The Last of Us - Zombie Apocalypse

Quick rating

The Last of Us - Zombie Apocalypse

No reviews yet

The closest you can get to the last of us

Post-Apocalyptic
Survival
Misc Structures
Hostile Mobs
Zombies
Mod Loaders
Forge
NeoForge
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
The Last of Us 2.8 - 1.20.1 - forge
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

 

DISCONTINUED!

NEW AND BETTER MOD THAT GETS REGULAR UPDATES: https://www.curseforge.com/minecraft/mc-mods/prioninfection

 

THE LAST OF US

This mod includes 5 systems (for now) : INFECTION: All the current infected attack most animals and also villagers and players. After killing them they spawn a runner.

EVOLUTION: 3 min and 20 seconds (4000 ticks) after spawning runners have a 1/2 chance to evolve into Stalkers, then the stalkers have a 1/3 chance to evolve into shamblers.

HORDES: Hordes have a 1/10 chance of spawning after you inhale noxious gas, so try not to get too close to shamblers when not needed (unless you have a gas mask). They also spawn naturally but that is very rare.

RAT KINGS: Rat kings spawn very rarely and they spawn a stalker, a clicker, a bloater and two runners when killed.

FIRE WEAKNESS: Large infected have a lot of fat on them, and because of that they are VERY flamable. Setting them on fire will make them slow and will make the damage dealt to them much higher. Smaller infected aren't affected by this (runner,stalker,shambler,clicker).

CORDYCEPS: Cordyceps spawns on grass and it deals a lot of damage. It also shreds armor.


Misc. mob abilities:

THROW: Bloaters can throw noxious sacks (Noxious sacks deal a ton of damage if its a direct hit). Noxious sackes release noxious gas.

NOXIOUS GAS: Shamblers can release noxious gas in the air if they are close enough. That ability does a lot of damage and it also negates regeneration, you can very easily tell when a shambler is releasing noxious gas as there will be green particles everywhere. If you have a gas mask noxious gas wont damage you.

FARSIGHT AND STALKING: Stalkers can see you from very far away. They also try to attack you from the back.

THE LAST STAND: Crawlers have a 1/3 chance of spawning after a runner is killed. They have much less health than the Runner and they are slower than the runner.

ENCHANCED HEARING: Clickers don't see anything... but that does not make them any less dangeorus... they have really good hearing so if you are not crouching when close to a clicker for longer than like 3 seconds it will start hunting you. They now have an animation for getting mad that makes it very easy to tell when they get agressive.

HOLDING: Infected can now hold you.

DOOR BREAKING: Infected can now break doors.


MOBS: Runner (+ Crawler), Stalker, Shambler, Clicker, Rat king NATURAL GENERATION STRUCTURES: House, Tent, Tower, Gun store THE STRUCTURES INCLUDE GUNS FROM SIMPLE ANIMATED GUNS BUT ITS NOT A DEPENDANCY


PLANS:

-Infestation - the spreading of the infection

-Add a stalker block that is placed on random walls and converts into stalkers, add infected wolves that bite you, add bandits


SHOWCASE:

DEPENDANCIES (for fabric): fabric api, geckolib (for forge): geckolib

DISCORD: https://discord.gg/QCfYuHhDsG

THE LAST OF US

This mod includes 5 systems (for now) : INFECTION: All the current infected attack most animals and also villagers and players. After killing them they spawn a runner.

EVOLUTION: 3 min and 20 seconds (4000 ticks) after spawning runners have a 1/2 chance to evolve into Stalkers, then the stalkers have a 1/3 chance to evolve into shamblers.

HORDES: Hordes have a 1/10 chance of spawning after you inhale noxious gas, so try not to get too close to shamblers when not needed (unless you have a gas mask). They also spawn naturally but that is very rare.

RAT KINGS: Rat kings spawn very rarely and they spawn a stalker, a clicker, a bloater and two runners when killed.

FIRE WEAKNESS: Large infected have a lot of fat on them, and because of that they are VERY flamable. Setting them on fire will make them slow and will make the damage dealt to them much higher. Smaller infected aren't affected by this (runner,stalker,shambler,clicker).

CORDYCEPS: Cordyceps spawns on grass and it deals a lot of damage. It also shreds armor.


Misc. mob abilities:

THROW: Bloaters can throw noxious sacks (Noxious sacks deal a ton of damage if its a direct hit). Noxious sackes release noxious gas.

NOXIOUS GAS: Shamblers can release noxious gas in the air if they are close enough. That ability does a lot of damage and it also negates regeneration, you can very easily tell when a shambler is releasing noxious gas as there will be green particles everywhere. If you have a gas mask noxious gas wont damage you.

FARSIGHT AND STALKING: Stalkers can see you from very far away. They also try to attack you from the back.

THE LAST STAND: Crawlers have a 1/3 chance of spawning after a runner is killed. They have much less health than the Runner and they are slower than the runner.

ENCHANCED HEARING: Clickers don't see anything... but that does not make them any less dangeorus... they have really good hearing so if you are not crouching when close to a clicker for longer than like 3 seconds it will start hunting you. They now have an animation for getting mad that makes it very easy to tell when they get agressive.

HOLDING: Infected can now hold you.

DOOR BREAKING: Infected can now break doors.


MOBS: Runner (+ Crawler), Stalker, Shambler, Clicker, Rat king NATURAL GENERATION STRUCTURES: House, Tent, Tower, Gun store THE STRUCTURES INCLUDE GUNS FROM SIMPLE ANIMATED GUNS BUT ITS NOT A DEPENDANCY


PLANS:

-Infestation - the spreading of the infection

-Add a stalker block that is placed on random walls and converts into stalkers, add infected wolves that bite you, add bandits


SHOWCASE: https://youtu.be/deLsfeMsLJs?si=eHpbsvmzAydzswV_

DEPENDANCIES (for fabric): fabric api, geckolib (for forge): geckolib

DISCORD: https://discord.gg/QCfYuHhDsG

Screenshots

Gallery

  • runner walking
    runner walking
  • stalker idle
    stalker idle
  • Runner idle
    Runner idle
  • Runner running
    Runner running
  • Rat king on fire
    Rat king on fire
  • Bloater
    Bloater
  • Rat king what a cutie
    Rat king what a cutie
  • Clicker in its natural habitat
    Clicker in its natural habitat
  • Clicker mad
    Clicker mad

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~250,000
Total Downloads
CurseForge
~160,000
Modrinth
~83,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works