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Zombie Sieges (Vanilla Tales)

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Turns the vanilla zombie siege into a visible village event.

Turns a vanilla zombie siege into a real event, with a ringing bell, a boss bar and two waves of zombies.

It does not add sieges. It hooks into the vanilla chance and makes the ones that happen visible.

Versions: 1.20.1, 1.21.1, 1.21.8

Loader: Fabric, Forge (1.20.1); Fabric, NeoForge (1.21.1, 1.21.8)

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Requirements

  • On Fabric you need Fabric API. On Forge or NeoForge you do not.
  • Server-side: install it on the server (or in singleplayer). Players do not need it, and vanilla clients can join without it.
  • Languages: English and German. German shows for players who have the mod installed (for example in singleplayer); vanilla clients without the mod see English.

What it does

  • Vanilla already rolls a small chance for a zombie siege at a village each midnight. This mod does not change that chance, only what happens once one starts.
  • The siege looks for a bell up to 128 blocks away (64 if too few chunks are loaded) and rings it when the siege begins; that bell also becomes the siege's center.
  • Zombies march on the center only when it is a real bell. Without one nearby, they behave exactly like a vanilla siege instead.
  • A boss bar shows the siege and how many zombies are left, for every player near the village.
  • Zombies arrive in two waves. All zombies of a wave come from one spawn point; the second wave comes once the first is nearly gone, or after a short delay either way.
  • Holding out until every siege zombie is dead, including burning at dawn, counts as a win: every player near the village gets a reward from a siege loot table plus experience.

Advancements

  • Hold the Line: end a siege as a win and get the reward.

Configuration

File: zombie_sieges.json.

Field Default What it does
waves 2 Number of zombie waves per siege.
zombiesPerWave 10 Zombies spawned in each wave.
bossBar true Shows the siege boss bar.
ringBell true Rings the nearest bell when a siege starts.
xpPerPlayer 50 Experience given to each player when the siege is won.
nextWaveThreshold 0.25 Share of the first wave still alive that triggers the second wave early.
nextWaveDelaySeconds 60 Latest time before the second wave comes anyway.

waves is capped at 20 and zombiesPerWave at 100. A config file with a syntax error is left untouched: the mod logs the problem and keeps the last working settings instead of overwriting the file with defaults.

The siege reward is a normal loot table, zombie_sieges:gameplay/siege_reward, so a data pack can change what it drops.


Commands

Command Does
/zombiesieges start Starts a siege at the nearest village.
/zombiesieges stop Stops all running sieges.

Both commands need operator permission.


Good to know

  • Sieges only happen in the Overworld, like in vanilla.
  • A siege keeps running correctly across a server restart.

Part of VanillaTales

Zombie Sieges is part of VanillaTales, a collection of small, independent mods that add little stories to vanilla content. Each mod works on its own; install only the ones you want.

  • Sherd Stories: gives every decorated pot a title and the story of where its sherds were found.
  • Ghost Crews: gives every shipwreck a name and a crew of drowned that guard it until it is looted clean.
  • Illager Scouts: a pillager scout watches your village and warns you two days before a patrol arrives.
  • Occupied Villages: some new villages spawn already occupied by an illager garrison you can liberate.
  • Bonded Pairs: binds two mobs from the same spawn group into a pair that avenges each other.
  • Golem Patrol: gives iron golems a daily patrol, a night watch and an escort for villagers.
  • Raid Aftermath: villagers repair the damage a raid or an explosion left in the village.
  • Wayfarer's Landmarks: shows a title and helpful icons when you enter a structure.

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Zombie Sieges (Vanilla Tales) Team

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