie-AI. Edit v4 (full rework of infection mechanics): - On explosion, hit player receives a 30-second on-screen timer. - After the 30s timer expires the player becomes a "spore" that can take over the following targets: zombies, creepers, villagers, and another player. - Player-vs-player takeover behavior: when one player takes over another player's entity, both players can control the infected entity initially; after 1 minute, the attacker fully takes over and only one player controls the entity. Edit v5 (spore system rework): - Spore-player state: the controlling player is placed into Spectator mode and uses that spectator state to control the infected target "as if playing as them". Edit v6 (controls and constraints while controlling): - Spectator lock: when controlling a mob the player cannot stop spectating it (cannot exit the spectator-target view). - Control mapping: controlling player uses WASD to move the infected mob and mouse to move the camera (controls should behave as if the player "is" that mob). - Attack: left-click punches; hits should affect any mob/player that would be within normal player-attack range from the controlled mob's position; the controlled mob cannot attack itself. Edit v7 (crash report — mixin/injection failure to fix): - Environment: Minecraft 1.21.5, Fabric Loader 0.16.14, Java 21, Fabric API 0.128.2+, MixinExtras 0.4.1, SpongePowered Mixin subsystem version 0.8.7. Mod id: spore-creeper-pnw7w45i v1. - Symptom: Minecraft crashes on startup with Mixin transformation errors when applying mixins from spore_creeper_pnw7w45i.mixins.json (ClientAttackSendMixin). - Core error: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException — @Inject on spore_creeper$sendAttack could not find any targets matching 'doAttack' in net/minecraft/class_310 (client main class). Using refmap spore_creeper_pnw7w45i.refmap.json. - Resulting exceptions: InvalidInjectionException → MixinApplyError → MixinTransformerError → RuntimeException: Mixin transformation of net.minecraft.class_310 failed → net.fabricmc.loader.impl.FormattedException → Minecraft crash. - Location in apply stack: Prepare Injections phase; failure originates in ClientAttackSendMixin's injection target name 'doAttack' not present/mismatched in current mappings/class_310, causing injection validation failure. - Required fix (implicit): update mixin injection target(s) to match the correct method name/signature for the current Minecraft mappings/class_310, or adjust mixin config/refmap to point to the proper method (so injection can find target and mixin can apply without crashing). Edit v8: Alright there is currently one issue:the player can't control the mobs so to fix this, it would first need a work-around to make the player able to look around as the mob them the control part with W A S D and mouse click Edit v9: Alright the issue now:the possessed mob has inversed A and D controls and looking around doesnt work(a possible way to get throught the looking around bug:the spore player constantly teleports into the mob instead of normal spectate, the player's teleport won't change the facing position, also maybe make the movement speed of the mob dependent on the mob's attribute instead of a set amount, the mob will change the facing position depending on the player and the specific mob will be invivible for the possessing player that's possessing it on first person only) Edit v10: Alright now a issue when attempting to move a possessed player:the player is only moved on one client, and when the server syncs the player position to the client they are shown back at the actual position Edit v11: The player possession is still bugged Alright what if you tried making the spore player's keyboard keys also count as if it was on the other client of the possessed player(and also the mouse clicks and the look around movement) Edit v12: Anyways now that that player control fix worked could you make so that when a spore player starts controlling a mob the mob loses its AI?(and also that in case the possessed mob is a creeper left clicking makes it explode and if it's a player after the "time until full take over" timer is done the possessed player gets their actual controls blocked and only the spore controls work?) Edit v13: Make so that the spore players can see the entity they are controlling's health Edit v14: Now there are some bugs lets fix one by one per prompt the first one is that if a player takes control of a mob right when they spawn, before they get a chance to even move, the player can't control the mob and the AI is turned off(they can still look around but other than that they basically trapped themselves in a statue) Edit v15: Alright so i had a ideia to how the movement bug can be fixed the spore player will only be able to latch on mobs that have already been spawned for at least 5 seconds(the game will say "you must wait a bit, this is to avoid bugs" if you try latching on it earlier than that) Edit v16: Alright now another bug is that sometimes the movement keys between A and D are suddenly reversed(and one thing i noticed while controlling another player is that the A and D keys only reversed when i pressed shift) so could you fix it? Edit v17: Alright now i think the entity being controlled by a spore player becomes a bit too fast so could you try making the speed accurate to the controlled entity? Edit v18: make so that the game remembers if a player turned into a spore and their host for when they leave the world Edit v19: Make so that spore players are visible(maybe make them produce the same particles as the spore creeper does when it explodes but the particles vanish when they have a host) Edit v21: Alright so as of right now the movement bug happens when you try joining back(the host didn't move before so it gets bugged) so i think the cause of this might be the AI turned off, so could you try maybe a alternative way that removes all goals including movement from the AI of the mob instead of the NBT tag to turn the mob's AI off(i also realised the mob is immune to knock back with AI off and doesn't fall or anything like that so it might be the cause)
1
Nov 5, 2025, 05:39 PM
User request: Mod: "Spore Creeper" — new mob that looks like a creeper with decayed/ fungal appearance (greenish-gray texture, spore-like particles, tattered vines). Original request (base behavior): - Movement/attack: Behaves like a standard creeper: moves toward players and explodes when close. - Explosion: Does NOT deal damage or destroy blocks; instead applies custom status effect "Spore Infection" to players within a 5-block radius. - Spore Infection: Duration 30 seconds (600 ticks); reduces movement speed by 30%. - Post-infection (original): After 30 seconds the player is turned into a zombie: player controls disabled, forced to act like a zombie; hostile mobs will ignore them (treat them as a mob). Edit v2: - Add "full zombification" during the "shell" phase. - Suggestion: apply Slowness 255 to the player during the "shell" phase. Edit v3: - Timing: 30 seconds AFTER the "shell" phase → full zombification. - Implementation detail: clear effects and put a custom AI on the player that acts like a zombie. - Controls: player inputs blocked so they cannot control themselves while under zombie-AI. Edit v4 (full rework of infection mechanics): - On explosion, hit player receives a 30-second on-screen timer. - After the 30s timer expires the player becomes a "spore" that can take over the following targets: zombies, creepers, villagers, and another player. - Player-vs-player takeover behavior: when one player takes over another player's entity, both players can control the infected entity initially; after 1 minute, the attacker fully takes over and only one player controls the entity. Edit v5 (spore system rework): - Spore-player state: the controlling player is placed into Spectator mode and uses that spectator state to control the infected target "as if playing as them". Edit v6 (controls and constraints while controlling): - Spectator lock: when controlling a mob the player cannot stop spectating it (cannot exit the spectator-target view). - Control mapping: controlling player uses WASD to move the infected mob and mouse to move the camera (controls should behave as if the player "is" that mob). - Attack: left-click punches; hits should affect any mob/player that would be within normal player-attack range from the controlled mob's position; the controlled mob cannot attack itself. Edit v7 (crash report — mixin/injection failure to fix): - Environment: Minecraft 1.21.5, Fabric Loader 0.16.14, Java 21, Fabric API 0.128.2+, MixinExtras 0.4.1, SpongePowered Mixin subsystem version 0.8.7. Mod id: spore-creeper-pnw7w45i v1. - Symptom: Minecraft crashes on startup with Mixin transformation errors when applying mixins from spore_creeper_pnw7w45i.mixins.json (ClientAttackSendMixin). - Core error: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException — @Inject on spore_creeper$sendAttack could not find any targets matching 'doAttack' in net/minecraft/class_310 (client main class). Using refmap spore_creeper_pnw7w45i.refmap.json. - Resulting exceptions: InvalidInjectionException → MixinApplyError → MixinTransformerError → RuntimeException: Mixin transformation of net.minecraft.class_310 failed → net.fabricmc.loader.impl.FormattedException → Minecraft crash. - Location in apply stack: Prepare Injections phase; failure originates in ClientAttackSendMixin's injection target name 'doAttack' not present/mismatched in current mappings/class_310, causing injection validation failure. - Required fix (implicit): update mixin injection target(s) to match the correct method name/signature for the current Minecraft mappings/class_310, or adjust mixin config/refmap to point to the proper method (so injection can find target and mixin can apply without crashing). Edit v8: Alright there is currently one issue:the player can't control the mobs so to fix this, it would first need a work-around to make the player able to look around as the mob them the control part with W A S D and mouse click Edit v9: Alright the issue now:the possessed mob has inversed A and D controls and looking around doesnt work(a possible way to get throught the looking around bug:the spore player constantly teleports into the mob instead of normal spectate, the player's teleport won't change the facing position, also maybe make the movement speed of the mob dependent on the mob's attribute instead of a set amount, the mob will change the facing position depending on the player and the specific mob will be invivible for the possessing player that's possessing it on first person only) Edit v10: Alright now a issue when attempting to move a possessed player:the player is only moved on one client, and when the server syncs the player position to the client they are shown back at the actual position Edit v11: The player possession is still bugged Alright what if you tried making the spore player's keyboard keys also count as if it was on the other client of the possessed player(and also the mouse clicks and the look around movement) Edit v12: Anyways now that that player control fix worked could you make so that when a spore player starts controlling a mob the mob loses its AI?(and also that in case the possessed mob is a creeper left clicking makes it explode and if it's a player after the "time until full take over" timer is done the possessed player gets their actual controls blocked and only the spore controls work?) Edit v13: Make so that the spore players can see the entity they are controlling's health Edit v14: Now there are some bugs lets fix one by one per prompt the first one is that if a player takes control of a mob right when they spawn, before they get a chance to even move, the player can't control the mob and the AI is turned off(they can still look around but other than that they basically trapped themselves in a statue) Edit v15: Alright so i had a ideia to how the movement bug can be fixed the spore player will only be able to latch on mobs that have already been spawned for at least 5 seconds(the game will say "you must wait a bit, this is to avoid bugs" if you try latching on it earlier than that) Edit v16: Alright now another bug is that sometimes the movement keys between A and D are suddenly reversed(and one thing i noticed while controlling another player is that the A and D keys only reversed when i pressed shift) so could you fix it? Edit v17: Alright now i think the entity being controlled by a spore player becomes a bit too fast so could you try making the speed accurate to the controlled entity? Edit v18: make so that the game remembers if a player turned into a spore and their host for when they leave the world Edit v19: Make so that spore players are visible(maybe make them produce the same particles as the spore creeper does when it explodes but the particles vanish when they have a host)
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This mod is licensed under the CreativeMode Mods License.