Disguise Mod — Configuration
Configuration Guide
The mod is entirely controlled via the disguise.cfg file located in the /config/ folder. This file uses a JSON-like structure to map items to entities.
Disguise Format
A disguise entry consists of three main components: itemData, entityClass, and extraData.
{
"disguiseData":[
{
"itemData":{
"itemName":"minecraft:skull",
"metadata":0
},
"entityClass":"net.minecraft.entity.monster.EntitySkeleton",
"extraData":[
{
"type":0,
"id":13,
"value":0
}
]
}
]
}
ItemData
This section defines which item triggers the disguise.
* itemName: The internal name of the item. For vanilla items, use the name (e.g., skull). For modded items, use the format modid:itemname (e.g., IC2:blockOreLead).
* metadata: The damage value or sub-type of the item. Set this to -1 to ignore metadata and allow any variant of the item to trigger the disguise.
EntityClass
This field requires the full internal class path of the entity you wish to transform into.
| Common Vanilla Entities | Entity Class Path |
|---|---|
| Creeper | net.minecraft.entity.monster.EntityCreeper |
| Zombie | net.minecraft.entity.monster.EntityZombie |
| Skeleton | net.minecraft.entity.monster.EntitySkeleton |
| Enderman | net.minecraft.entity.monster.EntityEnderman |
| Pig | net.minecraft.entity.passive.EntityPig |
| Cow | net.minecraft.entity.passive.EntityCow |
Commands
The mod includes a few administrative commands to manage disguises without restarting the game.
/disguise reload: Reloads thedisguise.cfgfile. This is essential when testing new entity mappings orextraDatavalues./disguise help: Displays a list of available commands and basic usage instructions for the configuration format.