zombies_everywhere-1.1.0-forge+mc1.20.1-beta.jar
Curse Maven Snippet
What's new
V1.1.0-beta Changelog
Fixes
Fixed the "Standard" difficulty preset not applying.
Tuned the number balance.
Fixed the Fast Zombie moving too fast.
Improved the loot bag system.
Fixed zombies not playing their walking animation on soul sand and other slowing blocks.
Fixed the Arrow Collection enchantment not working on a Corrupted Bow that also has Infinity.
Equipment enhancement improvements.
Fixed a one-shot kill with the Corrupted Trident not summoning lightning.
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.
Improved the Piercing Arrow trail effect: The old effect both looked poor and read badly with shader packs, so it received a dedicated update.
- With no shader pack, the trail is drawn by a custom shader.
- With Oculus loading a shader pack, API limits mean the trail is drawn through the vanilla lightning render channel, so it looks different under different packs.
- The packs below performed well in testing and are therefore recommended: ComplementaryUnbound_r5.8.1 BSL_v10.1.3
- The other packs tested:
- Photon: the trail does not render at all under it.
- Bliss-Shader, Eclipse-Shader: they do not look as good as the recommended ones.
- 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
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.Biome bonuses are now configurable: the rules moved to
config/ZombiesEverywhere/spawn/biome_bonuses.tomland 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.New query command:
/zombieseverywhere gate rulesshows the bonuses in effect for the current dimension and biome, andgate rules alllists every dimension rule, making it easy to confirm whether a configuration is taking effect.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 indata/<namespace>/enhancement/profile/<name>.json. - Two enhancement paths:
- Corrupted Blood path: without
star_energy, enhance with a Netherite Upgrade Smithing Template / Nether Star plus Corrupted Blood, with a success chance; +4 and +8 use a Nether Star, +4 grants an enchantment and +8 grants one more attribute, and a failed special enhancement loses 1 level. - 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 incosts.json, and grants no enchantments or extra attribute bonuses.
- Recipe configuration: The Corrupted Blood path 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 useszombies_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_enhancementafterwards. - The Additional Files section of the mod page for V1.5.0-neoforge+mc1.21.1 on CurseForge offers a
test/folder holding the mc1.21.1 example configurations for the 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/datapackcommand.
- Equipment profile: put the item id (or
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