ZombieApocalypse-1.20.1-v0.9.9.jar
Curse Maven Snippet
What's new
Zombie Apocalypse v0.9.9
This is a major update from v0.9.2, expanding Zombie Apocalypse far beyond the original infected, horde and wound systems.
New Infected
Three new infected archetypes have joined the apocalypse:
- Lurker — an ambush-focused infected that can remain dormant, investigate suspicious activity and wake when survivors get too close.
- Armored Infected — protected by localized armor, making shot placement much more important.
- Tracker — specializes in following scent, survivor traces and helping other infected maintain contact.
All seven infected now feature greater visual and behavioral variety, with subtle differences between individual variants.
Animations, hit reactions and movement behavior have also received extensive refinement.
Living Horde Simulation
Hordes are no longer just groups spawned around the player.
Persistent hordes can now:
- Travel across the world.
- Leave migration trails.
- Develop preferred migration corridors.
- Remember encounters with survivors.
- Lose members permanently.
- Retreat after severe losses.
- Regroup and recover.
- Develop different tactical behavior.
- Follow evidence of survivor activity.
- Merge or split under appropriate conditions.
- Establish pressure around highly infested regions.
Regional infected population is now tracked separately from abstract threat.
Clearing an area actually matters: killing enough infected can reduce local population and temporarily make regions safer.
In v0.9.9, killing 20 infected in the same 128×128 region within two Minecraft days suppresses new local infected spawns for three Minecraft days.
Infestation & Dynamic World Pressure
The world now develops persistent infestation behavior.
Regions can become:
- Dormant
- Active
- Established
- Overrun
Temporary pressure can also escalate from quiet activity into increasingly aggressive local conditions.
New systems include:
- Infestation hotspots.
- Regional population depletion.
- Migration corridors.
- Horde trails.
- Survivor activity footprints.
- Territorial pressure.
- Horde staging areas.
- Dynamic hotspot pressure.
- Last Stand / crisis events.
- Emergent horde events such as migrations and convergences.
The result is a world where infected activity can move and evolve instead of simply spawning randomly around the player.
Improved Infected AI
Infected awareness has been heavily expanded.
They can react to:
- Direct visual contact.
- Gunfire and other noise.
- Last known survivor positions.
- Blood and scent trails.
- Survivor activity footprints.
- Nearby infected information.
- Migration and horde behavior.
Active pursuits no longer immediately collapse when a survivor enters a building or turns a corner.
If an infected was genuinely chasing you, it now retains a short, bounded pursuit memory around the last position where you were actually seen.
This does not give infected permanent wall vision.
Runners
Runner movement and pursuit have received several improvements.
Runners can:
- Flank survivors.
- Use improved pursuit behavior.
- Vault appropriate low obstacles.
- Use limited horde-assisted vertical pressure during sieges.
Fixed an issue where Runners could briefly stop after special movement or while closing distance to a survivor.
They now resume navigation immediately after flank/vault maneuvers.
Screamers
Screamer behavior has been refined significantly.
Screamers must now get close before using their primary scream.
The default scream range is 5 blocks.
If the survivor moves outside that range or breaks line of sight during the wind-up, the scream is cancelled before reinforcements are called.
Screamers also received improved animation, reaction and horde-support behavior.
Brutes & Structural Destruction
Brutes and other infected now interact with structures far more intelligently.
Depending on infected type, they can pressure or destroy appropriate materials such as:
- Fragile blocks.
- Wooden doors.
- Wooden barriers.
- Wooden structures.
- Soft construction.
- Masonry.
Brutes can additionally pressure stronger masonry and reinforced materials.
Structural destruction includes:
- Progressive cracking.
- Material-aware impact sounds.
- Block debris feedback.
- Hardness limits.
- World-border protection.
- BlockEntity protection.
- Forge destruction hooks.
- "mobGriefing" support.
- Data-driven protected/breachable block tags.
Zombie Apocalypse resources such as zinc and bauxite are explicitly excluded from infected demolition behavior.
Fortifications
Survivors now have tools to fight back against structural pressure.
Added:
- Barricade Kit
- Fortification Repair Kit
Existing blocks can be reinforced without replacing them with special custom walls.
Fortification integrity is integrated directly into infected breaching and siege behavior.
Hordes can also identify and concentrate pressure on structural weak points such as vulnerable entrances.
Trauma & Medical Gameplay
The wound system has expanded beyond bleeding and infection.
New trauma includes:
- Lacerations.
- Deep wounds.
- Fractures.
- Shock.
Added:
- Splints
- Painkillers
Existing medicine has also been integrated with the new trauma system.
Bandages can help with open wounds, Medkits provide stronger emergency recovery, and fractures require appropriate treatment.
Infection pacing and medical balance were also adjusted in v0.9.9 to provide a longer reaction window without allowing cheap medicine to completely stall disease progression.
New Survival Resources
A full resource and crafting layer has been added.
Natural resources
- Zinc Ore
- Deepslate Zinc Ore
- Bauxite Ore
- Deepslate Bauxite Ore
- Wild Cotton
- Growable Cotton
- Aloe Vera
Processed materials
- Raw Zinc
- Zinc Ingot
- Zinc Sheet
- Raw Bauxite
- Alumina Powder
- Aluminum Ingot
- Aluminum Sheet
- Cotton Fiber
- Woven Cloth
- Medical Gauze
- Aloe Gel
- Copper Wire
- Carbon Rod
- Dry Cell Battery
- Circuit Board
- Electrolysis Cell
Aluminum requires an actual processing chain rather than direct ore smelting.
World generation, loot tables, recipes, Forge tags, localization and recipe-book progression have all been integrated.
New Survival Equipment
Added several new survival tools:
- Makeshift Noise Maker
- Emergency Radio
- Field Survey Kit
- Field Intelligence Journal
- Barricade Kit
- Fortification Repair Kit
- Scent Bait
- Odor Suppressant
Noise Makers can deliberately redirect infected attention and interfere with survivor tracking.
Scent Bait provides a separate scent-based distraction, particularly useful against Trackers.
Odor Suppressant reduces the strength of new scent evidence left by the survivor.
Field Intelligence
The apocalypse can now be studied instead of exposing hidden information directly to the player.
The Emergency Radio, Field Survey Kit and Field Intelligence Journal can provide information about things survivors have actually observed, including:
- Regional risk.
- Infestation.
- Population pressure.
- Migration corridors.
- Horde trails.
- Territorial conditions.
- Horde activity.
- Survivor exposure.
- Crisis activity.
The Intelligence Journal can retain observations and manual BASE, EVAC, CACHE and DANGER markers.
It can also provide coarse evacuation-route assessments based only on previously collected information.
HUD & Threat Feedback
Added an optional compact survival HUD displaying coarse information such as:
- Apocalypse level.
- Threat state.
- Infection state.
- Bleeding severity.
Threat information remains intentionally approximate instead of revealing exact enemy positions or hidden simulation data.
Loot Rework
Custom infected no longer simply behave like vanilla zombies when killed.
Each infected now has its own low-rate salvage profile.
Guaranteed rotten flesh was removed.
Useful salvage requires a player kill, preventing environmental deaths from becoming passive loot farms.
High-tier medicine such as Antiviral remains intentionally excluded from farmable infected loot.
Surface vs Cave Spawning
Ordinary Director pressure is now significantly lower in real caves.
By default, cave pressure is approximately 35% of surface pressure.
A roofed surface building does not count as a cave — the position must also be meaningfully below the local terrain surface.
Creative Testing & Commands
Creative mode continues to participate in apocalypse systems by default, making it possible to test the mod without constantly switching to Survival.
Added and expanded administrative tools including:
- "/za" as a short alias for "/apocalypse"
- "/za config"
- "/za testinfo"
- "/za spawn <type> <count>"
- "/za clearinfected <radius>"
Batch spawning supports up to 32 infected at once for testing.
Performance
Large infected populations received extensive performance work.
Added:
- Adaptive simulation budgets.
- AI LOD.
- Animation LOD.
- Staggered expensive calculations.
- Shared raycast budgets.
- Pathfinding budgets.
- Population-aware background simulation.
- Performance diagnostics.
Direct nearby combat, damage and infection remain prioritized even when background simulation is reduced.
Compatibility
Minecraft: 1.20.1
Forge: 47+
Java: 17
TaCZ remains required.
The minimum supported TaCZ version has changed from the old v0.9.2 requirement to:
TaCZ 1.1.8+
Optional integrations are also available for supported versions of:
- LRTactical
- TaCZ Additions
- TaCZ Magazines
- TaCZ Tweaks
- TaCZ Guns/Lights
- Turret TaCZ
These integrations remain optional and Zombie Apocalypse can load without them.
Additional Fixes & Polish
This update also includes a large number of fixes involving:
- Horde persistence.
- Population bookkeeping.
- Cross-dimension simulation.
- Despawning.
- Breaching.
- Chunk unloading.
- Save/reload behavior.
- Infection progression.
- Recipe discovery.
- Structural crack cleanup.
- Runner navigation.
- Screamer behavior.
- Regional population conservation.
- Creative testing.
- World configuration.
- Performance under large infected populations.
Because of the size of the update, backing up existing worlds before upgrading from v0.9.2 is strongly recommended.
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Zombie Apocalypse continues to focus primarily on singleplayer survival.
The next major development milestone will begin expanding the human side of the apocalypse.
This mod has no additional files

