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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.
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zombievillage-4.57.331.jar

File namezombievillage-4.57.331.jar
Uploader
jdb_hkfjdb_hkf
Uploaded
Aug 24, 2026
Downloads
32
Size
1.2 MB
Mod Loaders
NeoForge
File ID
8726296
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombie-village-1529208:8726296"

Learn more about Curse Maven

What's new

Follow-up to 4.57.330. Contains an economy fix — see Fixed.

What's new

  • Shields, tridents, maces and elytra can now be recycled. The previous release decided "is this recyclable?" by inspecting what kind of item it was, which quietly missed every piece of durable equipment Minecraft doesn't build on its tool or armour classes. That's now decided by whether an item has durability, so shields, tridents, maces, shears, fishing rods, flint and steel, brushes and elytra are all covered — along with any modded equipment shaped the same way.
  • Nothing is unrecyclable by accident any more. Every workstation-bound item is guaranteed a destination: items whose type isn't recognised go to the Smithing Table rather than silently doing nothing.
  • Elytra now return something. They have no crafting recipe and no armour material, so the mod reads the material they repair with — phantom membrane. The same trick works for any modded item with custom repair behaviour.
  • Recycling now also pays experience, scaled by how far you had to go to get the item. End-only items pay the most, then Nether, then Overworld, with uncraftable loot paying more than ordinary crafted gear. Ordinary gear still pays materials only. Recycling always gives you something back now, even for an item whose materials can't be worked out.
  • Which items count as End/Nether/Overworld is a datapack tag (zombievillage:zone/end, zone/nether, zone/overworld), so pack authors can place modded items on that scale with a three-line JSON.
  • Rare gear is protected from the automatic chest drain. Anything on that zone list can only be recycled by a deliberate sneak-click, never by a hopper-style background drain — so an unenchanted elytra left in a chest beside a workstation is safe.

Fixed

  • Netherite gear paid out more than it cost to make. Recycling a netherite tool returned 2 netherite ingots when upgrading one consumes only 1 — a net gain every cycle, and an economy exploit present in 4.57.330. The mod now reads the actual smithing recipe, so recycling an upgrade is break-even at best. If you are on 4.57.330, this is the reason to update.
  • Iron, gold and diamond horse armour returned the wrong material in some cases, paying nuggets where the correct return is ingots.

Under the hood

  • Recycling resolves through a six-step ladder — datapack override, crafting recipe, smithing recipe, declared repair material, a universal repair probe, then furnace recipes as a last resort — so each step only runs when everything above it comes up empty. Order matters: furnace recipes are deliberately lossy and sit last.
  • 8 new GameTests covering the routing guarantee, the netherite cap, the elytra path, the zone rewards and the drain protection. Full suite: 147/147 GameTests, 999 unit tests.

Requires / compatible with

  • Minecraft 1.21.1, NeoForge 21.1+
  • Freedom Lib 0.10.1+ (unchanged), ZV-Houses 0.1.148+ (unchanged), Spells & Spellcrafting 1.0.0+ (unchanged) — all required
  • JEI optional

Migration notes

  • Existing worlds carry over automatically; nothing to reset. Enchanted, renamed and written-on items are still never recycled.

This mod has no additional files