Ah, creepers. We love to hate 'em. They're the only mob that explodes; which in a sandbox game like this, is terrifying. They're the only mob that doesn't burn up or at least turn passive-aggressive in daylight. Fighting them requires a lot of open room and expert kiting... and they're one of the most common mobs.
Yeah... I think there's a balance problem, here. Don't get me wrong, I like a challenge, but creepers are just frustrating. For my first mod to Minecraft, I focused on the second the last point: combat vs. creepers.
Before I go any further, here's a Download link.
Installation is typical for a Minecraft mod: back up minecraft.jar and copy these files into it. I have no idea what mods this might conflict with, but I think it's safe to say that nothing that changes creeper behavior is safe. sssss... nice mod you got there... be a sssshame if something happened to it
Here's how creepers currently work: When they get close to you, they start counting up for every tick. When their count hits 30, boom. When they're out of range, they starting counting back down, to 0. This means that there's only one way to stop the count: Punch 'em and run like heck.
Here's what my mod does: Creepers now have an idle sound.
The wiki claims they have an idle sound "which sound[s] much like their explosion sound, but softer, and shorter". Going through the source code, I can safely say that's outright wrong. However, I added an idle sound, which is the same as the sound they make when damaged. I did this because I've had a few too many creeper deaths where I never even saw the thing.
Believe me, having an idle sound doesn't make them any less scary; in fact, in my testing I panicked every time I heard it.
Creepers reset their countdown immediately when out of range.
This one is a bit confusing; before I created this mod, I believed they already did this. However, what actually happens is that when they're out of range, they start to decrease their count, not immediately resetting it. That means that if you jump out of range for a split second, then approach it again, the creeper will promptly explode. This mod causes the creeper to behave more intuitively and reset as soon as you're out of range.
Creepers reset and delay their countdown when attacked
This is the biggest change. With my mod, when a creeper is damaged, it will reset the countdown to negative 30 (I may change this to negative 15). This means that it will take the creeper 60 ticks to explode after damaged instead of the usual 30. In my testing, this turned out to be just enough time to get out of range before your next attack.
The overall effect is that creepers are much easier to engage in single combat and considerably easier to fight in groups with other mobs. They are still terrifying monsters and they will still destroy you and your house if you're not prepared and skilled with a weapon.
Think this is a good idea? Think Notch should implement these changes in the next release? Think it needs some more work? Think I'm a whiny noob who needs to learn to kill creepers like a normal person? I'd love to hear your comments!
DUDE OMG ur totally right i hit a creeper back up and hit him and again and u kno the rest of the story ahhahahahah im downloading this for sure and i hate those creepers creeping up on me hahhah Great Job on the simple but usefull mod xDDDD
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Beautiful dude! I have tbh, creepers in SSP are extremely easy if they don't sneak up on me (I have no prob killing em with my fists) BUT In SMP its an entirely different story due to lag! Lag really screws up that ticking thing you described because even if you do the exact same thing to kill them in SMP as you would SSP that lag usually sets them off if you aren't extremely lucky..SMP has gotten better but im sure most of you notice some slight delay when hitting a mob of any sort which makes fighting creepers especially hard without a ranged weapon (A bow)
Eugh, this completely defeats the purpose of a Creeper <---- Their name is a good enough clue to their nature
Creepers are not meant to be easy, your not meant to be able to hear them *creeping* up on you and if they explode on you then its something you need to deal with and learn from.
They add so much to the game, a very unique enemy, part of the challenge of minecraft is learning to adapt to these things and become a better player.
Yeah... I think there's a balance problem, here. Don't get me wrong, I like a challenge, but creepers are just frustrating. For my first mod to Minecraft, I focused on the second the last point: combat vs. creepers.
Before I go any further, here's a Download link.
Installation is typical for a Minecraft mod: back up minecraft.jar and copy these files into it. I have no idea what mods this might conflict with, but I think it's safe to say that nothing that changes creeper behavior is safe.
Here's how creepers currently work: When they get close to you, they start counting up for every tick. When their count hits 30, boom. When they're out of range, they starting counting back down, to 0. This means that there's only one way to stop the count: Punch 'em and run like heck.
Here's what my mod does:
Creepers now have an idle sound.
The wiki claims they have an idle sound "which sound[s] much like their explosion sound, but softer, and shorter". Going through the source code, I can safely say that's outright wrong. However, I added an idle sound, which is the same as the sound they make when damaged. I did this because I've had a few too many creeper deaths where I never even saw the thing.
Believe me, having an idle sound doesn't make them any less scary; in fact, in my testing I panicked every time I heard it.
Creepers reset their countdown immediately when out of range.
This one is a bit confusing; before I created this mod, I believed they already did this. However, what actually happens is that when they're out of range, they start to decrease their count, not immediately resetting it. That means that if you jump out of range for a split second, then approach it again, the creeper will promptly explode. This mod causes the creeper to behave more intuitively and reset as soon as you're out of range.
Creepers reset and delay their countdown when attacked
This is the biggest change. With my mod, when a creeper is damaged, it will reset the countdown to negative 30 (I may change this to negative 15). This means that it will take the creeper 60 ticks to explode after damaged instead of the usual 30. In my testing, this turned out to be just enough time to get out of range before your next attack.
The overall effect is that creepers are much easier to engage in single combat and considerably easier to fight in groups with other mobs. They are still terrifying monsters and they will still destroy you and your house if you're not prepared and skilled with a weapon.
Think this is a good idea? Think Notch should implement these changes in the next release? Think it needs some more work? Think I'm a whiny noob who needs to learn to kill creepers like a normal person? I'd love to hear your comments!
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Creepers are not meant to be easy, your not meant to be able to hear them *creeping* up on you and if they explode on you then its something you need to deal with and learn from.
They add so much to the game, a very unique enemy, part of the challenge of minecraft is learning to adapt to these things and become a better player.