File Details
zombievillage-4.57.252
- R
- Jul 6, 2026
- 1004.37 KB
- 7
- 1.21.1
- NeoForge
File Name
zombievillage-4.57.252.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
This file bundles the full run from v4.55.103 (Catacomb v1 baseline) through v4.57.252. Broad-strokes summary below.
Villager professions — the big expansion
- Cleric — active heal medic that seeks injured allies mid-fight; periodic heal aura when idle
- Shepherd — manages a fenced animal pen (shears, breeds, culls, gathers eggs)
- Butcher — runs a coal-free smoker
- Six salvage professions — Toolsmith, Weaponsmith, Armorer, Leatherworker, Fletcher, Librarian break crafted gear and books back down into their materials. Sneak-click a workstation to salvage held items, or drop items in an adjacent chest and let the village drain it automatically.
- Farmer auto-replants after harvest
- Fisherman works ponds within reach, including the fishery house
- Live workstation registry — move a profession block and the villager re-links; redstone signal force-designates the primary station
Underground catacomb villages
- Catacomb v1 shipped — the full subterranean village system: closed-ceiling detection, tunneled-chamber plot layout, guards patrolling inside the perimeter
- Sally-out defense — defenders patrol beyond the archway to clear surrounding hostiles, then return
- Stuck-mob recovery — cull for defenders trapped in dead pockets; blacklists on bad exits
- Patrol thrash fix — no more wedging at the compact-village edge
Surface villages
- All-original template pool — switched to clean-room house designs (dropped legacy MineColonies-derived residences entirely)
_ofpvisual style — open-floor-plan houses alongside the existing tighter_ybrinteriors- 24-plot compact grid — 5×5-1 surface layout with per-utility cap of 1 (no adjacent duplicates)
- Automatic lighting — surface village lights up its footprint to suppress hostile spawns
- Defender patrol ring — +20 blocks beyond the village edge
- Dealt-without-replacement pool — every template gets placed once before any repeats
- Explosion protection — village and catacomb blocks resist creeper/TNT damage
Soul Gates + remote outposts
- Roaming chunk loader — squad members keep their surrounding chunks loaded so they don't freeze at distance
- Dawn return — squads return home naturally at sunrise, spread and staggered
- Gate laborer collection overhaul — gathers minecarts, hoppers, droppers as low-tier blocks; safer container-loot handling
- Pit-escape climb rung — stuck gate laborers get an auto-placed climb scaffold
- Underground pool bridging — gate laborers fill a crossing when blocked by water
- Owner-only bodyguard mode + idle-defender scan safety
- Gate-siphon hotfix — closed a loop that starved the parent village
Village persistence + relocation
- Well-move storage carry — relocate your Soul Well and its complete inventory moves with it (dup-safe)
- Complete state capture — build progress, souls, inventory, every villager's role and position, plot grid — all preserved on well removal, restored on placement
- Duplicate-well prevention — creative-mode secondary wells stay ephemeral without polluting canonical state
- Clean disposal — kill-all on intentional well removal
Freedom Lib integration
- Freedom 0.7.x LiquidHandler — pool + wall-source escape via
LiquidEscapeTrigger - Freedom 0.3.0 scaffold-reach — villagers reach elevated build targets via climb columns
- Freedom 0.2.0 climb-scaffold — replaced old cobblestone rescue placements with the new self-cleaning climb block
- Patrol rescue with structure guard — catacomb defenders get rescue that respects village geometry
Build behavior
- Padded-stance interior builder — stays on top of completed sections, never routes outside the plot
- External roof-build maneuver — climb out of the plot, mount the roof from above, build downward
- Approach cells from above — upper walls and roofs built from above, not by reaching up
- Paced proximate placement — unreachable cells finished naturally by moving to reach them
- Border-seam fix — surface inter-plot boundaries close cleanly
- Farmer + Fisherman gravel gate — prevents them from stacking gravel into their own water/farmland
- Arm-swing on every placement — visible builder action for every block
- Deep-audit sweeps — Tier-A, Tier-B, and Tier-C code audits shipped (dozens of scenario-specific fixes)
- Live build-eligibility diagnostics — always-on visibility into what's blocking each plot
Population + roles
- Population budget model — headcount driven by completed plots (surface) or interior cap (catacomb) rather than beds
- Home pool 50/50 split — soul-economy target for defender/laborer balance
- Gate-aware budget — squad allocation coordinated with home population
- Chunk-unload safety — no longer unregister a villager just because its chunk unloaded
- Backfill promotion race fix — profession slots respect the in-queue soul before promoting
- Orphan reconcile — drain of the pre-4.57.248 orphaned-villager residue
Server performance + safety
- Hostile-hostile spawn cap — natural hostile spawns bounded across the whole forced footprint (fixes the spider-cluster leak)
- Wake-dormant tethered gates — gate-picker resolves the "can't teleport to my gates" lag transient
- Chunk-load-safe teleport-home — natural gate dawn-return force-loads the destination before validating
Commands
/zv soulwell— locate Soul Wells/zv summon professions [profession]— spawn profession villagers/zv surface fixhere— repair a surface plot at your location
Cross-mod contract
- ZV-Houses now declared as a required dependency (alongside Freedom Lib and Spells & Spellcrafting — this file's metadata reflects the correct three)
- ZV-Houses shutter open-on-place so a closed leaf can't wall the builder out