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-4.57.252

  • 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

NeoForge

implementation "curse.maven:zombie-village-1529208:8383580"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

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)
  • _ofp visual style — open-floor-plan houses alongside the existing tighter _ybr interiors
  • 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