Overview#
The Disguise Mod is a technical utility mod designed to provide players with the ability to morph into any entity within the game. Unlike other transformation mods that require complex menus, the Disguise Mod operates through a configuration-driven system where specific items (such as mob skulls or modded materials) trigger a visual and mechanical transformation.

Beyond simple aesthetics, the mod provides a functional stealth mechanic: when disguised as a specific mob, other mobs of that same type will typically treat the player as an ally, allowing for safe passage through dangerous areas. The mod is fully compatible with modded entities, provided the user knows the internal entity class name.
Mechanics#
The core mechanic of the mod revolves around the player's inventory. By holding or wearing an item defined in the disguise.cfg file, the player's model is replaced by the model of the target entity.
Transformation Rules
- Item Trigger: Transformations are active as long as the player is holding or wearing the designated item.
- Stealth Mechanic: Disguising as a hostile mob (e.g., a Skeleton) will prevent other Skeletons from attacking the player unless the player initiates combat first.
- Hitbox and Perspective: While the visual model changes, the player's physical hitbox and camera height generally remain consistent with the standard player model to ensure gameplay stability.
- Multiplayer Sync: All players on a server will see the disguised player as the entity specified, making it ideal for roleplay and stealth missions.
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 formatmodid:itemname(e.g.,IC2:blockOreLead). - metadata: The damage value or sub-type of the item. Set this to
-1to 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 |
Data Watcher Specification#
The extraData section allows for precise control over entity variants (such as baby animals, colored sheep, or Wither Skeletons) by checking the entity's Data Watcher values.
Data Types
Each bit of extra data requires a type, an id, and a value. The id must be an integer between 0 and 31.
| Type ID | Value Type | Format Example |
|---|---|---|
| 0 | Byte | 0 |
| 1 | Short | 1 |
| 2 | Integer | 2 |
| 3 | Float | 1.5 |
| 4 | String | "CustomName" |
| 5 | ItemStack | "minecraft:wool:14" |
| 6 | BlockPos | "89;-200;420" |
| 7 | Rotations | "0;90;0" |
Special Formats
- ItemStack (Type 5): Requires the full mod ID and metadata. Example:
"minecraft:wool:14"for Red Wool. - BlockPos & Rotations (Type 6 & 7): Coordinates or rotation values must be enclosed in quotes and separated by semicolons (
;).

Entity Variants and Examples#
Using extraData, you can distinguish between entities that share the same class but have different visual states.
Wither Skeleton vs. Regular Skeleton
Both use EntitySkeleton, but are differentiated by ID 13.
- Skeleton: Type 0, ID 13, Value 0.
- Wither Skeleton: Type 0, ID 13, Value 1.
Baby Animals
Most passive animals use ID 12 to determine age.
- Adult: Value 0.
- Baby: Value -24000 (negative values indicate time until adulthood).
Sheep Colors
Sheep use ID 16 to determine wool color and whether they have been sheared.
- Red Sheep: Type 0, ID 16, Value 14.
Items and Blocks#
The Disguise Mod does not add new blocks or biomes to the game. Instead, it utilizes existing items to facilitate transformations.
Supported Items
By default, the mod is often configured to use vanilla Mob Skulls, but any item can be assigned in the config:
- Vanilla Skulls: Skeleton, Wither Skeleton, Zombie, Creeper, and Steve heads.
- Modded Items: Any item from mods like IndustrialCraft 2, Thaumcraft, or Tinkers' Construct can be mapped to an entity disguise.
- Custom Tools: Server admins often map "Wands" or "Souls" (custom items from other mods) to specific disguises for quest rewards.
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.