## Monster Spawn Rules (New)
- All naturally spawned monsters (SpawnGroup.MONSTER) are **blocked except for zombies and creepers** (via `SpawnRestrictionMixin`).
- **Day 1**: Zombies do not spawn at all (creepers spawn normally). Zombies start spawning from day 2.
- Zombies **do not catch fire in sunlight** and **can spawn both day and night** (no light level check at all).
- Naturally spawned zombies have ~90% chance to spawn in pairs (simulating "double") throughout the game, starting from day 2.
## Day Mechanics (based on real-world time, does not reset when server restarts)
| Day | Effect |
|---|---|
| 1 | No zombies spawn |
| 2-10 | Normal, not mutated yet |
| 11-20 | Start mutating (glowing) |
| 21-30 | Run faster |
| 31-40 | Can break blocks (slowly) |
| 41-50 | Health increases (+10) |
| 51-60 | Can place blocks (climb to chase players on high ground) |
| 61-70 | Break blocks faster + can jump over 2-block high walls (Goal pushes Y by itself) |
| 71-80 | Run even faster |
| 81-90 | Damage +2 |
| 91-100 | Peak difficulty (all above effects combined) |
Every morning (the first tick of the day) there will be a message showing the date + stage description in the chat.
## 4-Color Moon System (New: Random every 8-10 days)
Calculated deterministically from the world seed by simulating the schedule so that each special moon is spaced randomly **8-10 days** apart (not the old daily probability), which allows "tomorrow's moon" to always be calculated in advance without needing a separate save file.
- **Red**: Monsters spawning that night get stronger (health/damage/speed)
- **Yellow**: Monsters become weaker
- **Green**: Players get the Luck effect
- **Blue**: Players get Night Vision
## Added functions
* Zombie infection: The cure is to eat a golden apple.
## New Items
*
## New Monster
* ZombieWorm
* Zombie 001
* Zombie 002
A warning message pops up the morning of the day before, then by the evening of that night, there’s another message saying "It’s here!"