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Forbidden Chimera

Sew a phantom and a creeper together — then let them come looking for you.

This mod adds six "phantom × creeper/enderman" chimeras, plus two variants of one of them and a boss. All of them replace the vanilla phantom during insomnia nights: the longer you go without sleeping, the more of them show up.

The creatures

Creature What it does
Phantom Rider Creeper A phantom with a real creeper riding on its back. It dives straight at you and detonates the creeper on contact — and does not survive the blast itself. If you shoot the creeper off first, it never gets a new one.
Creeper Thrower Phantom A phantom with a creeper hanging under its belly. It climbs above you, drops the creeper on your head, then immediately grabs a new one and waits for the cooldown. The dropped creeper is a normal creeper: it chases you and explodes on its own.
Creeper Phantom An original chimera: creeper head and torso, phantom wings and tail. It circles to a spot about 12 blocks diagonally above you, fires a short salvo of explosive creeper skulls from up there, and only then dives in — so it never charges into its own blast. The skulls always come from a visible, dodgeable angle.
Lightning Creeper Phantom The charged sibling: identical AI, but the torso and head carry the vanilla charged-creeper energy swirl on top of the texture (wings and tail stay clean). It fires lightning creeper skulls with a bigger blast radius and barely takes damage from its own explosions.
Nuclear Creeper Phantom The red, one-use missile. It circles you only briefly, retreats to a hover about 10 blocks up and 8 blocks to the side, and its wing flap keeps accelerating — that is the countdown. Then it dives and self-destructs with a 10-block blast that also sets the ground and everything caught in it on fire. Only 8 hearts, so shoot it down while it hovers.
Enderman Phantom Enderman body, phantom wings. It fires no skulls — its dive is a body slam — but it teleports away from projectiles: bows barely land a hit, and the dodge itself costs it nothing. Occasional idle teleports too. Melee and fall damage work normally.

The two variants of the Creeper Phantom

Same entity, different look — the name on screen is still "Creeper Phantom / Lightning Creeper Phantom":

Variant Look Difference
Spear (Creeper / Lightning Creeper Phantom, 10% each) One spear under each wing, lying flat The spears come in seven materials (wood/stone/copper/iron/gold/diamond/netherite), one random pair per individual. The dive hit is resolved with the spear's own kinetic weapon rules: the better the spear and the faster the dive, the harder it hits.
Knight (Creeper Phantom only, 10%) A baby zombie with a mace riding on its back It keeps diving and firing as usual, and now and then (about once every half a minute) it climbs above you and drops straight down, letting the zombie's mace settle the hit. The zombie may roll a full matching armour set with enchantments.

The two variants are mutually exclusive. Kill the zombie and the mount goes back to being a plain Creeper Phantom.

And a boss

Boss · Lightning Creeper Phantom Knight: it never spawns naturally — summon it with the Forbidden Plank. It carries a full head arsenal: three wither skulls per wing, a warden head between two ender dragon heads, firework rockets on its back, and a trident-wielding baby zombie riding on top (50 HP, takes only 10% of explosion damage, so it does not die with its mount). It:

  • constantly lobs lightning creeper skulls, and switches to a wither skull salvo (three heads per side, alternating) for its burst;
  • breathes dragon's breath through the dragon heads;
  • lights its rockets and rockets straight at you, letting the baby zombie stab with its trident (it pauses briefly after a side-arm shot first, so it never charges into its own blast);
  • answers with a warden sonic boom (10 damage + heavy knockback) after the pass;
  • sometimes blankets the area in darkness;
  • and takes 10% of all explosion damage — TNT is a tickle to it.

How to summon: craft one Forbidden Plank with a shapeless recipe of echo shard + wither skeleton skull + dragon head + phantom membrane + rotten flesh + gunpowder, then hold right click for 3 seconds on the ground. Each plank is consumed.

How to meet them

  • Natural spawning: exactly like the vanilla phantom — dark, open sky, above sea level, difficulty check passed, and about 3 in-game days without sleeping. They arrive in groups, just like vanilla — and real vanilla phantoms still show up among them (vanillaSpawnWeight, default 4).
  • Spawn eggs: all six creatures and the boss have spawn eggs in the creative menu (the two variants share their base creature's egg — raise the chances in the config instead).
  • Commands: /summon works too; see the development docs for the NBT keys that force a specific variant.

Drops

  • Phantom family: phantom membrane and gunpowder (the lightning variant drops more).
  • Nuclear Creeper Phantom drops the most: 2–4 membrane, 2–4 gunpowder.
  • Enderman Phantom: 1–2 membrane and 1 ender pearl.
  • Dropped/carried creepers drop like vanilla creepers: gunpowder.
  • The knight variant's baby zombie drops like a vanilla baby zombie, including its mace.
  • Boss: 4–6 membrane, 3–5 gunpowder, 2–4 ancient debris; its rider drops the trident.

Configuration

First launch writes config/forbidden_chimera.json; it is plain JSON, open it in any editor. Highlights:

Key Meaning
enable* / *SpawnWeight Toggle each creature / its natural-spawn weight (0 = never spawns naturally). vanillaSpawnWeight (4) is the plain vanilla phantom's share — set it to 0 and the chimeras fully replace the vanilla phantom
attackCreativePlayers Off by default: the chimeras ignore creative / invulnerable players, exactly like vanilla. Turn it on only if you want to test their aggression from creative mode. Plain vanilla phantoms always ignore them
spearVariantChance / knightVariantChance Variant chances (both 0.10 by default)
riderMaxHealth / riderExplosionDamageFactor Health of the baby zombie on a mount's back (50, vanilla zombies have 20) / explosion damage taken by a passenger of the blast source (0.1 = 90% off)
diverSalvoCount / diverSalvoIntervalTicks Skull salvo fired from the staging point before the dive / interval between them (3 / 12). The real cadence is the slower of this and diverFireCooldownTicks; set the count to 0 for the old "fire only while diving" behaviour
nuclearExplosionFireTicks / nuclearExplosionFireChance Nuclear blast fire: how long caught entities burn (100 ticks = 5s) / chance per ground block to leave fire (0.25, 0 = no fire)
bossSideArmCooldownTicks How often the boss fires a lightning creeper skull while not diving (60)
bossSideArmDiveGraceTicks Minimum delay after a side-arm shot before it may commit to the rocket dive (30)
bossSalvoCount / bossSalvoIntervalTicks Wither skulls per burst / the interval between them (5 / 3)
bossOrbitTicks How long it cruises before committing to a special attack (30)
bossExplosionDamageFactor Fraction of explosion damage the boss takes (0.1)

Every other knob (hover heights, speeds, cooldowns, blast radii, flap speed) lives in the same file. Changes apply to newly spawned creatures only.

Installation

  1. Install Minecraft 26.3 (Fabric or NeoForge).
  2. GeckoLib is required (it drives the models and animations); Fabric also needs Fabric API.
  3. Drop the jar into mods. No datapacks needed.

Feedback

License

MIT.


禁忌嵌合体 · Forbidden Chimera(中文)

生物一览

生物 它会做什么
幻翼骑士苦力怕 一只背上真的骑着普通苦力怕的幻翼。它发现你之后会直接朝你俯冲,贴脸时引爆背上的苦力怕,自己也不活。辛苦养的苦力怕被打死了也不会再补——它就这么飞着了。
苦力怕投手幻翼 肚子底下吊着一只普通苦力怕的幻翼。它爬到你的头顶上方,把吊着的苦力怕砸下来,接着立刻再抓一只继续吊着,等冷却结束再砸第二次。被丢下来的苦力怕是正常苦力怕,会追你、会自己爆。
苦力怕幻翼 原创嵌合体:苦力怕的头与躯干、幻翼的翅膀与尾巴。它先绕到你斜上方约 12 格处就位,在那儿先连打几轮爆炸苦力怕头颅,打完了才俯冲进场——所以它不会冲进自己刚打出去的爆炸里。头颅都是从远处斜着飞来的,看得见也躲得开。
闪电苦力怕幻翼 上面那只的带电版本:AI 完全一样,只是躯干与头在原贴图之上叠加原版闪电苦力怕的电流特效(翅膀和尾巴干净)。它发射闪电苦力怕头颅(尾迹电火花),爆炸范围更大,而且几乎不会被自己的爆炸伤到。
核弹苦力怕幻翼 红色的自爆型。它只在你周围短促地盘旋一小会儿,再退到你斜上方约 10 格悬停,悬停时振翅越来越快——那就是它在倒计时。悬停结束就朝你俯冲自爆,爆炸半径 10 格,并且会把炸到的地面和实体都点着。好消息是它只有 8 颗心,悬停时完全可以打下来。
末影人幻翼 末影人身体配幻翼翅膀。它不发射头颅,俯冲就是撞你;但它会瞬移躲开弹射物——弓箭基本射不中,而且躲开那一下完全不掉血。平时也会偶尔瞬移一下。近战和摔落照常吃伤害。

苦力怕幻翼的两个变体

同一个生物,外观不一样,游戏里名字还是"苦力怕幻翼/闪电苦力怕幻翼":

变体 长什么样 有什么不同
持矛(苦力怕幻翼 / 闪电苦力怕幻翼,各 10% 概率) 翅膀下吊着一把矛 矛有七种材质(木/石/铜/铁/金/钻石/下界合金)随机一种。俯冲撞到你时伤害改用这把矛的公式:矛越好、俯冲越快,打得越疼。
骑士(只有苦力怕幻翼,10% 概率) 背上骑着一只小僵尸,手里拿着重锤 平时照旧俯冲开火;偶尔(平均约半分钟一次)会爬到你头上再笔直砸下来,由小僵尸的重锤结算伤害——那一下比普通挥锤重得多。小僵尸有概率穿一整套护甲、还可能带附魔,而且有 50 点血、几乎炸不死自己(坐骑自爆时它只吃 10% 爆炸伤害)。

两个变体不会同时出现。把小僵尸打死,坐骑就变回普通苦力怕幻翼。

还有一位首领

首领 · 闪电苦力怕幻翼骑士:它不会自然生成,只能用禁忌板材召出来。长着三颗凋灵头、一只坚守者头和两只末影龙首,背上是烟花火箭,背上还骑着一只拿三叉戟的小僵尸(50 点血、只吃 10% 爆炸伤害,不会跟着坐骑一起被炸死)。它会:

  • 平时持续朝你发射闪电苦力怕头颅,连发时才左右两侧轮流打出一串凋灵之手(每侧三颗头依次来);
  • 咬合着龙首吐龙息;
  • 突然点燃烟花火箭加速扑过来,让小僵尸用三叉戟捅你(发完侧臂头颅会先隔一小会儿再扑,免得它扎进自己刚打出的爆炸里);
  • 掠过后回头给你一发坚守者音波(10 点伤害 + 强击退);
  • 时不时用黑暗笼罩周围;
  • 只怕十分之一的爆炸伤害——TNT 对它几乎是挠痒。

怎么召:用 6 样东西无序合成一块禁忌板材 —— 回响碎片 + 凋零骷髅头 + 龙首 + 幻翼膜 + 腐肉 + 火药。拿在手上对着地面按住右键 3 秒,松开时它会出现在你瞄准的位置。板材用掉一块少一块。

两种被丢下/被驮着的苦力怕都是真正的原版苦力怕:可以单独打死、会掉火药;主人死掉后它们会像普通苦力怕一样继续活动。骑士变体背上的小僵尸也一样——可以单独打死,坐骑死掉时它会掉下来变成普通僵尸继续追你。

怎么遇到它们

  • 自然生成:和你熟悉的原版幻翼完全同一套条件——天黑、露天、玩家在海平面以上、难度判定通过,并且连续约 3 个游戏日没有睡觉。满足后你会看到它们成群出现(和原版幻翼一样 1~多只),而且里面仍然会有原版幻翼(vanillaSpawnWeight,默认 4)。
  • 刷怪蛋:六种生物都有对应的刷怪蛋,创造模式刷怪蛋分类里可以直接拿(两个变体没有独立蛋,用配置把概率调高来观察)。
  • 首领的蛋:首领不会自然生成,但它也有自己的刷怪蛋,同样在创造模式的刷怪蛋分类里(生存里只能靠禁忌板材召唤)。
  • 指令:/summon 也能生成,具体写法(含"生成无 AI 的展示用个体")见开发文档目录里的《本项目-生物列表与测试指令》。

掉落

  • 幻翼类掉落:幻翼膜、火药(闪电苦力怕幻翼掉得更多一些)。
  • 核弹苦力怕幻翼掉得最多:幻翼膜 24、火药 24。
  • 末影人幻翼:幻翼膜 1~2、末影珍珠 ×1。
  • 被丢下/被驮着的苦力怕按原版苦力怕掉落:火药。
  • 骑士变体背上的小僵尸按原版小僵尸掉落;它手里的重锤也会掉。
  • 首领掉落:幻翼膜 46、火药 35、远古残骸 2~4;它背上的小僵尸另外掉三叉戟。

配置

首次启动会在 config/forbidden_chimera.json 生成配置,用记事本就能改。常用项:

配置项 作用
enablePhantomRiderCreeper / enableCreeperThrowerPhantom / enableCreeperPhantom / enableLightningCreeperPhantom / enableNuclearCreeperPhantom / enableEndermanPhantom 分别开关六种生物
riderSpawnWeight / throwerSpawnWeight / vanillaSpawnWeight / diverSpawnWeight / lightningDiverSpawnWeight / nuclearSpawnWeight / endermanSpawnWeight 自然生成权重(默认 3/3/4/4/1/1/3),改成 0 就不再自然生成。vanillaSpawnWeight 是纯原版幻翼的权重——它保证自然生成里仍有原版幻翼,改成 0 就等于让嵌合体完全顶掉原版幻翼
attackCreativePlayers 默认关闭:创造模式 / 无敌玩家不会被它们盯上,与原版一致(老配置会自动迁移成 false)。想用创造模式测试它们的攻击性就改成 true。纯原版幻翼永远不吃这个键
chimeraSpawnerUsesPhantomGameRule 默认开启:/gamerule spawn_phantoms false 会连同本模组一起关掉。想单独保留它们就改成 false
riderChargeSpeed / riderDetonateDistanceSqr 骑士(mob1)的俯冲速度、引爆距离
throwerHoverHeight / throwerThrowCooldownTicks / throwerThrowSpeed 投手悬停高度、投掷间隔、投出速度
diverClimbHeight / diverDiveSpeed / diverFireCooldownTicks 幻翼的就位高度、俯冲速度、开火间隔
diverApproachOffset / diverFireMinDistance / diverPassByTicks 幻翼在玩家斜上方多远就位(默认 12 格);俯冲到近于此距离就停火(默认 7 格);一次俯冲结束后最多再飞多久(默认 40 tick)。想让它们贴脸也开火就把 diverFireMinDistance 改成 0
diverSalvoCount / diverSalvoIntervalTicks 俯冲之前先在就位点连打几轮头颅 / 每轮之间的间隔(默认 3 轮、12 tick)。真实节奏取它和 diverFireCooldownTicks 里较慢的那个;把 diverSalvoCount 改成 0 就恢复成"俯冲时才开火"的旧行为
skullExplosionRadius / skullOwnerDamageFactor 普通苦力怕头颅的爆炸威力、对发射者自身的伤害比例
lightningSkullExplosionRadius / lightningSkullOwnerDamageFactor 闪电苦力怕头颅的爆炸威力、对发射者自身的伤害比例(默认只吃 2%)
nuclearHoverHeight / nuclearHoverOffset / nuclearCircleTicks / nuclearHoverTicks / nuclearChargeSpeed / nuclearExplosionRadius / nuclearFlapSpeedMax 核弹苦力怕幻翼:悬停高度 / 斜上方水平外移 / 盘旋时长(默认 40 tick)/ 悬停时长 / 俯冲速度 / 爆炸半径(默认 10 格)/ 悬停末端的振翅倍速
nuclearExplosionFireTicks / nuclearExplosionFireChance 核弹爆炸的火焰:被点燃的实体烧多久(默认 100 tick = 5 秒)/ 爆炸范围内每个地表方块留火的概率(默认 0.25,改 0 就不留火)
endermanIdleTeleportChance / endermanSpawnWeight 末影人幻翼:平时每个 tick 的瞬移概率(默认 0.002)/ 生成权重
enableSpearVariant / spearVariantChance / spearDiveDamageScale 持矛变体:是否启用 / 出现概率(默认 10%)/ 俯冲伤害的额外倍率(默认 1.0)
enableKnightVariant / knightVariantChance 骑士变体:是否启用 / 出现概率(默认 10%)
knightArmorChance / knightWeaponEnchantChance / knightArmorEnchantChance 骑手小僵尸的护甲概率(0.15)、重锤附魔概率(0.25)、护甲附魔概率(0.5)
riderMaxHealth / riderExplosionDamageFactor 坐骑背上那只小僵尸的最大生命值(默认 50,原版僵尸是 20)/ 骑在爆炸源身上的乘客吃爆炸伤害的倍率(默认 0.1 = 减免 90%)。riderExplosionDamageFactor 保护的是乘客,坐骑本体自己吃多少由各自的减免项决定
knightClimbHeight / knightClimbSpeed / knightChargeSpeed / knightChargeCooldownTicks / knightChargeChance / knightSmashMinFallDistance / knightRespawnRider 骑士冲撞:爬升高度 / 爬升速度 / 俯冲速度 / 冷却 / 每周期触发概率 / 触发重锤下落加成所需的最小下降 / 骑手死后是否补充(默认否)
bossExplosionDamageFactor 首领吃多少爆炸伤害(默认 0.1 = 只吃 10%,原版 TNT 也算)
bossOrbitHeight / bossOrbitRadius / bossOrbitSpeed / bossOrbitTicks 首领盘旋:高度 / 半径 / 速度 / 时长
bossSideArmCooldownTicks 首领平时(不俯冲时)多久发一颗闪电苦力怕头颅(默认 60 tick)
bossSideArmDiveGraceTicks 首领发完侧臂头颅后,至少隔这么久才允许转入火箭俯冲(默认 30 tick),免得它一头扎进自己刚打出的爆炸里
bossSalvoCount / bossSalvoIntervalTicks 连发(齐射)一轮几颗凋灵之手 / 每颗间隔(默认 5 颗、3 tick)
bossDragonBreathCount / bossDragonBreathIntervalTicks / bossDragonBreathFirstTick 龙息:几发 / 间隔 / 张口后第几 tick 出第一发(默认 7 = 0.35 秒,与动画张口帧对齐)
bossSonicBoomTick 音波在动画里的第几 tick 触发(默认 20)
bossDarknessRadius / bossDarknessDurationTicks 黑暗的作用半径 / 持续时间
bossRocketBoostTicks / bossRocketBoostMultiplier / bossDiveSpeed / bossMaxDiveTicks 烟花加速:持续 tick / 提速倍率 / 俯冲速度 / 俯冲最长 tick

改完保存,新生成的生物就会用新数值(已经存在的那只不会变)。

安装

  1. 安装对应加载器的 Minecraft(本模组双端支持 Fabric 与 NeoForge)。
  2. 必须安装前置 GeckoLib(苦力怕幻翼与闪电苦力怕幻翼的模型动画由它驱动);Fabric 端还需要 Fabric API。
  3. 把本模组的 jar 丢进 mods 文件夹。
  4. 启动游戏即可,无需额外数据包。

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许可

MIT。

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