Zombie Village

Undead villagers with 17 professions autonomously build, defend, and expand a village. Soul Well hub + tethered Soul Gates for outposts. Above-ground houses and modular subterranean catacombs, all built block-by-block.

File Details

zombievillage-4.55.103.jar

  • R
  • May 28, 2026
  • 783.60 KB
  • 9
  • 1.21.1
  • NeoForge

File Name

zombievillage-4.55.103.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombie-village-1529208:8157155"
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Wins kept from v4.43.0 → v4.55.103-catacomb-v1

Subterranean architecture (the headline win)

  • 3-layer 3×3 catacomb model with RingCoord (ringY, gridX, gridZ) addressing — replaces the old 5×5 concentric ring-state
  • DispatchPhase machine: SOUL_WELL → LOWER_RING → MIDDLE_RING → UPPER_RING → COMPLETE
  • Random village placer (Java port of ZV-Houses Python prototype) — generates valid topologies + bridge placement + per-seed variant rolling. Default-on.

Builder pipeline (carve+build that actually finishes)

  • SubterraneanCarveBuildGoal (SCB) with STAND_SEQUENCE state — the production carve+build path
  • Stand-cover architecture: StandCoverSolver enumerates minimum stands; WalkBuildExecutor walks between them placing cells. Default-on via StandCoverConfig.
  • StairsBuildGoal bottom-up foothold-driven climb (Phase 27.15 chunks 2-6) — TRAVERSE_TO_ENTRY → CLIMB → TOP_CAP → WALL_FILL → SLAB_FINISH
  • SCB stall watchdog (60-sec no-work → force-march → discard after 2 attempts + STALL-KILL log)
  • Picker LoS bypass for adjacent cells, verdict-aware exclusions, furniture-finish teleport recovery

Dispatch (the hard part that finally works)

  • Frontier set with peekHighestPriorityExcluding skip-stale-entries — replaces the break-on-first-stale loop
  • Cross-layer dispatch end-to-end (v4.55.83 → v4.55.100): kill+respawn at stair-top, ringY-aware spawn anchor, 1×3×3 entry chamber pre-break, BridgeMeta.upperFace, skip-InterPlotCorridorGoal for stair sources
  • All 3 stair templates wired: stairs_ybr + stairs_l_ybr + stairs_l_alt_ybr

Entity lifecycle (no more soft-locks)

  • ZombieVillagerEntity.onRemovedFromLevel calls cleanupVillageRegistrations — releases frontier claims on every removal path (kill, despawn, /kill)
  • Builder spawn-below-cube fix: DY=0 + cavity at swPos.above() + 42×42 floor pad geometry

Templates + assets

  • ZV-Houses 0.1.99 — 29 templates registered (soul_well + 8 lower-ring + bridges + variants)
  • Empirical NBT correction pipeline (SoulWellNbtInspectTest pattern) — read ground truth, don't trust upstream claims
  • Category fixes: flat_duplex_ybr → I, officer_quarters_ybr → T (the deployed-vs-claimed-spec resolution)

Foundational rules (anchored in memory)

  • feedback_blueprint_is_truth.md — the 8 numbered rules. No bulk-stamp, no system-side world mutation, no DONE on incomplete cubes, no operating outside the cube.
  • project_catacomb_self_support.md — layers self-support upward; AIR stress is a layer-1-only concern

Cross-mod boundaries

  • Freedom integration: RescueRegistry.tryAll + DigDownStep / DigUpStep / DigForwardStep / SourcePlug
  • SS minions skip ZV protection zones via getAllSoulWellPositions registry
  • SS Wand sacrifice for SW tier upgrade