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.
| 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. |
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.
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.
- 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:
/summonworks too; see the development docs for the NBT keys that force a specific variant.
- 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.
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.
- Install Minecraft 26.3 (Fabric or NeoForge).
- GeckoLib is required (it drives the models and animations); Fabric also needs Fabric API.
- Drop the jar into
mods. No datapacks needed.
- Homepage / source: https://github.com/Huziyang520/Forbidden-Chimera
- Issues: https://github.com/Huziyang520/Forbidden-Chimera/issues
- Backup issue tracker: https://issue.mengcai.online/
- Author: Huziyang520
MIT.
| 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。 |
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。
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。
- 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》。
- 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 2
4、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 4
6、火药 35、远古残骸 2~4;它背上的小僵尸另外掉三叉戟。
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)。
- 安装对应加载器的 Minecraft(本模组双端支持 Fabric 与 NeoForge)。
- 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。
- 把本模组的 jar 丢进
mods文件夹。 - 启动游戏即可,无需额外数据包。
- 主页(源码):https://github.com/Huziyang520/Forbidden-Chimera
- 问题反馈:https://github.com/Huziyang520/Forbidden-Chimera/issues
- 备用问题反馈:https://issue.mengcai.online/
- 作者:Huziyang520
MIT。