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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!
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zombies_everywhere-1.3.2-1.21.1.jar

File namezombies_everywhere-1.3.2-1.21.1.jar
Uploader
smy_oismy_oi
Uploaded
Aug 9, 2026
Downloads
24
Size
10.8 MB
Mod Loaders
NeoForge
File ID
8608646
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombieseverywhere-1571709:8608646"

Learn more about Curse Maven

What's new

V1.3.2 Changelog

Fixes:

·Fixed normal zombie behavior issues — in previous versions, some zombies would spin in place, distant ones never approached, and nearby ones just stared without attacking. Now normal zombies are ferocious again: once they spot a target, they charge straight at it from any distance and bite, no hesitation. ·Fixed Piercing Arrow only damaging the first entity when piercing through multiple — every entity along the arrow's path now takes damage in sequence. ·Fixed the Summoner's "reinforced summon speed-up" not working under certain config values after joining a squad.

New Features:

·All-New Corruption Gate Spawning System: Tired of zombies just "popping into existence"? Starting from V1.3.2, zombies no longer appear out of thin air — they endlessly pour out of floating purple light screens called Corruption Gates.

— What are they? — Corruption Gates look like the purple glow inside a Nether portal (but without the obsidian frame). They quietly appear around players, purple particles drifting, as if the world is slowly being corrupted. They cannot be destroyed and do not teleport you — they simply "spit out" zombies.

— Gate Sizes — There are 6 gate sizes (1x2 up to 6x12). The bigger the gate, the more zombies pour out, faster and deadlier: ·1x2 (small): 4 zombies/sec, 5<sub>10 over its lifetime ·3x6 (medium): 8 zombies/sec, 16</sub>28 over its lifetime ·6x12 (giant): 20 zombies/sec, 50~80 over its lifetime Small gates are common; giant gates are rare — but when one appears, it's a horde. Each size also spawns a different composition — bigger gates favor elite zombies and summoners.

— Spawn Rhythm — Every so often (default <sub>1 minute, random 30</sub>90s), a wave of gates appears around players. Their distance follows a pattern: never right on top of you, never miles away — most appear within a "sweet spot" ring around you. Gate counts are capped (near each player and per chunk), and each gate vanishes after fulfilling its quota or timing out.

Config: open /config/zombies_everywhere.toml, find the "Corruption Gates" sub-section under [spawning] to tune cooldowns, gates per wave, per-size chances / spawn rates / lifetime quotas / zombie composition.

·AI Overhaul — Normal vs Special, Each With a Role: V1.3.2 brings a full rework of the custom AI system, splitting zombie intelligence into two tracks:

— Normal Zombies (the Horde): cannon fodder, but fierce — Normal zombies are the embodiment of "quantity" — no matter the distance or density, they will: ·chase targets straight from any range, never "slacking off"; ·bite the instant they're in range — no more spinning or staring; ·wander when idle, or follow sounds and light; ·naturally swarm the same target as a group; ·produce 1 "leader" per 10 zombies, who leads door-breaking — your base is no longer safe.

— Special Zombies (the Elite): true commanders — Burning, Poison, Fast, Summoner and Elite zombies keep their full individual intelligence: they form squads, flank, rotate attacks, retreat, and coordinate. They are the real threats on the battlefield.

In one sentence: normal zombies provide the "masses" — overwhelming waves; special zombies provide the "class" — tactics that tear your defenses apart.

Config: in /config/zombies_everywhere.toml, tune chase range / hearing / swarm under "Horde Behavior"; unlock day thresholds (default day 25/50/75/100) under "AI Progression".

·Horde Swarm — The More You Fight, The More Come: From day 75 (Stage 3), if you're surrounded by a huge mob of normal zombies (count within 64 blocks reaches the threshold), nearby gates spawn extra normal zombies. The more enemies, the more reinforcements — don't let yourself get encircled!

Config: adjust hordeSwarmThreshold (default 30) under "Horde Behavior".

·Multiplayer Friendly — Every Base Gets Its Own Zombies: On large servers, players often split into far-apart bases. Previously the zombie cap was shared across the whole world, so one base could "steal" zombies from others. Since V1.3.2, the cap is calculated per player cluster — each populated area has its own independent zombie limit. No matter how far apart you settle, every base faces its own horde.

Config: under "Zombie Population", tune hordeMaxActive (normal cap per cluster), eliteMaxActive (special cap per cluster), zombieCap (worldwide hard cap), etc.

·Special Zombie Master Toggles: Want a world without Burning Zombies? Or keep only the Elite for maximum dread? Every special zombie now has its own master toggle — turn it off and that type will never spawn from any source (gates, summons, death bursts, squad reinforcements, etc.).

Config: under "Special Zombies → Spawn Toggles", enable/disable Burning / Poison / Fast / Elite / Summoner individually.

·Configurable Summoner Summons: The Summoner's periodic special summons are no longer purely random — each special type now has an independent weight (0 = never summon that type), shared with squad reinforcements.

Config: under "Special Zombies → Summoner Zombie", adjust summonerSpecialBurningWeight and friends (0 = not summoned).

·Piercing Arrow Buffed: Piercing Arrows now launch at higher initial speed (about 2x vanilla at full draw), flying far and straight even after piercing many entities. Arrow lifetime is now 10 seconds, so they won't linger on the ground.

·Config Menu Fully Reorganized: All config options have been regrouped by function and rewritten in plain language. Every section title now tells you exactly what's inside: ·Basic Settings — AI master switch, damage numbers, zombie-only mode, etc. ·Zombie Spawning — spawn radius, daytime spawning, biome bonuses, plus all Corruption Gate settings ·Zombie Population — per-cluster caps, worldwide hard cap, day scaling ·Day Scaling / AI Progression / Zombie Perception — how zombies grow and get smarter ·Squads & Legions / Movement & Climbing / Rendering & Performance / Horde Behavior — AI behaviors ·Special Zombies — per-type spawn toggles and unique skills ·Infection / Loot / Equipment Enhancement

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