Description
In Creative mode, take a Yellow Car NPC Spawn Egg or Yellow School Bus NPC Spawn Egg and use it on a solid block. The spawned vehicle will roam the area.
To start a real hunt, an operator can run:
/yellowcar enable/yellowcar triggerTrigger the hunt while standing on an open, dry surface in the Overworld. A yellow car or school bus will appear nearby, a timer will begin, and the hunt area will receive a temporary world-border warning.
Hold a Yellow Radar in your main hand or off hand to scan for the nearest yellow hunter. Follow its direction indicator, but remember that decoys also appear on the radar.
Touch the real hunting car or bus before time runs out to complete the hunt. Touching a decoy makes it disappear instead.
Carry a Yellow Flare for a temporary safe zone and a Yellow Jammer to make hostile hunters wander instead of tracking you.
Yellow Car Hunt turns the Overworld into a timed search-and-survival challenge. Yellow cars and school buses roam through different biomes, flee when approached, and can be hidden among decoys. Hunts become more dangerous as corruption spreads through the world.
The main hunt includes:
| Item | Use |
|---|---|
| Yellow Car | Place it on a block as a parked, player-drivable car. |
| Yellow School Bus | Place it on a block as a parked, player-drivable bus. |
| Yellow Car NPC Spawn Egg | Place a roaming NPC yellow car. |
| Yellow School Bus NPC Spawn Egg | Place a roaming NPC school bus. |
Hunt cars and hunt buses are controlled by the mod and try to avoid nearby players. NPC cars roam on their own and can chase players as corruption increases.
The mod adds a complete yellow-themed set of terrain and building materials:
Yellow blocks drop themselves when mined. Yellow Cobblestone, Yellow Deepslate, and Yellow Blackstone require a pickaxe to drop as items.
The mod starts disabled when a world is initialized. An operator with permission level 2 can use the following commands:
| Command | Effect |
|---|---|
/yellowcar enable | Enables random yellow car events. |
/yellowcar disable | Disables events and stops active hunt or NPC activity. |
/yellowcar trigger | Immediately starts a random car or bus hunt for the command-using player. |
/yellowcar stage <0-7> | Sets the Overworld corruption stage. |
/yellowcar stage regular | Returns corruption to stage 0. |
/yellowcar difficulty calm | Selects Calm difficulty. |
/yellowcar difficulty standard | Selects Standard difficulty. |
/yellowcar difficulty aggressive | Selects Aggressive difficulty. |
/yellowcar difficulty nightmare | Selects Nightmare difficulty. |
/yellowcar difficulty apocalypse | Selects Apocalypse difficulty. |
A triggered hunt must be started by a player in the Overworld. The mod looks for a clear, dry surface away from the player. If the surrounding area is too obstructed or wet, the hunt may not start.
Once a hunt begins:
The real hunter and its decoys use the same vehicle type. A Yellow Radar points toward the nearest hunt or NPC vehicle within its scanning range.
The radar displays:
The radar tracks the nearest yellow vehicle, not necessarily the real target. Use it to narrow the search, then identify the real hunter by continuing the chase. When a hunt car or bus is close to a player, it tries to flee, so approach carefully and cut off its route.
Touch the real hunter to finish the hunt. Touching a decoy makes it vanish with a puff of particles and does not complete the objective.
If the timer reaches zero, the yellow car finds the players in the hunt world. The hunt ends with a lethal failure, and the corruption stage increases by one.
Successfully completing a hunt:
Use a placed Yellow Car or Yellow School Bus to mount it.
While riding:
The school bus is slightly slower than the yellow car. A parked vehicle remains still until a player drives it.
The yellow car has a 27-slot storage trunk. Stand behind the car and right-click the rear section to open it.
Hold the radar in either hand to keep its live scan active. Right-clicking it displays a brief “radar online” message, but holding it is what provides the ongoing scan.
Right-click the flare to deploy it approximately eight blocks in the direction you are looking. It lands on the surface and creates a safe zone for 10 seconds.
Inside the safe zone:
A flare is consumed when deployed, except in Creative mode.
Right-click the jammer to disrupt yellow-car detection for 15 seconds. Hostile yellow cars wander instead of chasing you.
The jammer has a 15-second use cooldown.
Yellow materials can be collected from corrupted terrain or taken from the Creative inventory. Yellow Wood, Yellow Leaves, Yellow Grass, and yellow terrain blocks appear as corruption spreads around players.
| Output | Recipe |
|---|---|
| 4 Yellow Planks from 1 Yellow Wood | |
| 4 Yellow Sticks from 2 Yellow Planks | |
| 4 Yellow Clay Balls from 1 Yellow Clay | |
| 1 Yellow Flint from 1 Yellow Gravel |
| Output | Recipe |
|---|---|
| Yellow Sword | |
| Yellow Axe | |
| Yellow Pickaxe | |
| Yellow Shovel | |
| Yellow Radar | |
| Yellow Flare, 2 | |
| Yellow Jammer |
The cars, buses, and their NPC spawn eggs do not have crafting recipes. In Creative mode, select them directly from the mod’s item list. With commands, use:
/give @s yellow-car-hunt-3gdx5u76:yellow_car/give @s yellow-car-hunt-3gdx5u76:yellow_car_npc/give @s yellow-car-hunt-3gdx5u76:yellow_bus/give @s yellow-car-hunt-3gdx5u76:yellow_bus_npc/give @s yellow-car-hunt-3gdx5u76:yellow_radar/give @s yellow-car-hunt-3gdx5u76:yellow_flare/give @s yellow-car-hunt-3gdx5u76:yellow_jammerFailed hunts increase the Overworld corruption stage. The stage ranges from 0 to 7.
| Stage | Effects |
|---|---|
| 0 | Regular Overworld behavior. Hunts have no decoys. |
| 1 | Logs and leaves near players become Yellow Wood and Yellow Leaves. |
| 2 | Grass and similar vegetation become Yellow Grass. |
| 3 | Hunts gain more decoys. |
| 4 | Villagers near corrupted areas can be replaced by NPC yellow cars. |
| 5 | Planks and common terrain blocks become yellow variants, including Yellow Dirt, Yellow Sand, Yellow Gravel, Yellow Clay, Yellow Deepslate, Yellow Blackstone, and Yellow Cobblestone. |
| 6 | Ordinary mobs near heavily corrupted areas can disappear, and NPC cars become more common. |
| 7 | NPC cars actively detect and chase nearby players. |
The HUD and radar show the current corruption stage. Player deaths while the hunt system is active can also cause yellow trees to appear around the death location.
A successful hunt reduces the stage by one. Operators can directly set a stage with /yellowcar stage <0-7>.
The number of decoys rises with corruption:
| Corruption stage | Decoys |
|---|---|
| 0 | 0 |
| 1 | 3 |
| 2 | 5 |
| 3 | 8 |
| 4 | 10 |
| 5 | 13 |
| 6 | 15 |
| 7 | 20 |
Desert hunts create an additional group of decoys, making deserts especially difficult search zones.
| Biome type | Effect |
|---|---|
| Plains | Hunters move faster. |
| Swamp | Hunters move more slowly, but NPC cars detect players from farther away. |
| Forest | NPC cars honk more frequently. |
| Desert | Hunts receive additional decoys. |
| Snowy or icy areas | No special hunt modifier is listed. |
Hunt vehicles also move more slowly when they are school buses than when they are cars.
| Difficulty | Hunt duration | Movement |
|---|---|---|
| Calm | 2 minutes 30 seconds | 0.65× |
| Standard | 1 minute 42 seconds for cars; 1 minute 54 seconds for buses | 1.00× |
| Aggressive | 1 minute 15 seconds | 1.35× |
| Nightmare | 1 minute 10 seconds | 1.15× |
| Apocalypse | 1 minute | 1.20× |
Nightmare hunters can relocate during a close chase, making them harder to corner. Apocalypse mode presents the most severe timed hunt and corruption atmosphere.
This Java mod can be used on Windows and Mac PCs with the CreativeMode Launcher or any Minecraft launcher of your choice.

1. Download and install the new CreativeMode Launcher

2. Click to play on the top of the screen.

3. That's it — launches instantly. No complicated setup required.
Want to use on a different launcher? Download mod and manually install.
This mod is licensed under the CreativeMode Mods License.