ZombieMod 3.0.0
Curse Maven Snippet
What's new
The first release of the NeoForge rewrite. The 2013 Bukkit plugin was version 2.x; this is a complete rewrite sharing no code with it, so it starts at 3.0.0.
The idea
A genus is a set of changes applied to an ordinary vanilla mob at the moment it spawns — health, size, colour, face, equipment, and above all AI, assembled from vanilla's own pathfinder goals. It is written as one JSON file in a datapack. ZombieMod registers no entity types of its own, which is what lets an unmodified client see all of it.
Added
- 58 genera, drawn from the genre canon — speed horror, Romero shamblers, special infected,
fungal, elemental, the 1.8 plugin's own set, and the people a village leaves behind. Full list in
docs/ROSTER.md. - AI from JSON — 11 goal types, recombined per genus. A Coward is
avoid_entity; Herobrine islook_atat 64 blocks with no attack goal at all. - 21 abilities — effects, healing, lightning, explosions, creeper-style fuses, shockwaves, leaps, drags, summons, block-breaking, projectiles, cobwebs, infection, conversion, a real guardian beam, particle hitscan rays, adaptive resistance and teleport.
- 14 spawn conditions — biome, dimension, height, light, sky, depth below the local surface, time
of day, moon phase, land claims and CityWorld districts, composable with
any_ofandnot. - Bosses — boss bars, health phases, loot tables, and summon rituals built from block patterns.
- Hordes — four wave events with a director and a boss bar. Ring a bell and survivors glow; a horde that stalls lights them up itself, because hunting one straggler across a dark forest is a problem Minecraft has never solved well.
- Infection — a bite marks you, and dying within the minute to anything raises you. It spreads through livestock on its own. Milk cures it, for you and for the cow.
- Conversion — what a Carrier kills gets up as one of them, a villager rising as a zombie villager keeping its name and armour.
- Mutation — a genus becomes another on a trigger: wounded, on fire, in water, in the wrong dimension.
- Player corpses — your corpse gets up wearing your real skin and carrying your things, with an admin recovery ledger for when it lands in lava. Off by default.
- ZombieDex — a per-player bestiary in chat, as a written book that works on a vanilla client, on scoreboards, and on a full screen for players who do install the mod.
- Player-head faces on 51 of the 58, rendered on an unmodified client.
- Proximity spawning — zombies placed just out of sight around each player, ignoring vanilla's spawn table. Off by default.
- Bounties, with a scoreboard fallback where there is no economy mod.
- FTB Chunks and CityWorld integrations, both reflective and both completely inert when the other mod is absent.
- Commands —
list,spawn,status,observe,corpse,horde,bestiary,config, and/zmfor all of it.
Notes
- Your players do not need this installed. Verified twice against a genuinely unmodified client from the Mojang launcher, joining a dedicated server carrying the mod.
- A land claim is not a safe zone.
inClaimsgoverns spawning; mobs spawn outside a claim, walk in, and aggro normally. - A malformed genus file stops the world loading rather than being skipped — standard datapack-registry behaviour, harsher here because these files are hand-written. The log names the file and the field.
- Proximity spawning and hordes are off by default: each adds mobs beyond what vanilla would have made, and installing a mob pack should not silently change how many things are hunting you.
Requirements
| Minecraft | NeoForge | Java |
|---|---|---|
| 1.21.11 | 21.11.42+ | 21 |
Install on the server. Your players do not need the mod — a stock client can join and meet every genus. Installing it client-side too is optional and adds the ZombieDex screen.
Full docs and the genus reference: https://sablecraft.co.uk/zombiemod-reforged/
This mod has no additional files

