Zombie Remains by Karl Karlmann

The dead don't vanish; they rot into Remains. Higher piles spawn elite undead like Ancient Zombies. Beware the Screamer: its shriek instantly awakens all nearby piles into a buffed, enraged horde! Clean up the dead, or face the apocalypse.

File Details

zombieremains_by_karlkarlmann_1.20.1_ver_1.3.jar

  • R
  • Jul 9, 2026
  • 750.21 KB
  • 18
  • 1.20.1
  • Forge

File Name

zombieremains_by_karlkarlmann_1.20.1_ver_1.3.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:zombieremains-by-karl-karlmann-1530007:8397360")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

-Player-proximity check in remains block random tick now uses hasNearbyAlivePlayer instead of an AABB entity scan, cutting per-block search cost significantly -Zombie spawns from remains blocks are no longer triggered instantly; they're queued through a new throttled spawn pipeline -Spawn pipeline processes a configurable max number of spawns per server tick and pauses entirely when average tick time is too high, preventing lag spikes from many blocks triggering at once -Added config options maxSpawnsPerTick and maxTickTimeMsForSpawning to tune the above -Fixed Screamer's zombie-remains conversion potentially force-loading/generating unloaded chunks by adding a isLoaded check before block lookups -Screamer's remains conversion now also routes through the shared spawn pipeline instead of spawning all matched mobs instantly -Screamer's alertNearbyMobs now checks for a valid target before running the (more expensive) nearby-mob entity search, instead of after -Removed a small piece of dead code (unused mob-count tracking) in the Screamer's conversion logic -Fixed configuration lists resetting upon restart and the "Configured" mod UI freezing/remaining unresponsive by properly defining list types with type validation (Huge thanks to @zakolus-star for reporting and testing this... again! :D)