ZenXArch's Zombie Apocalypse

Quick rating

ZenXArch's Zombie Apocalypse

No reviews yet

An experimental data driven zombie apocalypse mod with custom zombie brains

Mod Loaders
Fabric
Quilt
Minecraft
26.2

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 Optional
Server Required

About

Project Details

Type
Mod
Latest Version
0.0.40+26.1.2
Authors

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

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Data Driven zombies?

This mod adds data driven zombies since version 0.0.15. What this means is that the variants of a zombie can be added using datapacks.

"Download the mod on modrinth"

Github link https://github.com/offbeat-stuff/zombies
How the data driven system works

The mod adds a dynamic registry like for enchantments

Currently the mod adds the following configuration to variants

  • lootTableInfo contains a field for spawn armor and loot drop
  • events -> 7 event handlers (spawn,tick,death,kill etc.)
  • Runs like an enchantment effect when event fires
  • BiomePredicate -> what biomes the variant spawns in
  • Requirements -> a loot condition for mob to spawn
  • attribute (base and modifiers) to add on spawn
  • weight (contains weight and quality) -> similiar to loot table entries (uses difficulty)

My plans for additional fields

  • texture (would require client side changes) which isn't plan so I will make a seperate to allow for that to be done in more portable way.
  • spawn weight (How much the mob counts towards internal zombie cap) (unlikely)
  • attachments to mob ai

What event handlers are there?

  • apply status effect to target
  • swap positions
  • single target
    • freeze
    • ignite
    • spawn effect cloud
    • spawn particle effect
    • apply status effect
Installation

Just install the main jar alongside smartbrainlib 1.16.7+ and fabric api 0.118+

What about the apocalypse?

This mod continually spawns zombies around the players in overworld. Also currently gives small leaping ability to zombies. There is a seperate difficulty system that takes into account player weapons,armor,food. And time spent in the world. But has a inverse effect based on time spent in a chunk. Meaning that if you spent too much time in a chunk (8 hours on easy 35 hours on hard) that place will no longer be apocalyptic. (I will be adding a gamerule to control this.

Certain things I want to implement over long period:

  • Give various abilities to zombies: Like Eldritch Mobs (not exactly the same but like)
  • Give various intelligence to zombies: jump over gaps (Probably not, its hard to implement), and mob behaviour (grouping around the player) (also hard to implement but could be)

Certain things I want to implement right now:

  • Different zombies for different places (drowned for water, zombie piglins for lava, husk for the sun)
  • Make use of various creative mode tools (like /ride /tp) to give zombies a edge
  • Add mechanics for zombies to escape mob farms
  • Make zombies not group together in small spaces

Didn't you make a similiar mod ?

Yeah I did Zombie Apocalypse, It was a good experience. This mod is still available as source, so you can use it if you compile the code. (Feel free to use the source code in your own mods.)

So what went wrong with the old mod ?

Well It was a hassle to maintain. My mistake,I know. The worst thing was config. I had to spend way too much time to write the config code. Also the mod kinda felt not like what it name was.

It didn't feel like the zombies were very good. So this time I wanna make the zombie low in density and high in damage and abilities. And also not limit myself to some config options.

One of the thing that was kinda wrong the last time. Everything was a config and that made it hard for me to try doing funky that were hard to write config for.

So No config this time?

Yep, At least for a long time. But I will be making simple stuff controllable via datapacks.

So this is a all zombies mod.

Maybe, maybe not. I am open to ideas.

Will you add client side content?

No. (Maybe textures using a seperate client side mod... maybe)

Zombie variants will use {namespace}/textures/entity/zombie/{id}.png as texture.I won't be adding any other client side features.

Screenshots

Gallery

  • Lots of zombies in the sun
    Lots of zombies in the sun
  • Zombie powered bamboo farm
    Zombie powered bamboo farm
  • Different zombie types
    Different zombie types
  • Door zombies
    Door zombies
  • Something you can do with datapacks
    Something you can do with datapacks
  • Something else to do with datapacks
    Something else to do with datapacks
  • Gamerules
    Gamerules

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

~17,000
Downloads
Last Updated
CurseForge
Created
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