File Details
zombiemod-1.2.2.jar
- R
- May 24, 2026
- 12.94 MB
- 0
- 1.20.1
- Forge
File Name
zombiemod-1.2.2.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Zombie Mod – Changelog 1.2.2
Iteration packed with a custom TACZ turret bonus, gobblegum quality-of-life, mitosis cap, and a lot of polish from the
1.2.1 testing pass.
New Content
TACZ Turret Bonus (drop on kill)
- New on-kill bonus that drops a dispenser-shaped pickup on the ground (~1% per kill, configurable).
- Walking on the drop spawns a custom 4-legged gun stand at the player's position with a TACZ gun preloaded with ammo.
- The turret auto-targets the nearest hostile mob in range with line-of-sight raycast (won't shoot through walls).
- Invincible (players can't break it) and auto-discards on TTL expiry or when ammo runs out.
- Floating hologram above the turret shows remaining time + ammo count.
- Bonus pickup despawns after 30 s if not collected.
- Excludes Animals, gobblegum-spawned mobs, and other turrets from targets (no friendly fire / no turret-on-turret).
- 3 admin commands for testing: /zombieturret drop, /zombieturret spawn, /zombieturret debug.
Turret integration with TACZ (no addon required)
- Reflection-based TACZ pipeline — works as long as TACZ is installed; no need for TACZ-Turrets or any extra addon.
- Reads the gun's GunId, GunData, BulletData, AmmoId, gunDisplayId from TimelessAPI.getCommonGunIndex(...).
- Spawns real EntityKineticBullet projectiles (9-arg constructor) — so damage, penetration, attachments all behave
like normal TACZ shots.
- Reads the gun's RPM from GunData.getRoundsPerMinute() to space shots correctly.
- Plays the gun-specific shoot sound via SoundManager.sendSoundToNearby (with vanilla GENERIC_EXPLODE as fallback).
- Custom straight-line trajectory with gravity disabled for max accuracy (TACZ's default ballistic drops bullets ~2-3
blocks over 30 m — turret needs to hit reliably).
- Custom bullet trail particles (muzzle flash FLAME+SMOKE, END_ROD streak along the line, CRIT+SMOKE impact dust) for
clear visual feedback.
- Auto-refills the gun's CurrentAmmoCount NBT when the magazine empties (turret bypasses normal reload animation).
- Iterates IGunOperator method names robustly via reflection — works across TACZ versions with different signatures.
Hyper Electric Gobblegum
- 40th gobblegum: 2% per kill, chain lightning across up to 20 zombies.
- 12-block jump distance, 30 magic damage per target, jagged ELECTRIC_SPARK + END_ROD beams with FLASH impact, double
thunder sounds, action-bar message ⚡ HYPER ELECTRIC (X zombies).
- Icon: massive central lightning bolt + 8 radial rays.
Tools
- Generator scripts (tools/gen_gum_icons.py, tools/gen_bonus_icons.py) for regenerating gobblegum / bonus icons.
Gobblegum HUD Overhaul
- Bottom-right layout with icon + timer, semi-transparent black panel.
- Max 10 gums per column, overflow wraps to a new column on the left (no more screen-spanning at 30+ gums).
- Icon size 14, row height 16, column width 68 — drastically more compact.
- Active gobblegum display:
- Timed gum → yellow Xs or M:SS
- Charge (Phoenix Up / Carpe Diem) → green 1/1
- Permanent → cyan ∞
Gobblegum Behavior
Permanent gobblegums (new)
- gobblegum.permanentGums list in zombiemod.json — names in UPPERCASE (e.g. ["INSTA_KILL", "STOCK_OPTION"]).
- Listed gums don't tick down and last until the player dies.
- HUD shows ∞ instead of a timer.
Reset on death
- All gobblegums (timed, permanent, charges) are cleared on player death, AFTER the Phoenix Up auto-revive check.
- Phoenix Up still triggers first, keeping perks + inventory; only Phoenix Up itself is consumed in that case.
No duplicate active gums
- Drawing from the Gobblegum machine now excludes gums the player already has active.
- If all enabled gums are already on the player → buy rejected with Vous avez déjà toutes les gobblegums actives ! (no
points deducted).
Carpe Diem visible consumption
- Added immediate sendSyncToInstancePlayers after consume → HUD icon disappears instantly when triggered (was waiting
up to 5 ticks).
- HAPPY_VILLAGER + END_ROD particle burst + EXP_ORB_PICKUP sound on consume.
Admin command
- /zombiegum clear — purges all your active gobblegums on demand.
Gobblegum Mob Polish
No more rotten flesh / eggs / drops
- Triple-layer protection on gobblegum-spawned mobs:
a. Priority HIGHEST on LivingDropsEvent / LivingExperienceDropEvent cancellation.
b. eggTime set to Integer.MAX_VALUE at spawn for chickens (via reflection) — no laid eggs.
c. Backup EntityJoinLevelEvent that cancels any ItemEntity spawning within 2.5 blocks of a tagged gobblegum mob
(catches anything that escapes the first two filters).
Necromancer ally speed
- MOVEMENT_SPEED bumped from vanilla 0.23 → 0.45.
- FOLLOW_RANGE 16 → 64.
- Gets Speed III (10 s) on spawn for chase burst.
Mitosis baby zombie cap
- New config bonusMalus.mitosisBabyLimitPercent (default 0.10 = 10% of maxZombiesOnMap).
- Spawned babies tracked in a set, dead ones cleaned in the wave cleanup loop.
- Mitosis won't spawn babies if alive baby count is already at the cap — fixes the lag cascade when 50+ babies
multiplied at once.
Gobblegum Effects
Banana Republic — visual orange zone
- No longer places a honey block (modified the terrain).
- Spawns a GumZoneEntity of type SLIP instead — visible orange disk on ground, 3-block radius, 10 s lifetime.
- Particles: FLAME (interior) + LAVA (border).
- Effect: Slowness V on mobs inside + random launch upward every 1 s (slip animation) + SLIME_JUMP sound.
Config Migration
Auto-update of gobblegum durations
- New gobblegumConfigVersion field. On first load of an old config (version < 2), all gobblegum durations are
multiplied by 3 (with floors at 540 s / 900 s).
- Migration runs once then bumps the version flag — never repeats.
- Logs Migration gobblegum: durées x3 appliquées (config version → 2).

