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Smart Zombies Mobs

Fabric‑based 1.21.1 mod making zombies intelligent: wall‑breaking, gap‑parkour, horde spawning, skeleton turrets, creeper‑throwing, emergency escape, backup calls, item‑picking, base sabotage and variable stats & sizes.
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Description

Smart Zombie

A Minecraft Fabric mod that gives zombies brains (1.21.1) — zombies are no longer mindless targets that just chase you. They will mine through walls in their way, parkour across gaps, spawn in hordes, carry skeletons as turrets, hurl creepers at you, flee for their lives when a creeper ignites, call for backup the moment one of them spots you, pick up weapons and food off the ground, smash your torches, trample your crops, and attack your livestock — all with randomized size and combat stats.

💡 Tip: You'd better build a house to protect yourself (zombies won't destroy most building blocks).

Key Features

  • 🧱 Wall Mining — Blocked by a wall? They mine through it and keep chasing
  • 🏃 Mob Parkour — 18 mobs auto-jump across gaps and ledges
  • 👥 Horde Spawning — zombies spawn in packs of 2–3; the night is more dangerous
  • 💣 Creeper Tactics — carry skeletons for shooting / throw creepers as bombs / every zombie near an ignited creeper flees the blast
  • 📢 Alert Calls — when one zombie spots you, allies within 64 blocks join the hunt
  • ⚔️ Loot Pickup — Zombies pick up tools, weapons, and armor (pick up a pickaxe → start mining)
  • 🕯️ Torch / Glass / Fence Breaking — Idle zombies smash your lighting, your windows, and your fences
  • 🌾 Crop Breaking & Animal Attacks — Zombies trample farms and strike livestock
  • 🍖 Meat Eating & Healing — Hurt zombies eat meat to heal; more nutrition = more HP
  • 🌧️ Drowned on Rainy Days — on rainy nights, drowned with tridents can spawn in the open
  • 🎲 Randomized Attributes — Giant zombies are tanky and hard-hitting but slow; mini zombies are lightning-fast
  • 👁️ Enhanced Detection — 48–64 block targeting + 32 block wall-hack (x-ray)
  • ⚖️ Difficulty Scaling — more zombies on Hard, peace and quiet on Peaceful
  • ⚙️ Fully Configurable — Grouped config, bilingual comments, adjustable ranges on every parameter

Features

🧱 Core AI

Feature Description Toggle
Wall Mining When blocked by an obstacle, zombies raycast toward their target and auto-mine (stone needs a pickaxe, dirt is free — tool requirement configurable), then keep chasing once the path is cleared miningEnabled
Mob Parkour 18 mobs (5 zombie-types + 4 skeleton-types + pillagers/vindicators/witches/creepers etc.) auto-jump before gaps and ledges parkourEnabled
Torch Breaking Idle zombies (no target) probabilistically walk to nearby torches and break them (swing + sound + normal drops); defaults to 4 vanilla torches (torch/soul torch, no redstone torches); add any mod torch to torchList torchBreakingEnabled
Crop Breaking Idle zombies probabilistically walk to and break nearby crops (normal drops); defaults to 9 crops (wheat/carrots/potatoes/beetroots/melon stem/pumpkin stem/torchflower/pitcher plant/nether wart); editable via cropList cropBreakingEnabled
Animal Attacks Idle zombies probabilistically strike a nearby adult animal once (no chasing, babies are spared); covers cows/pigs/sheep/chickens/rabbits/horses and more animalAttackEnabled
Loot Pickup Zombies actively walk to nearby tool/weapon/armor drops and equip them (tools→offhand for mining, weapons→main hand, armor→matching slot); picked-up loot drops 100% on death at its original durability; occupied slots are never replaced lootPickupEnabled
Meat Eating & Healing Hurt idle zombies walk to nearby meat drops and eat to heal (nutrition × meatHealMultiplier; rotten flesh +3 HP); one item per bite, with pickup sound + chew animation; 15 vanilla meats + Farmer's Delight meats by default; add any mod meat via meatList meatEatingEnabled
Never Stuck in Vehicles Zombies never get trapped in boats/minecarts (never auto-mount, already-mounted ones dismount); zombie villagers excluded (remain transportable)
Enhanced Detection Zombies target players up to 48–64 blocks away, with a chance of "wall-hack" x-ray vision (32 blocks) to lock onto players through walls enhanceDetection
Glass / Fence Breaking The glass family (plain + 16 stained + tinted), glass panes, and all 11 wood fences join the default breakable list — zombies can smash windows and tear through fences blockList
Alert Calls When a zombie spots a player, it alerts allies within alertRange (default 64 blocks) to join the chase ("one sees, all hunt"); broadcast throttled + chain-safe alertRange
Flee Explosions When ANY creeper ignites (natural / flint-and-steel / zombie-thrown), every zombie within 7 blocks flees at 1.25× speed until safe; fleeing outranks chasing

👥 Horde Behavior

  • Horde Spawning — natural zombie spawns have a zombieGroupChance (default 20%) chance to bring 2–3 buddy zombies (the classic 1.12 group-spawn mechanic returns; buddies respect the 24-block no-spawn radius)
  • Drowned on Rainy Days — in rain under open sky (non-dry biomes), zombies have a drownedRainChance (default 15%) chance to be replaced by drowned carrying vanilla tridents / fishing rods / nautilus shells
  • Difficulty ScalingdifficultyScaling (default true) multiplies horde & drowned chances by the difficulty factor (Peaceful 0 / Easy 0.75 / Normal 1.0 / Hard 1.5); higher difficulty = more zombies

🧟 Recruit System

  • Skeleton Carrier — Zombies carry skeletons on their shoulders; the skeleton targets independently with a boosted 32-block follow range and faster firing (a "skeleton turret"); the zombie slows down under the load
  • Creeper Thrower — Zombies carry creepers and hurl them at targets along a ballistic arc, ignited ("creeper bomb"); active throws are range-limited (horizontal 24 / vertical 32, creeperThrowRangeHorizontal / Vertical); when the creeper on their back ignites, they pause 0.5s (creeperIgniteThrowDelay) then throw it away to save themselves (never range-limited); either taking damage → instant dismount
  • Master toggle recruitEnabled + per-type toggles recruitSkeleton / recruitCreeper

🎲 Randomized Attributes

Zombies spawn with randomized size (0.6×–2.0×, normal distribution ±35%); speed/health/attack are 100% derived from size:

Size Speed Health Attack Role
Giant (2.0×) Slow (≈0.69×) Tanky (≈1.72×) Hard-hitting (≈1.67×) Armored bruiser
Standard (1.05×) 1.25× 1.0× 1.15× Standard smart zombie
Mini (0.6×) Fast (≈1.52×) Fragile (≈0.66×) Weak (≈0.90×) Speedy glass cannon
  • Base multipliers / variation / linkage scale all configurable; speed & size have hard caps (prevents extremes)
  • Toggle attributeVariation

⚔️ Equipment Randomization

  • Random Tools — Zombies randomly equip a pickaxe/axe/shovel/hoe in the offhand (materials stone/iron, type/chance configurable), possibly enchanted (Efficiency/Fortune/Silk Touch/Unbreaking/Mending)
  • Trident — Zombies no longer spawn holding tridents (prevents player trident farms); dropped tridents are still picked up and equipped

📈 Spawn Boost

  • Zombie spawn weight adjustable (vanilla 100 → default 200); zombies dominate the dark
  • Spawn cap multiplier spawnCapMultiplier (default 1.5: monster cap 70 → 105) — zombies have the highest weight and benefit the most
  • Spawn frequency multiplier spawnFrequencyMultiplier (default 1.0 = vanilla, max 3.0 = 9 attempts per chunk per tick) — faster spawning
  • Horde spawns zombieGroupChance (default 0.2) + rainy drowned drownedRainChance (default 0.15), scaled by difficultyScaling

⚙️ Config System

  • Main config config/smartzombie.json: all features organized in groups (master / mining / torch breaking / crops & animals / meat eating / detection / spawn / equipment / attributes / recruit / debug), every option with bilingual comments, adjustable range hints on numeric parameters (prevents out-of-range values), and invalid values auto-clamped on load
  • Parkour list config/mobs_attempt_parkour/config.json: customize which mobs get the parkour AI (mobId + priority)

The Smart Zombies Mobs Team

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