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.
Back to Files

zombievillage-4.57.321.jar

File namezombievillage-4.57.321.jar
Uploader
jdb_hkfjdb_hkf
Uploaded
Aug 4, 2026
Downloads
11
Size
1.2 MB
Mod Loaders
NeoForge
File ID
8577196
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombie-village-1529208:8577196"

Learn more about Curse Maven

What's new

Zombie Village 4.57.321 — release notes

Rollup of 4.57.318 through 4.57.321 — the liquid-handling arc: villages now deal with water and lava instead of fighting them.

What's new

  • Builders handle water and lava at the build site. Sources next to the work are sealed with cobblestone; a feed the builder can't reach from where it stands starts a full response — the builder walks over and neutralizes or contains the liquid, then gets back to work. Flooded cells inside a house footprint are plugged and cleared.
  • Catacomb crews handle underground aquifers: flooded carve cells get budgeted plug/seal responses, and a flood is traced upstream so the one source feeding a whole sheet gets capped instead of the crew fighting every wet cell.
  • Defenders build causeways. A patrolling defender that has to swim (or stalls at a shore) builds a permanent 2-wide cobblestone causeway across the water — flush with the surface, banks untouched, guard rails added automatically when the crossing is over lava. Patrol only; a defender in combat never stops to build.
  • Causeways are roads, not litter: repeat patrols converge on the same crossing and reuse or extend the standing deck, and once a deck stands villagers simply walk it — in testing, a village that swam a water body constantly went to zero swimming once its causeway network settled.
  • Gatherers no longer harvest bridge cobblestone over or beside liquid — village causeways AND player-built cobble bridges near water are both safe from them.

Fixed

  • The gravel-stacking loop: a builder next to a water source no longer piles endless gravel columns trying to out-place the flow.
  • Flooded template cells can no longer wedge a house forever — worst case the wet cell is tolerated and the build still completes.
  • Catacomb stair shafts no longer wedge when they cut through an aquifer band.
  • One water source flooding a carve layer no longer writes off the whole layer.
  • Patrol log noise: liquid-response declines are pre-gated and throttled, so a mature village no longer floods the server log with them.

Under the hood

  • New shared CausewayTraversalTrigger (Freedom CausewayPrimitive consumer) with per-destination cooldown ledger and JUnit-pinned throttle/quantizer policy; the Gatherer role is wired next.

Requires / compatible with

  • Minecraft 1.21.1
  • NeoForge 21.1+ (the Risen pack ships 21.1.244)
  • Freedom Lib 0.10.1 or newer — REQUIRED, floor raised this release. ZV now refuses to load with older Freedom versions (previously it would load and then crash mid-game). Freedom Lib 0.10.1 is already the current CurseForge release; update it together with ZV.
  • ZV-Houses 0.1.148+ (unchanged)
  • Spells & Spellcrafting (unchanged; current release 2.12.63)

Migration notes

  • Existing worlds carry over — no action needed. Standing villages pick up the new liquid behavior on first load.

This mod has no additional files