[TACZ] Zombie Map Maker

TACZ Call Of Duty Zombies Map Maker Neo TACZ

File Details

zombiemod-1.2.4.jar

  • R
  • May 25, 2026
  • 12.95 MB
  • 22
  • 1.20.1
  • Forge

File Name

zombiemod-1.2.4.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tacz-cod-zombie-map-maker-call-of-1387913:8140922")
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 Zombie Mod – Changelog 1.2.3 + 1.2.4

  Two iterations focused on config ergonomics for gobblegums and a critical zombie HP fix.

  1.2.3

  Per-gum permanent flag (replaces the list)

  - The global gobblegum.permanentGums list is removed. Replaced by a permanent: true/false field on every TIMED gum's
  own settings block.
  - Much more discoverable in the JSON — you see the permanent flag directly next to each gum's other settings.
  - Example:
  "gobblegum": {
      "instaKill": {
          "enabled": true,
          "permanent": true,
          "weight": 1.0,
          "durationSeconds": 540
      }
  }
  - Affects all 35 timed gums (charges Phoenix Up / Carpe Diem / Money Bag / Heroes Never Die stay as charges — no
  permanent field needed).
  - HUD continues to show ∞ (cyan) for any gum with permanent: true.

  Auto-migration v2 → v3

  - gobblegumConfigVersion bumped to 3 in defaults.
  - On first load with an older config, the migration:
    a. Reads the deprecated permanentGums list from JSON
    b. Sets permanent: true on each matching gum's settings
    c. Wipes the list (null field → Gson doesn't re-serialize it)
    d. Bumps the version to 3 so it never re-runs
  - Logs Migration gobblegum v3 : liste permanentGums migrée en flags par-gum.
  - The follow-up save() adds the missing permanent: false defaults to every gum that didn't have one — clean rewrite of
   the file.

  maxActivePerPlayer config

  - New gobblegum.maxActivePerPlayer field (default 10, set 0 for unlimited).
  - Buying a new gobblegum is refused if the player already has this many gums active.
  - Refusal message: Limite atteinte : X/10 gums déjà actifs ! — no points deducted.
  - Cap includes timed, permanent, and charge gums alike.

  1.2.4

  Zombie HP fix (the 20/60 bug)

  - Wave zombies had their HP silently clamped to 20 even when zombiemobs.json specified higher (e.g. startingHearts: 60
   → in-game HP showed 20/60).
  - Root cause in WaveManager.spawnMob: setHealth(60) was called before setBaseValue(MAX_HEALTH, 60), so the health was
  clamped against the vanilla default max (20). Then MAX was bumped to 60 but the health value stayed at 20.
  - Fix: swapped the order — MAX_HEALTH is now set first, then setHealth. Zombies now spawn at full configured HP
  (60/60, 80/80, etc.).
  - Mitosis splits, mini-boss, and mini-boss wolves were already calling these in the correct order — only the base wave
   spawn was bugged.