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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-1.5.0-neoforge+mc1.21.1.jar

File namezombies_everywhere-1.5.0-neoforge-mc1.21.1.jar
Uploader
smy_oismy_oi
Uploaded
Nov 9, 2026
Downloads
16
Size
12.0 MB
Mod Loaders
NeoForge
File ID
9527308
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombieseverywhere-1571709:9527308"

Learn more about Curse Maven

What's new

V1.5.0 Changelog

This is a major-version update:

  1. Four new data-driven systems: dimension gate rules, biome bonuses, third-party equipment enhancement and difficulty preset snapshots.
  2. Three underlying systems reworked: equipment enhancement, difficulty presets and effect rendering.
  3. Config and data-pack layouts changed.
  4. A large number of default config values were adjusted.

There are no breaking changes, but this update does change config and data-pack layouts. If an important save is involved, backing up config/ZombiesEverywhere and the save beforehand is still recommended just in case.

Fixes

  1. Hardened network packet security.

  2. Mixin options now take effect at load time: when a mixin conflicts with another mod, the injection can be turned off through the config option, ruling the conflict out entirely.

  3. Fixed the zombie collision mixin silently never applying.

  4. Fixed the "Standard" difficulty preset not applying.

  5. Tuned the default difficulty configuration and balanced the numbers.

  6. Fixed the Fast Zombie's abnormal movement speed.

  7. Fixed the loot bag UI keeping stale state in some situations.

  8. Fixed zombies not playing their walking animation on soul sand and other slowing blocks.

  9. Equipment enhancement improvements.

  10. Fixed a one-shot kill with the Corrupted Trident not summoning lightning.

  11. Improved arrow pickup: the core rule is that arrows genuinely consumed (for example, arrows gathered by the Arrow Collection enchantment) can be picked up, while arrows created out of thin air (such as those from Splitting) cannot.

  12. Reworked the Piercing Arrow trail rendering: The old effect both looked poor and had bad shader compatibility, so it received a dedicated update.

    • With no shader pack, the trail is drawn by a custom shader.
    • With an Iris shader pack loaded, API limits mean the trail is drawn through the vanilla lightning render channel, so it looks different under different packs.
    • The packs below looked good with their default settings in testing and are therefore recommended (version differences may still cause issues): Bliss-Shader BSL_v10.1.3 ComplementaryUnbound_r5.8.1 Eclipse-Shader
    • Photon was also tested; its restrictions on the lightning channel make the trail lose its color and its glow, hurting the look a lot, so it is not recommended.
    • Those are all the packs that were tested; how the effect looks with any other pack is up to you to explore.
    • If you dislike the effect, or it looks bad under your favorite pack, tune the matching options under Rendering & Performance → Client Rendering → Piercing Arrow Trail.

New

  1. Improved the Corruption Gate spawn rules: added "Gate Opening Time" (Automatic / Very dark only / Dark sky only / Always), plus per-dimension spawning, cooldown multiplier, gate cap, per-type weight multipliers, biome bonuses and elite guarantee (config/ZombiesEverywhere/gate/dimensions.toml). The Twilight Forest dimension ships with reduced pressure by default: a fresh install pre-fills that dimension in the rules file (cooldown x2, concurrent gate cap x0.5), for roughly a quarter of the default pressure overall. The entry has no effect when that mod is not installed.

  2. Added zombie spawn biome bonuses: the rules live in config/ZombiesEverywhere/spawn/biome_bonuses.toml and accept biome ids and vanilla biome tags, with a customizable multiplier (0-10; below 1 lowers the weight). Several matches for the same type multiply. The defaults roughly match the old behavior; grove now also gets the Fast Zombie bonus.

  3. New query command: /zombieseverywhere gate rules shows the bonuses in effect for the current dimension and biome, and gate rules all lists every dimension rule, making it easy to confirm whether a configuration is taking effect.

  4. Added enhancement support for third-party weapons/equipment: write a data pack to add the enhancement.

    • Equipment profile: put the item id (or #tag) and the attributes gained per level in data/<namespace>/enhancement/profile/<name>.json.
    • Two enhancement paths:
      1. Corrupted Blood path: without star_energy, enhance with a Netherite Upgrade Smithing Template / Nether Star plus Corrupted Blood, with a success chance.
      2. Corruption Star path: with "star_energy": true, enhance with the Corruption Star only; it always succeeds, costs more energy at higher levels up to the maximum configured in costs.json, and grants no enchantments or extra attribute bonuses.
    • Recipe configuration: The Corrupted Blood path (the recipe's type field) uses zombies_everywhere:crafting_enhancement, and needs two JSON files: one for the normal recipe and one for special recipes such as +4 or +8. The Corruption Star path uses zombies_everywhere:crafting_star_enhancement; put the same item as both input and result.
    • Star energy cost: fill in the cost at max level per item id in config/ZombiesEverywhere/vanilla_enhancement/costs.json; unlisted items use the default. Run /zombieseverywhere reload vanilla_enhancement afterwards to apply the cost configuration.
    • On the CurseForge V1.5.0 file page, test.zip under Additional Files holds example configurations for the vanilla Wooden Sword, Twilight Forest's Ironwood Sword (Corruption Star path) and Steeleaf Sword (Corrupted Blood path) to work from.
    • Using the data pack: copy the downloaded zip into the game folder → saves → your world → datapacks, then enable it in game with the /datapack command.