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ZombiesEverywhere

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beta

ZombiesEverywhere 1.0.2-neoforge+mc26.1.2-beta

1.0.2-neoforge+mc26.1.2-beta
22 окт. 2026 г.36Minecraft: 26.1.2neoforge
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## V1.0.2 Changelog ### Fixes 1. Loot system rework: In the old loot system, players could not change a zombie's drop rules on their own through config files, and the files were misleading. This update reworks the loot system: - The drop types no longer differ by zombie-only mode. The only difference is that with zombie-only mode off, the default zombie drop chance is just 50% of the configured value. - Zombie loot comes from two config files: `common.json` and `<zombieName>.json`. - `common.json` holds the drops shared by every zombie type - configure it there, for example, to make all zombies drop a Nether Star. - `<zombieName>.json` holds one zombie's own drops - to make only Elite Zombies drop a Dragon Egg, configure it in `elite_zombies.json`. - Say you want Elite Zombies to drop Rotten Flesh more often, but that entry lives in `common.json`, and editing it there would affect every other zombie too. No need to worry: write the same-named Rotten Flesh entry in `elite_zombies.json` and it overrides the common one. - New command: `/ze loot preview <type>` prints the expected drops per dimension for each zombie type, to help tune the numbers. - Assigning third-party mod items to zombies is supported as well. ### Additions 1. Fully ported and synced from the 1.21.1 mainline V1.4.3, plus selected features from V1.4.4.
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ZombiesEverywhere 1.0.2-forge+mc1.20.1-beta

1.0.2-forge+mc1.20.1-beta
16 окт. 2026 г.216Minecraft: 1.20.1forge
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## V1.0.2 Changelog ### Fixes 1. Hardened the network packets against malformed input. 2. Improved the Mixin configuration switches. 3. Completed the Chinese translations of the TOML config. 4. Improved the loot bag mechanics.
beta

ZombiesEverywhere 1.0.1-forge+mc1.20.1-beta

1.0.1-forge+mc1.20.1-beta
11 окт. 2026 г.88Minecraft: 1.20.1forge
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## V1.0.1-beta Changelog ### Fixes 1. Loot system rework: In the old loot system, players could not change a zombie's drop rules on their own through config files, and the files were misleading. This update reworks the loot system: - The drop types no longer differ by zombie-only mode. The only difference is that with zombie-only mode off, the default zombie drop chance is just 50% of the configured value. - Zombie loot comes from two config files: `common.json` and `<zombieName>.json`. - `common.json` holds the drops shared by every zombie type - configure it there, for example, to make all zombies drop a Nether Star. - `<zombieName>.json` holds one zombie's own drops - to make only Elite Zombies drop a Dragon Egg, configure it in `elite_zombies.json`. - Say you want Elite Zombies to drop Rotten Flesh more often, but that entry lives in `common.json`, and editing it there would affect every other zombie too. No need to worry: write the same-named Rotten Flesh entry in `elite_zombies.json` and it overrides the common one. - New command: `/zombieseverywhere loot preview <type>` prints the expected drops per dimension for each zombie type, to help tune the numbers. - Assigning third-party mod items to zombies is supported as well.
release

ZombiesEverywhere 1.4.3-neoforge+mc1.21.1-hotfix

1.4.3-neoforge+mc1.21.1-hotfix
11 окт. 2026 г.250Minecraft: 1.21.1neoforge
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## V1.4.3 Changelog ### Fixes 1. Loot system rework: In the old loot system, players could not change a zombie's drop rules on their own through config files, and the files were misleading. This update reworks the loot system: - The drop types no longer differ by zombie-only mode. The only difference is that with zombie-only mode off, the default zombie drop chance is just 50% of the configured value. - Zombie loot comes from two config files: `common.json` and `<zombieName>.json`. - `common.json` holds the drops shared by every zombie type - configure it there, for example, to make all zombies drop a Nether Star. - `<zombieName>.json` holds one zombie's own drops - to make only Elite Zombies drop a Dragon Egg, configure it in `elite_zombies.json`. - Say you want Elite Zombies to drop Rotten Flesh more often, but that entry lives in `common.json`, and editing it there would affect every other zombie too. No need to worry: write the same-named Rotten Flesh entry in `elite_zombies.json` and it overrides the common one. - New command: `/zombieseverywhere loot preview <type>` prints the expected drops per dimension for each zombie type, to help tune the numbers. - Assigning third-party mod items to zombies is supported as well.
beta

ZombiesEverywhere 1.0.0-forge+mc1.20.1-beta

1.0.0-forge+mc1.20.1-beta
10 окт. 2026 г.39Minecraft: 1.20.1forge
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# V1.0.0-beta changelog This is a 1.20.1-forge port version built based on the mod ZombiesEverywher-V1.4.2-1.21.1neoforge
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ZombiesEverywhere 1.4.2-neoforge+mc1.21.1-release

1.4.2-neoforge+mc1.21.1-release
10 окт. 2026 г.44Minecraft: 1.21.1neoforge
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## V1.4.2 Changelog ### Fixes 1. Fixed corrupted swords and armor being placeable in the enchanting table (even though no enchantment could actually be rolled anyway). 2. Fixed corrupted armor not rendering when worn. 3. Improved the starter gear grant mechanism. 4. Fixed the "Auto-Collect from Other Mobs" config (`lootAutoCollectAllMobs`) having no effect. 5. Performance improvements. ### New 1. Added a config option that lifts the enchanting restriction on this mod's gear (`manualEnchantingEnabled`: corrupted gear can be enchanted at anvils and enchanting tables like its vanilla counterpart).
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ZombiesEverywhere 1.4.1-neoforge+mc1.21.1-release

1.4.1-neoforge+mc1.21.1-release
1 окт. 2026 г.155Minecraft: 1.21.1neoforge
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## V1.4.1 Changelog ### Fixes 1. Performance: optimized hot code paths for more stable TPS; improved the client-side render LOD system. 2. Fixed the join message: it is now shown only once, when first entering a world. 3. Improved the Patchouli guide book descriptions. 4. Fixed Corruption Core list entries not syncing promptly. 5. Zombie model and animation polish: updated the default zombie model and the default animations. 6. Fixed the player hurt cooldown issue. 7. Fixed an external-file registration timing issue: on a fresh server start, non-vanilla item entries written into the loot files did not take effect until a manual reload command was run. 8. Reworked the external file manager: after upgrading from an older version, outdated external default files now update automatically, while player-customized files are kept. The `/zombieseverywhere resources` command family was also added to manage these default resources. 9. Config improvements: - Tuned the overly aggressive zombie spawn parameters from older versions. - Performance options are now grouped under "Rendering & Performance", split into three subsections: "Client Rendering / Server Load Reduction / Network Throttling" (all performance entries previously scattered in "Basic Settings" were moved out); "Elite Targeting Range" moved to "Zombie Upgrade → AI Progression → Zombie Perception". - The "Zombie Push-Apart Interval" added in 1.4.0 moved position, so it resets to its default (3) after upgrading - re-set it if you had customized it. 10. Overhauled zombie pathfinding: - Improved A* pathfinding with a leader-based mechanism. - This update introduces distance-field navigation, which can guide zombies more efficiently than A* in certain situations. It is an experimental option. - The A* pathfinding and the distance-field navigation are two parallel, self-consistent systems, each with its own strengths; players can enable either one, or both. ### New 1. Corruption Cores are now attacked by zombies: - Zombies can bite into suppression energy: they attack corruption cores, and each hit drains suppression energy based on attack damage. - Once a corruption core's energy is fully bitten away, a Corruption Leak triggers: corruption energy leaks out in a cube-shaped area centered on the core. A leak lasts 8 minutes by default; refilling the core ends it early (breaking the core does not make the leak go away). This close to a leak the screen edge glows corruption-green as a warning, and the first step inside plays a warning sound. - Under a Corruption Leak: any living creature that enters the area gets infected. (This means zombies can catch Infection too - but for zombies the Infection is inverted into the Corruption Boon effect.) 2. Added casting animations for Burning Zombies and Summoner Zombies. 3. Summoner Zombie upgrade: - New skill: periodically summons Undead Minions to fight alongside it. - Active from stage 3. - Undead Minions fly and pass through walls like vanilla vexes, and spawn holding a weapon. 4. Added sound broadcast throttling. 5. Added a Mixin that modifies the vanilla entity collision query; it mainly reduces the performance cost of large crowds of mod zombies squeezing together. If you run into related problems, try disabling it in the TOML config - the optimization stops working while it is off. Because this optimization targets the vanilla implementation, the Lithium mod is known to modify the same injection point, so the optimization is inactive when Lithium is installed. 6. Added a Mixin that listens to world block events. If you do not need zombie pathfinding, you can turn it off together with the distance field to avoid compatibility risks. If another mod overrides that change, distance-field pathfinding may break.
release

ZombiesEverywhere 1.4.0-neoforge+mc1.21.1-release

1.4.0-neoforge+mc1.21.1-release
21 сент. 2026 г.215Minecraft: 1.21.1neoforge
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## V1.4.0 Changelog ### Fixes 1. Zombie AI architecture overhaul: zombies used to twitch and jitter in some situations; their behavior is now far more consistent and noticeably more aggressive. Improved zombie intelligence: - Burning Zombies no longer join melee after stage 3 - they keep their distance and harass the target instead, with a chance to knock it back if it gets too close. - After stage 3, Summoner Zombies try to stay out of the player's sight - hiding behind blocks, behind other zombies or behind the player - and summon reinforcements from the shadows. - Zombies coordinate their tactics much more smoothly and tightly. 2. Reworked how Corruption Gates are placed and how they spawn zombies, cutting pointless performance cost and network traffic. 3. Improved zombie swimming physics and fixed behavior issues in water. 4. Performance: optimized hot code paths for more stable TPS. 5. Fixed the kill feed not recognizing gun icons when the "TaCZ 1.21.1 NeoForge Port" mod is installed - the HUD now shows the gun used for the kill correctly. 6. Updated the default zombie spawn configuration for performance reasons. ### New 1. Infection system upgrade: - Infection Resistance: every point reduces the chance of an infection being applied by 2%. - All entities start at 0. 2. Corruption Star upgrade: While an entity holds a Corruption Star it gains the matching effects (with several stars, the one holding the most energy counts): - At 0-40% corruption energy the holder suffers the **Corruption Curse**. At full strength (empty star) it causes: 1. -40% max health. 2. +32% food exhaustion. 3. +32% damage taken. 4. -24% mining speed. Every bit of extra energy weakens the curse by one tier. - From 50% corruption energy the holder gains the **Corruption Blessing**. At full strength it grants: 1. +25% damage. 2. +10 infection resistance. 3. +150% mining speed. 4. -20% damage taken. The lowest blessing tier starts at 50% of the star's cap; more energy means a stronger blessing, and a completely full star reaches the top tier. - While the Corruption Star is completely full: 1. +25% extra damage. 2. +5 extra infection resistance. 3. +10% extra final damage reduction. 4. +50% extra mining speed. 5. +1 Luck. 6. +20% extra movement speed. 3. Curios API integration: with Curios API installed, the Corruption Star also works as a charm accessory. Also integrated with Touhou Little Maid - maids are compatible with nearly every Corruption Star mechanic. 4. Configuration improvements: - Cloth Config integration for a much better in-game config screen. - New config preset system: - Players can now load and export their own full config. - Presets live in `config/ZombiesEverywhere/presets/`. - Four initial difficulty presets ship with the mod: Easy, Standard, Hard and Hell. They mainly tune Corruption Gate spawning and the day-based zombie growth. - Note: the higher the difficulty, the heavier the performance cost - choose carefully. - Preset command: `/zombieseverywhere preset [list | xxxx]` 5. To make the Corruption Curse's faster food exhaustion possible, the mod now ships a Mixin. If you run into related problems, try turning it off in the TOML config. 6. To avoid the huge pile of dropped items (and the entity lag it causes) during hordes: New automatic loot pickup: - The mod adds its own bag (a button in the E-key inventory screen in survival; the B key opens it by default too). It offers high stack sizes and is take-only - items can be taken out but never put in. Loot from the mod's zombies killed by the player goes straight into this bag instead of dropping on the ground. - By default it only covers kills of this mod's zombies. The mod also offers collection for everything the player kills - configure it in the loot drop section. - With keep-inventory enabled, the bag's item count is halved as a penalty. - The bag is a separate data attachment, so the vanilla `/clear` command cannot touch it. Use `/zombieseverywhere bag [count|clear]` instead. - The mod also provides a block (pointing at the bound player's loot bag) as an interactable container, so hoppers and similar blocks can move items. - Note: this is a compromise for performance. It is convenient, but it can noticeably change the game for hardcore players, so there is a config switch; it is enabled by default. 7. New in-game guide (requires Patchouli): - With Patchouli installed, a guide book is generated automatically the first time you join a world. 8. New Corruption Gate suppression: - New block: Corruption Core. - Crafted with a Corruption Star (spending corruption energy), Corrupted Blood and a Nether Star. - Place it and right-click to open its screen: rename it, browse every Corruption Core you have placed, and put a Corruption Star into the input slot to convert its corruption energy into suppression energy, which suppresses Corruption Gate spawning. Amethyst Shards can be used to charge it as well. - Every gate it suppresses costs a certain amount of suppression energy.
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ZombiesEverywhere 1.3.10-neoforge+mc1.21.1-hotfix

1.3.10-neoforge+mc1.21.1-hotfix
11 сент. 2026 г.296Minecraft: 1.21.1neoforge
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# V1.3.10 Changelog ## Fixes: 1. Fixed an issue where Corruption Gate checks could cause the heap memory to overflow (out-of-memory). 2. Fixed zombie attacks being unable to infect NPCs.
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ZombiesEverywhere 1.0.1-neoforge+mc26.1.2-hotfix

1.0.1-neoforge+mc26.1.2-hotfix
11 сент. 2026 г.158Minecraft: 26.1.2neoforge
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# V1.0.1 Changelog ## Fixes: 1. Fixed Corruption Gate checks that could overflow memory and crash the game. Long sessions with many gates open no longer risk a sudden freeze or a forced shutdown. 2. Fixed zombies being unable to infect NPCs. Previously only players could catch the Infection from a zombie's bite, while pets and other creatures were unaffected. They are now infected the same way, worsen at the same rate and are cured the same way. ## Additions: 1. Infection rework — every living creature can be infected now: - Sources: bites from mod zombies, melee hits from corrupted weapons (sword / bow / trident), and attacks made by an already infected creature. Each of the three sources can be switched off separately. - Everything about Infection sits in the config screen under Infection System: Enable Infection System, Infection Auto Level-Up Interval (Minutes), Immunity Time after Level-Up (Seconds), Max Health Drain per Level, plus the three source switches and roll chances under Sources & Roll. In multiplayer the server's config is the one that counts. - Infection worsens on its own, up to level 5. Higher levels take away more movement speed and max health and lower your damage. A bar above your health bar shows the current level and how long until it worsens again. - Infected creatures constantly give off dark red particles, so you can see at a glance who is infected. From level 3 the particles get noticeably thicker, and at max level they turn a brighter colour. - Mod zombies are immune to Infection. Hitting them does not weaken them — it grants them Corruption Boon instead: purple particles, more speed and more max health the more you hit them. - Curing: drink milk or a honey bottle, or eat a golden apple / enchanted golden apple (yourself); or hold a cure item and right-click an infected creature. This also works on pets and other NPCs that cannot eat on their own. One item is consumed and its container is returned (a milk bucket gives back an empty bucket). - The cure item list is configurable in config/ZombiesEverywhere/infection/cure_items.json (item ids; an empty list disables curing). Run /zombieseverywhere reload infection_cure_items to apply it in game. 2. Combat value display rework: - Values are shown as a queue of cards on screen: red = normal damage, gold = critical, green = healing. Cards share the same size, numbers sit in their own right-aligned column, repeated hits on the same target add up instead of flooding the list, and anything past the row limit shows as "… +N more". - Move the panel with F6: press F6 to enter drag mode (the mouse is released), drag it where you want it, then press F6 again to save and exit (leaving the screen also saves). - Each row reads attacker · weapon or potion icon · target · value. Damage taken by your pets is shown on your screen as well, and damage you take is marked with "(you)". - Settings: Basic Settings → Combat Value Display → On-Screen Queue — Max Rows, Card Rows, Value Column Width, Panel Opacity, and the toggles for PvP damage, damage taken and companion damage. The Reset Position button at the bottom of that page puts the panel back in the bottom-right corner. - The three colours (Normal Damage / Critical / Healing) are set one page up as 6-digit hex values (for example FF5555) and apply immediately.
release

ZombiesEverywhere 1.3.9-neoforge+mc1.21.1-release

1.3.9-neoforge+mc1.21.1-release
10 сент. 2026 г.19Minecraft: 1.21.1neoforge
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# V1.3.9 Changelog ## Fixes: 1. Reworked the Infection mechanics: - Changed the conditions for applying Infection. Only zombie types added by this mod can now inflict Infection on players (previously every mob in the vanilla zombie family could). - Fixed NPCs (such as maids) being unable to cure their Infection by eating golden apples and other food. - For NPCs that cannot eat, right-clicking them while holding a cure item now cures their Infection directly. - Added an Infection spread mechanic: any living entity can now be infected, and an infected living entity has a chance to spread the Infection when it attacks other living entities. - Added a cure item config file at config/ZombiesEverywhere/infection/cure_items.json - Mod zombies are now immune to Infection: instead of being weakened, they gain Corruption Boon, in which every penalty of the Infection is mirrored into a bonus of the same magnitude (the same speed penalty becomes an equal speed boost; the same max-health drain becomes an equal max-health bonus). Levels, the immunity window, the level cap and the spread rules are all shared with the Infection effect. 2. Improved the reload mechanism for external config files: If an external config file is edited incorrectly, the mod now automatically backs up the broken file and re-injects the built-in default config extracted from the mod. At most 5 backups are kept per config; once the limit is exceeded, the oldest one is deleted. 3. Improved zombie pathfinding. 4. Fixed inconsistent arrow returns when switching arrow types during Arrow Collection with the Corrupted Bow. 5. The Infection (and Corruption Boon) effects now use their own icon instead of borrowing the vanilla Poison icon. ## Additions: 1. Poison Zombie enhancement: The Poison Zombie now leaves a trail of poison along its path; players standing in it take continuous poison damage and are slowed. 2. Combat value display: This update settles on two ways to display combat values: World & HUD. - [World]: the value display from previous versions, improved in this update: - Improved value styling and floating animation. - Floating values are no longer limited to mob types: damage dealt by players to other creatures, and healing, are now displayed as well. - [HUD]: unlike the previous display, values are shown as a queue at a fixed position on screen, HUD-style. The two modes are mutually exclusive; in multiplayer, only the server's config takes effect.
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ZombiesEverywhere 1.0.0-neoforge+mc26.1.2-release

1.0.0-neoforge+mc26.1.2-release
10 сент. 2026 г.38Minecraft: 26.1.2neoforge
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# Zombies Everywhere 1.0.0 Minecraft 26.1.2 · NeoForge 26.1.2+ · GeckoLib required Zombies Everywhere expands the zombie apocalypse. Zombies get stronger as the days go by, a corruptive gate keeps pouring new waves into the world, and two separate gear lines let you keep up with them. Most systems can be tuned or switched off if you would rather keep things quiet. AttributeFix is strongly recommended. Without it, health, damage and armor stay capped by the vanilla engine, and late-game zombies and enhanced gear will not reach their intended numbers. JEI works with the mod if you have it installed. ## Zombies Seven types: normal, burning, fast, poison, summoner, elite and priest. All of them are custom GeckoLib models, and all of them scale with the world day count, so the same zombie on day 100 is a very different fight from the one you met on day 1. Burning zombies throw fireballs at range, and when they are close to death they wind up a super fireball that hits far harder. Fast zombies close the distance quickly. Poison zombies apply poison on every hit. Summoners keep adding zombies to the fight for as long as you leave them alone. Elites are armored, hit hard, and give nearby zombies a boost. Priests never attack; they follow the horde and heal wounded zombies, and they spawn holding a vial of Corrupted Blood. Burning zombies do not burn in daylight, and zombies do not damage each other by default. ## Corruption Gates Corruption Gates are unbreakable portal structures that open on their own and release a batch of zombies every so often. Bigger gates spawn more zombies and spawn them faster, and late-game gates send out elites as well. Gate spawning runs on its own system instead of touching the vanilla spawn rules, so it will not fight with other mods that change how mobs spawn. Spawn weights per zombie type, biome differences and how many zombies a gate can sustain are all configurable. There is also a zombie-only mode that blocks every other hostile mob, leaving you alone with the horde. ## Infection Getting hit by zombies in quick succession can infect you. Infection builds up over time and takes away movement speed and max health as it worsens. Milk, honey bottles and golden apples clear it. The current level is shown on a HUD while it lasts, and the whole system can be disabled. ## Equipment Two progression lines, both built around corruption. The corrupted set is crafted from Corrupted Blood: a sword, a bow, a trident and a full suit of armor. All of it outclasses netherite and lasts much longer. You can keep enhancing the pieces at a crafting table with more Corrupted Blood. Every attempt rolls a random stat increase and can raise an enchantment level, but it can fail too, and the level cap is configurable. The corrupted bow has four exclusive enchantments: Piercing Arrow, Splitting, Arrow Collection and Armor Pierce. It also fires Explosive Arrows, which explode on impact. Press R while holding the bow to switch between regular and explosive ammo. Explosive Arrows are found in loot chests in structures. The second line starts with the Corrupted Star. You get one when you first join a world, and you can craft more from Corrupted Blood and a Nether Star. Killing zombies charges it, and holding right-click spends that charge to heal you. Take the star to a crafting table with a vanilla iron, gold, diamond or netherite sword or piece of armor, and it becomes an enhanced corrupted version you can upgrade further. ## Combat Where you hit a zombie matters. Headshots do the most damage, and limbs cut it sharply, so aim properly instead of hacking at the legs. Damage numbers appear on a HUD. Press F6 to move it wherever you like. Zombies drop loot from a shared pool plus a pool specific to each type. To have them drop items from another mod, add those items to the loot knowledge base file and the mod sorts them into the pools on the next launch. ## Configuration Common settings are in the in-game config screen. Everything else lives in JSON files under `config/ZombiesEverywhere/`. You do not have to restart to apply edits: run `/zombieseverywhere reload all`. If a file has been broken by hand, the mod keeps a timestamped backup, writes the default back in place and reports the reload as failed. Zombie models, textures and animations are replaced with resource packs. ## Notes Zombies use the vanilla AI in this version. They will not swim after you, climb, break doors or move in squads the way they do in the 1.21.1 release, and they do not pick up items from the ground. There is no starter sword, and damage numbers are drawn on the HUD rather than in the world. External config files cover equipment costs, the zombie-only spawn whitelist and the loot tables.
release

ZombiesEverywhere 1.3.8-neoforge-1.21.1

1.3.8-neoforge-1.21.1
30 авг. 2026 г.276Minecraft: 1.21.1neoforge
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# V1.3.8 Changelog ## Fixes: 1. Fixed the explosive arrow degrading into a normal arrow when Multishot is active but the collected explosive arrows are insufficient to satisfy the maximum Multishot count: previously, the collected explosive arrows degenerated into normal arrows on release. 2. Disabled anvil repair for the starter wooden sword (+120): The starter wooden sword could previously be repaired on the anvil with planks and similar materials, leading to infinite durability abuse. The anvil now recognizes the system-issued starter sword, forbidding material-based repair and merge-repair with other identical swords. Renaming and applying enchanted books are still allowed. 3. Fixed zombies killed by explosive arrows not dropping experience, and added a config option for explosive destruction of dropped items. 4. Polished the HUD display for the infected status. 5. Fully reworked the visual implementation of the Corruption Gate, and fixed the leftover light issue after a gate disappears. 6. Re-categorized config options. 7. Reworked the enhancement system for corrupted equipment. ## Additions: 1. Added a friendly-fire exemption mechanism. You can edit the config file to prevent Corruption Bow projectiles from damaging allies. - New external config file (config/ZombiesEverywhere/arrow_friendly_fire/arrow_friendly_fire.json), supporting custom exemption rules keyed by "shooter entity type → exempted target type", with hot reload at runtime. - Default config: arrows/explosive arrows shot by maids do not damage players or maids; arrows shot by players do not damage maids. 2. Added vanilla equipment enhancement: - New item "Corruption Star": 1 is auto-granted on first joining a world; it can also be crafted at a crafting table with 1 Nether Star + 8 Corrupted Blood; - While in your inventory/hotbar/off-hand, each zombie killed accumulates corruption energy (elite zombies grant more energy than normal ones; zombie energy drops and the star's energy cap are both configurable); - Vanilla swords/armor of iron tier or above can consume energy at a crafting table to be enhanced. The result is an independent "Corrupted XX" item that can be enhanced repeatedly (max enhancement count, per-step cost, and bonuses are all configurable); - Sword enhancement increases attack damage; armor enhancement increases max health (bonuses fluctuate with enhancement level); - Holding the Corruption Star in your main hand and holding right-click consumes energy to continuously restore health (compatible with Touhou Little Maid; aiming at a maid heals the maid first); - Energy accumulation progress is shown via an item tooltip and a progress bar at the top of the screen while held.
release

ZombiesEverywhere 1.3.7-neoforge-1.21.1

1.3.7-neoforge-1.21.1
22 авг. 2026 г.245Minecraft: 1.21.1neoforge
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# V1.3.7 Changelog ## Fixes 1. **Infection system upgrade**: - Each level now drains **16% of base max health** (only 20% health remains at max level 5); speed reduction unchanged; infected players also deal reduced attack damage. - Infection HUD display upgraded. - Consuming **milk, honey, golden apple, or enchanted golden apple** cures the infection. > **Note:** Max health increases are affected by a vanilla bug (MC-17876). Specifically, every time you re-enter the game, health above the base max health is truncated and must be healed back up. You can install the addon mod **Max Health Fix** to resolve this issue. ## Additions 1. **Corrupted armor enhancement**: After +5, each enhancement level grants the wearer an additional random **2.5%~7.5% max health bonus**. 2. **Zombie pathfinding**: Previous versions completely stripped zombie pathfinding, leaving players untouchable once they hid in complex terrain or buildings. To maintain a certain level of challenge, the mod has restored **lightweight zombie pathfinding** since this version. 3. **Blaze-zombie skill visual effects upgraded**.
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ZombiesEverywhere 1.3.6-neoforge-1.21.1

1.3.6-neoforge-1.21.1
20 авг. 2026 г.65Minecraft: 1.21.1neoforge
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# V1.3.6 Changelog ## Fixes 1. Fixed the bug where enchanted books for enchants such as Pierce were fully registered in JEI for levels 1-255. Now only levels 1-6 are registered in JEI. 2. Fixed the issue where Infinity and Mending could coexist on the Corrupted Bow. ## Additions 1. Reworked zombie hit logic. Now attacking different body parts of a zombie deals different damage (this bonus is applied at the very end of the damage calculation chain). The damage multipliers can be adjusted in the config file. 2. New arrow type: - **Explosive Arrow**: Hitting a target creates an explosion; only usable with the Corrupted Bow. - Blast radius: 4 blocks. - Base explosion damage (affected by the bow's damage bonus): 120 points. - Feature: A special arrow. To let players freely choose which arrow to use, pressing **R** while holding the Corrupted Bow cycles through the arrow types in your inventory (each time you press R to switch, or when you switch from another item to the Corrupted Bow, a message above the health bar shows the currently selected arrow type). Some enchantments on the Corrupted Bow are disabled and won't take effect while the Explosive Arrow is selected. - The Explosive Arrow's damage is affected by the bow's damage bonus. - Spawning: Explosive Arrows can be found in reward chests in Jungle Temples, Ancient Cities, and Trial Chambers in the Overworld; Bastions and Nether Fortresses in the Nether; and End Cities / End Ships in the End. The Overworld generally yields 8-16 arrows, the Nether 24-36, and the End 48-64. - (This arrow is more for fun than practicality; use with caution.) 3. Added new textures for the Corrupted Bow and the Corrupted Sword; they no longer reuse the vanilla textures. 4. Added some integration features with Touhou Little Maid. If you have Touhou Little Maid installed, you'll find that maids can perfectly use the Corrupted series weapons.
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ZombiesEverywhere 1.3.5-neoforge-1.21.1

1.3.5-neoforge-1.21.1
18 авг. 2026 г.85Minecraft: 1.21.1neoforge
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V1.3.5 Changelog Fixes: 1. Fixed a bug where the starter wooden sword could be granted repeatedly under certain conditions. 2. Refactored the AI system for better performance. 3. Fixed a scheduling flaw in the AI enable toggle. Switching from the mod's cluster AI to vanilla AI now clears all currently spawned zombies in the world; the reverse direction does not. 4. Optimized normal zombie target selection: fixed the bug where normal zombies would fixate on their initial target and ignore closer enemies nearby. 5. Fixed the bug where zombies were completely unable to hold items. Zombies will now pick up items from the ground (watch out — your starter weapon might get picked up by a zombie!). 6. Fixed the bug where hordes of normal zombies treated creative-mode players as attack targets. New Features: 1. New special zombie: Necromancer Priest Base Stats: Health: 15 Attack: 4 Everything else is the same as a vanilla zombie. Traits: 1. Never attacks anything; it only follows nearby fellow zombies and heals any injured zombies it finds (healing shows floating numbers just like damage, in green). Heal amount: current attack damage × min(1 + enhancement level × heal growth rate, heal growth cap). 2. Spawns holding a Corrupted Blood by default, and has a 50% chance to drop it on death (you can also try throwing an item at it to swap the Corrupted Blood out!). Abilities: Healing Aura: every 120s by default, provides a large-area heal (6-block radius by default) to nearby zombies; heal amount: current heal amount × 2.
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ZombiesEverywhere 1.3.4-neoforge-1.21.1

1.3.4-neoforge-1.21.1
15 авг. 2026 г.93Minecraft: 1.21.1neoforge
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Fixes: 1. Reworked the logic for corrupted weapons; Touhou Little Maid maids can now use the powerful corrupted weapons (corrupted bow, corrupted trident, etc.): - Corrupted bow effects are no longer bound to "players": - Cloud-piercing arrows: arrows fired by non-players will also become corrupted arrows. - Enchantments such as splitting and armor-piercing are now determined by the weapon the arrow carries, and no longer require the shooter to be a player. - Corrupted trident effects are no longer bound to "players". 2. Fixed the corrupted trident being rendered as a 2D model in hand, which was inconsistent with vanilla. 3. Reworked the damage number system: - Replaced the TextDisplay entity approach with a server-computed, client-rendered solution, which performs better. - Adopted a more modern font style and added value highlighting, fixing the issue of numbers being hard to read at night.
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ZombiesEverywhere 1.3.3-1.21.1

1.3.3-1.21.1
13 авг. 2026 г.70Minecraft: 1.21.1neoforge
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**Fixes:** 1. Fixed the bug where the zombie attack target list configuration could not include mobs from other mods (non-vanilla mobs). 2. Reduced the default maximum number of Corruption Gates near players; added randomness to Corruption Gate zombie spawn intervals; increased the default maximum spawn counts for each gate size — more fun and more pressure. 3. Significantly reduced the base health and attack damage of normal zombies. Slightly reduced the base attack damage of special zombies. 4. Fixed JEI incorrectly displaying enhancement recipes as shapeless recipes. You can now view enhancement recipes for corrupted equipment through JEI. 5. Reworked the Piercing Arrow trail effect: no longer uses white particle effects; now uses a custom-rendered light trail that is more performance-friendly and less bug-prone. **New Features:** 1. Added hot-reload for external config files: you can now edit config files (loot tables, the mob whitelist for zombie-only mode, zombie targets, etc.) and reload them in-game with the command `/zombieseverywhere reload [file]` without restarting the game. (Note: the JSON format must be valid — an invalid format will be reset to the default config.) 2. Besides attacking configured targets, zombies now also attack passively: mobs that damage a zombie will temporarily attract its aggro. 3. Players now receive a powerful starter weapon when first entering the world. 4. Zombies can now double-jump, allowing them to climb over higher obstacles.
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ZombiesEverywhere 1.3.2-1.21.1

1.3.2-1.21.1
9 авг. 2026 г.155Minecraft: 1.21.1neoforge
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# 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, 5~10 over its lifetime ·3x6 (medium): 8 zombies/sec, 16~28 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 ~1 minute, random 30~90s), 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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ZombiesEverywhere 1.3.1-1.21.1

1.3.1-1.21.1
25 июл. 2026 г.269Minecraft: 1.21.1neoforge
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ZombiesEverywhere 1.3.0-1.21.1

1.3.0-1.21.1
20 июл. 2026 г.118Minecraft: 1.21.1neoforge
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# V1.3.0 Changelog ## Fixes: ### ·Fixed Burning Zombie's super fireball destroying trees and buildings even when "Block Destruction" was disabled. ### ·Fixed Burning Zombie's super fireball dealing double explosion damage on each hit. ### ·Fixed floating damage numbers occasionally getting stuck mid-air and never disappearing. ## New Features: ### ·Have you ever wished for World War Z -style intense combat in Minecraft? Ever been plagued by performance issues when spawning too many zombies? Worry no more! Starting from V1.3.0, this mod introduces a custom zombie AI system, designed to deliver that World War Z experience you've been craving! In previous versions, the mod relied on vanilla zombie AI. The built-in spawner was bottlenecked by performance — spawning too many zombies would tank the FPS and cause severe lag. Meanwhile, the typical "difficulty increase" approach was just stacking stats — more HP, more armor — which inevitably turned the late game into a boring numbers game, offering zero fresh experience. ### V1.3.0's custom AI changes everything— Performance: A brand-new centralized AI architecture replaces vanilla's "every zombie computes independently" model. Even with hundreds of zombies on screen, the server stays smooth. Massive hordes are no longer a nightmare — they're a visual and gameplay spectacle. Gameplay: Zombies are no longer brainless mannequins charging in a straight line. They swim through water to chase you down, they jump over obstacles instead of getting stuck, and they actively spread out to surround you from all directions. You're no longer facing a mindless mob — you're up against a coordinated undead legion. And as the days go by, the zombies get smarter. This isn't "they got more HP" — this is real tactical difficulty: flanking ambushes, covering fire, attrition pursuit, reinforcement calls... Zombies don't just "get tougher" — the battlefield itself now has command, coordination, and strategy. You're not "farming mobs" anymore. You're fighting a survival war. If you prefer vanilla zombie behavior: Open the config file at /config/ZombiesEverywhere/zombies_everywhere-server.toml, find aiSystemEnabled under [misc], and set it to false. Zombies will revert to vanilla AI (random wandering + chase on sight). ### ·Day-Progressive AI Abilities: Zombies are no longer static — they grow smarter as your world ages. Default day thresholds are below (all adjustable): Tier 1 — Day 25+: Zombies are attracted to sound and light, actively hunting players. Zombies can climb ladders. Zombies can break wooden doors. Tier 2 — Day 50+: Zombies retreat when critically wounded to preserve their lives. Zombies in combat will call nearby allies for reinforcements. Tier 3 — Day 75+: Nearby zombies auto-form squads and attack from multiple directions. A "captain" naturally emerges in each squad, granting nearby zombies +15% armor and +10% attack. Zombies can break iron doors (slower than wooden doors). Tier 4 — Day 100+: Different special zombie types coordinate advanced tactics: ·Fast Zombies lead Flanking Tactics: one squad pins from the front while another circles behind for a backstab. ·Burning Zombies lead Fire Support: Poison Zombies apply poison while Burning Zombies bombard from range; melee zombies actively evade the line of fire. ·Poison Zombies lead Attrition Tactics: relentless pursuit with no retreat, melee hits inflict slowness. ·Summoners lead Reinforcement Tactics: faster summons, prioritize staying behind the front line, spawned zombies instantly join the active squad. ### How to adjust: Open the config file at /config/ZombiesEverywhere/zombies_everywhere-server.toml, find the [ai_progression] section and modify these options: ·aiTier1Day — Tier 1 unlock day (default: 25) ·aiTier2Day — Tier 2 unlock day (default: 50) ·aiTier3Day — Tier 3 unlock day (default: 75) ·aiTier4Day — Tier 4 unlock day (default: 100) To disable this feature entirely, set aiEnhancementEnabled to false. Don't want to disable AI but also don't want to wait? Set all four days to 1 (all abilities unlock on day 1), or set unwanted tiers to an unreachable number like 99999. ### ·Friendly Fire Control for Burning Zombies: 1. By default, Burning Zombie fireballs and super fireballs do NOT damage allied zombies. 2. With friendly fire off, fireballs pass straight through allies toward the target. 3. Super fireball explosions also spare surrounding allied zombies. To enable friendly fire (for extra challenge), set zombieFriendlyFire to true in the [ai_progression] section of the config file. ### ·Expanded Attack Targets: Zombies now attack villagers, iron golems, snow golems, and wandering traders — just like vanilla zombies do. Custom attack target whitelist: Config file location: /config/ZombiesEverywhere/targets/attack_targets.json Auto-generated on first launch. Edit this file to add or remove allowed mob types. Format: one "modid:mob_name" per line. Example: add "minecraft:skeleton" to target skeletons. ### ·Infection System Master Switch: A new infectionEnabled option has been added in the [infection] section of the config (default: enabled). When disabled, zombie attacks will NOT apply infection effects. Already infected players are unaffected. ### ·Config Menu Reorganized: In-game: ESC → Mods → ZombiesEverywhere → Config. You'll now see 5 collapsible top-level categories: ·Misc — Floating damage numbers, AI master switch, etc. ·Spawning — Zombie weights, spawn chances, spawn ranges, etc. ·Scaling & AI — Day scaling, AI progression, squad system, Boids parameters, etc. ·Zombie Types — Individual zombie attributes, special ability parameters, etc. ·Loot & Infection — Loot drop quantities, infection system, etc. Expand any category to find the exact setting — no more scrolling through 100+ options.
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ZombiesEverywhere 1.2.0-1.21.1

1.2.0-1.21.1
11 июл. 2026 г.159Minecraft: 1.21.1neoforge
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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 4. 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\. 5. 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: ```json { "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\. 6. 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: ```json { "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\.
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ZombiesEverywhere 1.1.0-1.21.1

1.1.0-1.21.1
7 июл. 2026 г.63Minecraft: 1.21.1neoforge
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Update Changelog - Fixed the stacking bug of the Corrupted Armor set\. - Fixed an issue where zombies summoned by the Summoner Zombie did not receive day\-based enhancement buffs\. - Added a new enhancement system for Corrupted Armor\. - Added "Lv\.x" suffix to all zombie names to display their day\-based enhancement levels intuitively\. ### New Weapon: Corrupted Bow - Model: Reuses the vanilla bow model - Base Stats: Double the base attack damage of the vanilla bow - Supports the mod's infinite enhancement mechanism - Fully compatible with all vanilla bow enchantments - Exclusive mod enchantments \(max level: 255\) unlockable via infinite enhancement: **Splitting**: A single fired arrow splits into multiple projectiles and shoots forward in a fan shape\. Level 1 splits 1 arrow into 5 arrows; each subsequent level adds 5 more split arrows\. **Arrow Collection**: Continuously consumes arrows from the inventory while charging\. All collected arrows fire simultaneously on release\. Unfired arrows will be returned to the inventory\. Level 1 allows a maximum of 10 collected arrows; each level increases the maximum capacity by 10\. **Piercing Arrow**: Replaces regular arrows with enhanced arrows \(identifiable by unique particle trails\)\. These arrows deal slightly reduced base damage, but ignore gravity and pierce through mobs\. Damage diminishes on pierced targets: the first target takes 100% damage, each subsequent target takes 2% less damage, with a minimum damage limit of 25%\. Level 1 pierces 5 mobs; each additional level increases the pierce count by 5\. **Armor Pierce**: Grants armor penetration capability\. Level 1 ignores 2 armor points of the target\. Levels 2–10 add 1 extra armor penetration point per level\. After Level 10, armor penetration points stop increasing \(keeping the Level 10 maximum value\), and each level provides an additional 5% damage boost that stacks indefinitely\. ### New Weapon: Corrupted Trident - Model: Reuses the vanilla trident model; **cannot be enchanted** - Base Stats: 64 base damage, completely ignores all armor values - Supports the mod's infinite enhancement system \(non\-enchantable\)\. Crafting recipe is identical to the Corrupted Sword\. Enhancements only increase attack damage with a bonus range of 12\.5% – 30% per upgrade\. - Unique Traits: 1\. Every attack triggers a lightning strike on the target\. 2\. Killing any mob with this trident spawns a special mod zombie variant \(e\.g\., Burners, excluding regular zombies\) within a ring range of 8–16 blocks around the player\.
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ZombiesEverywhere 1.0.0-1.21.1

1.0.0-1.21.1
10 июн. 2026 г.118Minecraft: 1.21.1neoforge
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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! What content has this mod implemented? 1. Added multiple types of zombies: including (1) Ordinary zombie: In fact, its basic attributes are the same as the original zombie, and it does not have any special skills. The reason for designing it is due to the design philosophy of this mod - it will not modify any creatures in the original version, which means that "ordinary zombies" added as creatures in this mod will be additionally adapted to the exclusive settings of this mod, such as the monster generation mechanism that comes with this mod or the classic mechanism of attribute growth over time. (2) Poisoned Corpse: The basic attributes have been slightly improved compared to the original zombie, with a basic health of 30 and 4 basic attack damage. Special skill: Players who are attacked will receive additional poisoning effects. (3) Swift corpse: hence the name Siyi, its speed is extremely fast, and when you discover it, it's already too late. Correspondingly, its various basic attributes have lower health than ordinary zombies, with a health value of only 12 points and an attack power of only 2 points. (4) Burner: 30 basic health and 4 attack damage. As a zombie expected to be set at the boss level, he was endowed with various authors' clever ideas, but ultimately received significant weakening. However, it still retains two special skills: 1) [Flame Missile]: When you are locked by it, it will start charging for several seconds and then continuously launch missiles at you for several seconds. That's right, it's exactly what you thought, the same attack style as the original Flame Man, but even more powerful! To avoid players becoming red hot, the author also thoughtfully removed the feature of igniting blocks. 2) 【 Enhanced Fire Bomb 】: As the most aggressive skill of the Burning Man, it will launch a withering missile at the player, causing 4 times the explosive damage based on its own attack, with a default range of 8 grids! Of course, like the original version's withering attack, it has the effect of destroying blocks, but you can disable this feature in the configuration settings. (5) Undead Summoner: Basic attributes are the same as the original zombie. Special Skill: By default, 5 regular zombies from the mod will be summoned every 30 seconds, and another special zombie from the mod will be summoned every 40 seconds! In addition, when it dies, it will summon an additional 10 regular zombies and 1 special zombie. As a special type of zombie, the author believes that it is extremely excessive, because the author believes that its large refresh rate will crash your computer, and the reason is to be careful of nesting dolls. (6) Elite Zombie: That's right, compared to the original zombie's attributes, all its attributes have been comprehensively improved, and the value is its most powerful skill! Basic health of 75 points, attack power of 6 points, Speed 0.24 (slightly faster than the original zombie), armor 8 points (2 points ahead of the original zombie). Each type of zombie in the game has its own unique particle effects, except for regular zombies. 2. Infection mechanism: When you are continuously attacked by zombies, there is a probability of being infected. When you are in an infected state, your speed and health limit will decrease. Unlike other effects, it will be infected again every 3 minutes or in an infected state, and it will upgrade. With each level upgrade, the decrease in speed and upper limit of life will increase. You can only relieve it by drinking milk. The initial infection probability is 0, and the probability of being continuously attacked by zombies in a short period of time will increase, up to 50%. 3. The zombie generation to which this mod belongs is managed by the built-in generator in the mod, which provides players with a wide range of modification configurations, such as the generation weight of each type of zombie, the generation probability of each tick, the range of blocks around the player that generate zombies, and whether zombies are generated during the day. Due to the fact that the generator is still in the demo version, there is no distinction set for the generation of groups. But whether you are a novice player or a PVE expert, you can find the most suitable difficulty for yourself. 4. Enhance the system for the number of days it only applies to zombies within the mod. You can decide whether to enable this feature through configuration options. After activation, zombies will receive attribute enhancement based on the previous day at a preset rate every day. For example, the default configuration is a lower growth rate of 0.025. After 5 days, the normal zombie's life zombie reaches 20 × 1.025 * * 4. 5. In order to meet the needs of players who are passionate about zombie games, this mod can disable the generation of all monsters in the original version except for zombies and Shadow Dragon by enabling the "Zombie Exclusive Mode" configuration option! (That's right, including withering) This will result in only one monster in the world, zombies. Of course, perhaps you have to ask: How do I obtain the drops of the original monster? You should know that items such as the Last Shadow Pearl are necessary. 6. To solve the loot problem, the mod has added a brand new loot table, and the mod's zombies will drop all possible drops from the original monsters! At this point, some people may ask again: How can we maintain game balance? In order to maintain game balance, the mod sets up a dimension detection mechanism. When the player is in hell, the probability of falling objects in hell will be greatly increased, and the probability of falling objects in the main world and the end ground will be suppressed. However, it should be noted that due to the wide variety of items, mods only allow three types of items to be dropped at a time. Some items that were originally meant to be dropped may also not be dropped due to bad luck. I hope you won't become too angry. Haha, of course not. You can modify the probability of falling objects through the data packet or modify the "max_rop_types": 2 field to configure the ability to drop more types of items at once 7. Observant friends may have noticed that when the number of days reaches a certain level, the number of zombies will reach a terrifying level, and even PvE experts may not be able to survive. It's okay, this mod also adds a powerful set of equipment - the Corruption Set (which includes a complete set of Corruption Armor and a Corruption Sword). They need to be synthesized from lower bound alloy equipment, and the required auxiliary materials include the lower bound star and the exclusive drop of this mod zombie - 'Corruption Blood'. They all have higher properties than the lower bound alloy set! Of course, fixed attributes can never catch up with zombies that can constantly become stronger. The mod introduces a very powerful mechanism for the ultimate weapon - the Corruption Sword: reinforcement. Use the "Forging Template" (used for the Diamond Set to ascend to the Lower Realm Alloy Set), "Corruption Sword", and "Corruption Blood" in sequence, and place them in positions 2, 5, and 8 of the Nine Palace Grid on the workbench from top to bottom. You will receive a weapon called "Corruption Sword (+1)", which will randomly receive an attack power bonus of 7.5% to 12.5% for each strengthening! Similarly, using the 'Corruption Sword (+1)' synthesis will result in the 'Corruption Sword (+2)'. When the pre enhancement level reaches a multiple of 4, the recipe will change and the 'Forging Template' needs to be replaced with the 'Lower Realm Star'. At this point, if the enhancement is successful, in addition to increasing the attack attribute, your sword will randomly receive or upgrade to an enchantment! When the pre reinforcement level reaches a multiple of 8, in addition to an increase in attack power and enchantment, you will also randomly receive an additional increase in attack power, attack speed, or attack distance. In theory, there is no upper limit to strengthening, but there is a certain probability of strengthening failure every time you enchant. Using the forging template formula will damage the 'Corruption Blood' and 'Forging Template' (which will be a huge expense). Using the formula of 'Lower Realm Star' will not only damage auxiliary materials, but also cause your sword to drop. For example, if+7 promotion+8 fails, your sword will drop to+6 level. (Note: Due to the issue of custom recipe return values, the enhanced recipe may be incorrectly displayed as an unordered recipe in JEI. Please use the correct placement position as described above!)! ) 8. Mod provides players with a large number of customizable configuration options, which can be viewed on the configuration page or in the configuration file. Note: To ensure compatibility, this mod did not introduce mixins to modify the original content, which may result in the maximum attribute of zombies being unable to exceed the limit during actual gameplay (such as the maximum health value of 1024). It is recommended that players install this mod together with AttributeFix to break through the attribute limit. This mod will detect and configure AttributeFix on its own.