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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-1.1.0-neoforge+mc26.1.2-beta.jar

File namezombies_everywhere-1.1.0-neoforge-mc26.1.2-beta.jar
Uploader
smy_oismy_oi
Uploaded
Nov 10, 2026
Downloads
6
Size
5.4 MB
Mod Loaders
NeoForge
File ID
9540100
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombieseverywhere-1571709:9540100"

Learn more about Curse Maven

What's new

V1.1.0 Changelog

Fixes

  1. Equipment enhancement improvements.
  2. Fixed a one-shot kill with the Corrupted Trident not summoning lightning.
  3. 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.
  4. Improved the Piercing Arrow trail: better looks and a lower performance cost.

Additions

  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. Biome bonuses are now configurable: the rules moved to 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; +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.
      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 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.
    • 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 /datapack command.

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