ZombiesEverywhere

Do you like zombie games? Are you troubled by the difficulty of the original Minecraft version being too simple? It's okay, now this Zombies Everywhere may meet your needs!

File Details

zombies_everywhere-1.2.0-1.21.1.jar

  • R
  • Jul 11, 2026
  • 10.69 MB
  • 5
  • 1.21.1
  • NeoForge

File Name

zombies_everywhere-1.2.0-1.21.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombieseverywhere-1571709:8413021"
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V1.2.0 Changelog

This mod requires GeckoLib as a mandatory dependency starting from this version to support custom zombie models. It is built on GeckoLib 4.9.2, and version 4.9.2 is recommended for installation.

Core Fixes

  • Fixed a bug where arrows fired from the Corrupted Bow would never despawn.

  • Readjusted default config values to rebalance gameplay stats.

  • Starting from this version, all zombies in the mod no longer use vanilla assets. A default set of GeckoLib-compatible zombie models and textures (AI-generated textures) has been added, with full player customization support.

  • Reworked the loot drop system:

    1. Each special zombie has its own unique set of droppable items.

    2. Loot dropped by the same zombie varies across different dimensions, determined by the source mob.

    3. Drops are split into two independent loot pools with separate roll calculations that do not interfere with each other per kill:

    • Common Pool: Shared by all zombies, includes Rotten Flesh, Iron Ingots, Carrots, Potatoes, Corrupted Blood. Drops in all dimensions.

    • Unique Pool: Exclusive to each zombie type, containing distinct items; some items have dimension spawn restrictions.

    Unique Loot Table Per Zombie

    • Blazewalker: Blaze Rod, Ghast Tear, Magma Cream, Wither Skeleton Skull, Gold Nugget, Gold Ingot, Glowstone Dust, Coal, Gunpowder, Nether Star, Raw Porkchop, Leather

    • Tainted Corpse: Spider Eye, String, Slimeball, Glass Bottle, Redstone, Sugar, Glowstone Dust, Gunpowder, Bone

    • Swift Cadaver: Bone, Arrow, Phantom Membrane, Gunpowder, Prismarine Shard, Prismarine Crystals, Raw Cod, Sponge, Creeper Head, Tipped Arrow

    • Elite Zombie: Ender Pearl, Trident, Nautilus Shell, Totem of Undying, Emerald, Shulker Shell, Sculk Catalyst, Echo Shard, Music Disc, Nether Star

    • Necromancer: Illager Banner, Crossbow, Saddle, Wind Charge, Trial Key, Creaking Heart, Coal

    • Regular Zombie: Only drops from the Common Pool, no unique pool items

    1. Configurable drop quantity ranges via config files:
    • commonPoolMinPick: Minimum number of distinct items from Common Pool; default 2. Set to 0 to remove minimum guarantee.

    • commonPoolMaxPick: Maximum number of distinct items from Common Pool; default 4.

    • specificPoolMinPick: Minimum number of distinct items from Unique Pool; default 0 (pure chance-based, may yield nothing).

    • specificPoolMaxPick: Maximum number of distinct items from Unique Pool; default 3. Adjust these values to modify how many items drop per kill.

    1. External loot database support: Config directory: /config/ZombiesEverywhere/zombies_loot/
    • vanilla_mob_drops.json: Mob loot database auto-generated on first game launch. To add drops from other mods to zombie loot tables: edit vanilla_mob_drops.json and add entries following the existing format, example:

      {
      "mob": "othermod:mob_name",
      "spawn_dimensions": ["minecraft:overworld"],
      "drops": [
        {"item": "othermod:item_name", "drop_chance": 0.05, "min_count": 1, "max_count": 1}
      ]
      }
      

      After restarting the game, the item will be permanently assigned to a fixed zombie type (assignment remains consistent across restarts). Note: If the source mob is whitelisted for natural spawning, zombies will no longer drop its loot to avoid duplicate item sources.

    1. Per-zombie loot.json files are auto-generated in the zombies_loot folder on each game launch for easy preview of assigned loot tables.

New Features

Floating Damage Numbers

Floating damage values appear above zombies when attacked by players:

  • White numbers for standard damage

  • Golden numbers for critical hits Two ways to disable this feature:

  1. In-game: Press ESC → Mods → search ZombiesEverywhere → Config → Toggle the feature off

  2. Config file: /config/zombies-everywhere-common.toml

Biome-Based Zombie Spawning Variance (Configurable)

  1. Every zombie type has a base spawn weight adjustable via config files.

  2. Enable the "Biome Spawn Variance" toggle to boost spawn weights for specific zombies in matching environments (+200% spawn weight):

  • Blazewalker: Desert biomes

  • Tainted Corpse: Swamp biomes

  • Necromancer: Nether Soul Sand Valley

  • Elite Zombie: Nether & End dimensions

  • Swift Cadaver: Forest biomes Disable this feature by setting "Biome Spawn Variance" to false in config files.

Whitelist Mechanism for Exclusive Zombie Spawn Mode

Config file path: /config/ZombiesEverywhere/spawn/whitelist.json Auto-generated on first launch. Mobs listed here can spawn naturally when Exclusive Zombie Spawn Mode is enabled. Default whitelist entries: minecraft:zombie, minecraft:ender_dragon, minecraft:wither Players may edit the file to add/remove mob entries using the namespace:entity_id format (e.g. minecraft:skeleton). Custom zombies added by this mod ignore the whitelist and will always spawn naturally.

Custom Zombie Model & Texture Support

  1. Place custom GeckoLib model files in /config/ZombiesEverywhere/assets/geo/

  2. Place custom texture PNG files in /config/ZombiesEverywhere/assets/texture/entity/

  3. Edit the corresponding zombie JSON config file under /config/ZombiesEverywhere/assets/ with the following format:

{
  "texture": "your_texture_filename",
  "geomodel": "your_model_filename",
  "animation": "default",
  "use_geckolib": true
}

Fill texture and geomodel with the filenames (without file extensions) placed in the folders above. 4. Model files must be GeckoLib .geo.json format, editable via Blockbench. Supported armor rendering bones: Head, Body, RightArm, LeftArm, RightLeg, LeftLeg, RightBoot, LeftBoot 5. On each game launch, the mod auto-validates external asset integrity. Corrupted or missing assets will be restored from built-in mod files automatically.