Hordy Zombies

Zombies that think: they hear you, dig fortress nests into the hills, raid your base, kidnap villagers and build a tribe of their own. Blood Moon, undead crows, a Cowboy on a zombie horse and more.
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2.0.18.2

File namehordyzombies-2.0.18.2.jar
Uploader
Adm1ralAdm1ral
Uploaded
Nov 4, 2026
Downloads
118
Size
38.4 MB
Mod Loaders
Forge
File ID
9434319
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hordy-zombies-1744558:9434319")

Learn more about Curse Maven

What's new

## Hordy Zombies 2.0.15.1 "The Trade Network"
This update includes everything since 2.0.0.1: 2.0.0.2 to 2.0.0.4, 2.0.1 "The Mech", 2.0.2 "The Workshop", 2.0.3 "The Armoured Mech", 2.0.4 "The Airship", 2.0.5 "The Capital", 2.0.6 "The Eternal Moon", 2.0.7 "Storm of the Capital", 2.0.8 "Passages", 2.0.9 "The Flagship", 2.0.10 "The Citadel", 2.0.11 "The Machine", 2.0.12 "The Laboratory", 2.0.13 "The Miners", 2.0.14 "The Mechs", 2.0.15 "The Trade Network" and 2.0.15.1.

**Before updating:** the server and all players need the same version. Back up `config/smartzombies-common.toml`. New settings are added on their own, and a few defaults you never changed update once.

### Zombos' war machines (2.0.1 - 2.0.15.1)
- **Zombos' Spider**, his first mech and the first attack of the war, made of copper and wood with Zombos at the levers
  - web line that pulls you in, saw jaws, leg stabs, web spit
  - climbs walls and drops two zombies
  - weak spot: the firebox
- **Mech Mk I**, a walking fortress that comes on a war moon
  - stops on its way to your base, and each stop opens a weak spot
  - powder barrels, rivet gun, back mortar, steam blast and three fight phases
  - the claw tears engines off your walls and can grab a player, the drill breaches walls
  - beaten: Zombos flies home under an umbrella, and you can salvage the wreck for the Zombos' Brand trophy
- **Mech Mk II**, fully redesigned in 2.0.14
  - dark iron with a horned helmet that cracks and falls off to bare the cab
  - a fist that punches through walls and throws players
  - dripstone ballista with a red aim line, twin cannons, flamethrower, harpoon, steam leap
  - the stoker works in an iron cage
- **Zombos' Airship**, a real flying boss with a walkable ship under its gas bags
  - bombs, broadsides, a dripstone run with a red warning lane, searchlight, anchor, smoke screen
  - paratroopers on umbrellas can be any zombie kind, each with their own scarf and goggles
  - rope ladders, deck crew, and a helm, boiler, powder room and engines you can break aboard
  - weak points show red sparks from afar, and a downed airship keeps its health bar
  - beaten: Zombos escapes by balloon, and popping it drops the Airship's Wheel
- **The war is harder:** every Blood Moon of a war is now a war moon, machines head for the bed of a player at home, and Zombos can hold the night to finish the fight

### The Workshop (2.0.2 - 2.0.15)
- Zombos invents new things over time, and every player is told about each one
- **For his zombies:** piston boots, steam packs, sapper charges
- **Siege engines:** zombie ballista, steam ram, gramophone cart with an original march, sonic cannon
- **For the war:** the airship, the railway and the Warden's collar
- His inventions stay on show in his hall

### The Capital and the Citadel (2.0.5 - 2.0.13)
- Zombos' nest is now the capital: twice the residents and growth
- An underground citadel with a great avenue, a dressed gate hall and a monumental gate
- Assembly workshop with a mechanical throne: mechs are built stage by stage in two bays by Zombie Mechanics, and killing them stops the build
- Mooring mast for the airship with a wide stair up to it, plus a canopy before the gate
- Throne hall, Zombos' hall and the workshop are lit, and their ways are kept clear of furniture

### The Eternal Moon (2.0.6 - 2.0.15)
- The moon machine is built in a domed hall under the capital, in about 45 days
- It needs 8 lenses and 3 diamonds brought in by the nests, so you can cut its supply lines
- The crystal, lens ring, treadmill with its walkers, furnaces, stokers, overseer and pump can all be seen at work, and damaging them slows the build
- The moon cracks by stages and splits, and the sky turns overcast
- Once it is built, a lesser Blood Moon comes every night until you break the core

### Storm of the Capital (2.0.7)
- Attack Zombos at home: break the steam pipes round his throne, beat him in a duel, then destroy the core
- Mechs and airships you have not beaten fight in the storm too
- He surrenders with a monocle and medals, and a week of white flags follows
- Or pay tribute for a truce
- Relay towers, convoys and a treadmill feed the machine, and each can be stopped

### The Laboratory and the Warden (2.0.12 - 2.0.15)
- Zombie scientists run experiments in Zombos' lab, with subjects in flasks
- Spitters now come only after the research, from the 4th Blood Moon, as his elite
- Sculk dungeon with a chained Warden, caught with Zombos' collar and led to the capital in a column. If the alarm sounds during an attack, he breaks free
- **The Warden-Mutant:** blind, hunts by vibration, uses the sonic boom, and his heart is the weak spot
- Craft your own Warden's Collar and make a Warden your guard

### The Trade Network (2.0.15)
- **Expeditions:** Pick nests go to amethyst geodes and ancient cities, Anvil nests to abandoned mineshafts. They dig small outposts you can find and raid
- **Supply network:** governors pay tribute, the capital buys what it lacks, and big nests send test subjects on leads. Cut this and Zombos slows down
- **Mines:** zombie trains of vanilla minecarts with a furnace cart and a stoker, plus a miners' lift
- **Bombs:** powder and sand as trade goods, creeper farms at Lasso nests, and sappers
- **The sea:** an alliance with the drowned, a beach outpost, tridents and river rafts
- **The desert:** Husk Traders with camel caravans
- **Fang's undermine:** from the 5th Blood Moon a burrow is dug under your base, and water stops it
- **The governor's crown** now fools every zombie except bosses, works as a parley token, and lets you watch the nest's daily life
- **Giggle Grass** makes zombies laugh, and there is a new Giggle Smoke Bomb

### Nests (2.0.8 - 2.0.15)
- Wide 3 x 3 ways with stone frames, lanterns and the Gramotey's misspelled signs
- Great galleries between the capital's halls, an adit for the deep mine, soul lanterns in the mines, no more falling gravel in rooms
- **Miner Brute** at Pick nests: a new look, a 3 x 3 great drift in the deepslate, and an expert ram
- Nests can now appear closer to bases: up to 600 blocks away and 300 apart

### The Mutant (2.0.0.4 - 2.0.8)
- 400 health, breaks blocks when stuck, and gathers strength to break obsidian
- Digs out of a sealed box towards his target
- The captain can order him at a wall

### New things and small improvements
- **Duremar**, a kind zombie trader who visits at night and sells Giggle Grass and Daze Berries
- **Jump Pack** for the player
- **Umbrella** with a real 3D model
- Real camera shake on big impacts
- Original boss tracks for the mech, Mk II and the airship
- New spawn eggs, all grouped together in the creative tab

### Fixes
- The zombie mortar now really arrives, sets up and fires, also at bases on hills, with a chat notice and a horn
- Mine rails now connect on left turns, and only one train runs per nest
- The capital's canopy no longer hangs in the air
- A freed Warden now fights instead of standing still
- A room that was already built is never dug again
- Mechs and the Mutant no longer get stuck at bases
- Zombos' orders in the duel are capped per player
- Better models for the governor, the guard and the knight, and many small tweaks

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