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Flower Mimics

Flower Mimics

👻 SpookyJam 2023: Be careful around flowers at night.. they might transform into monsters!

50.7k
42
Adventure
Magic
Mobs

Compatibility

Minecraft: Java Edition

1.21.x
1.20.1–1.20.6
1.19.2
1.18.2

Platforms

Fabric
Forge
NeoForge
Quilt

Supported environments

Server-side

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Links

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Creators

Serilum
Serilum Owner

Details

Licensed ARR
Published last year
Updated last month
DescriptionChangelogVersions

Requires the library mod Collective.

   This mod is part of The Vanilla Experience modpack and Serilum's RPG Bundle mod.
Flower Mimics is a mod made for SpookyJam 2023. It's highly configurable. By default, whenever a player walks around at night, any flower can be a mimic and turn into a mob. When this happens, lightning will strike. The mimic will have a custom name. When the player kills the mimics, extra items and experience are dropped. The flower from which it transforms, will be placed back in the original location. There is a 1/50 chance that a flower is a mimic.

Can cause some jump scares! 👻


While there are default values for an instant experience, it's possible to change a lot of behaviour. Which flowers can become mimics, what items are dropped and various settings when and how mimics should appear.



Be careful when walking around at night! A flower might just be something else:

Show Spoiler

 


By default, whenever you kill a mimic it'll place the original flower back. Extra items and experience are dropped by the mimic:

Show Spoiler

 

Configurable: ( how do I configure? )
flowerIsMimicChance (default = 0.02, min 0, max 1.0): The chance an encountered flower is a mimic, and transforms into a mob.
extraExperienceOnMimicDeath (default = 30): The amount of extra experience that should drop whenever a mimic is killed.
dropExtraItemsOnMimicDeath (default = true): Whether the items specified in ./config/flowermimics/.. should be dropped whenever a mimic is killed.
onlyTransformMimicsAtNight (default = true): Whether flowers should only transform into mobs when it is night time. When disabled, they can always transform.
resetMimicsBeforeNightTime (default = true): Whether mimic flower possibilities should be reset when the day turns into night.
removeFlowerBlockOnMimicSpawn (default = true): Whether the flower block from which the mimic transforms should be removed on spawn.
dropFlowerItemOnMimicDeath (default = false): If the mimic flower should be dropped on death. Must have 'removeFlowerBlockOnMimicSpawn' enabled.
replaceOriginalFlowerBlockOnMimicDeath (default = true): If the original flower block should be replaced when a mimic dies. Must have 'removeFlowerBlockOnMimicSpawn' enabled. Destination must have an air block.
placeFlowerBlockWhereMimicDies (default = false): If the a flower block should be placed where a mimic dies. Must have 'removeFlowerBlockOnMimicSpawn' enabled. Destination must have an air block.
showLightningOnMimicSpawn (default = true): If lightning should be shown whenever a mimic spawns.
showLightningOnFlowerBlockReturn (default = true): If lightning should be shown if a flower block is re-placed into the world.
preventMimicsOnPlacedAndBoneMealFlowers (default = true): Whether manually placed and bone mealed flowers should not spawn mimics.
checkForMimicAroundBlockRange (default = 15, min 1, max 30): How many blocks away from the player the mod should check for mimics. Increasing this will take more processing power.
mimicTransformAroundPlayerRange (default = 5, min 1, max 30): How close the player should be to a mimic flower in order for it to transform.
checkForMimicFlowersDelayInTicks (default = 50, min 1, max 3600000): How often the mod should check for flower mimics around the player. 20 ticks = 1 second


There are also two config files located in ./config/flowermimics/. :

It's possible to configure what flower mimics will turn into. Will also work with modded entities and flowers:
./config/flowermimics/flower_mimics.txt



You can change what items flower mimics will drop:
./config/flowermimics/flower_item_drops.txt


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You may freely use this mod in any modpack, as long as the download remains hosted within the Modrinth ecosystem.

Serilum.com contains an overview and more information on all mods available.

Comments are disabled as I'm unable to keep track of all the separate pages on each mod.
For issues, ideas, suggestions or anything else there is the Github repo. Thanks!


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