Zombie Have Eyes

Quick rating

Zombie Have Eyes

No reviews yet

Zombie Have Eyes — server-side mod for NeoForge 1.21.1. Zombies chase and attack only with direct line of sight — hide behind blocks to break aggro. Sneaking grants a distance-based chance to stay unnoticed. Compatible with Zombie Awareness.

Mod Loaders
Forge
NeoForge
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 Unsupported
Server Required

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
zombiehaveeyes-1.6.0-neoforge-1.21.1.jar
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

Zombie Have Eyes

Zombies can only see you if they can actually see you.

This server-side mod turns zombie encounters into a stealth game, rebuilt from scratch for modern NeoForge: zombies (and optionally other monsters) only start chasing and attacking a player when they have a direct, unobstructed line of sight. Stand behind a wall while a zombie stares at your last known position — it won't notice you, even if it's looking straight at you.

Vision rules

  • Line of sight required. A mob can only lock onto a player it can genuinely see. No more zombies attacking through walls or fences.
  • Mobs forget you — but they search. Break line of sight for a couple of seconds and the mob gives up the chase. Instead of instantly going idle, it walks to the spot where it last saw you and pokes around for a while. Stay hidden until it loses interest.
  • Fair retaliation. A zombie you just hit can still swing back at you for a short window, even without line of sight — no cheap hit-and-hide exploits.
  • Optional field of view. Enable a configurable vision cone to sneak up on mobs from behind, with a short-range "hearing" radius so you can't just walk right up to their back in silence.

Stealth

  • Sneaking helps. Crouching players have a chance to go unnoticed, scaling with distance — hard to fool a zombie standing next to you, easy at range.
  • Crawling is stealthier still. Crawling shrinks the range mobs notice you at and counts as sneaking for the notice roll.
  • Terrain conceals you. Bushes, tall grass, leaves, crops, vines — foliage hides you. Eye height follows your pose: two-block grass hides you standing, short grass only while crawling. Modded foliage is detected automatically, and you can add blocks via the zombiehaveeyes:concealing datapack tag.
  • Zombies are nocturnal. In open daylight they see only a fraction of their normal range. At night, darkness conceals you — but a torch in your hand removes that cover.

Zombies fight back

  • Group alerts. A mob that spots a player — or gets hit by one — alerts nearby idle mobs. They don't aggro through walls: they get the player's last known position and come to investigate. Attacking still requires their own eyes.
  • Light attracts. At night, mobs that see a glowing player (torch in hand, or standing in bright light) slowly shamble towards the light. No aggro until they're close enough to actually spot you. Douse the torch and slip away in the dark.

Compatible mods

  • Zombie Awareness — its sound/blood/light investigation works untouched and pairs beautifully with this mod: zombies come to the noise, but attack only on sight. A config toggle (zombieAwarenessMode) decides whether ZA's omniscient hunters and see-through-walls senses bypass the vision rules or respect them.
  • Enhanced AI — smarter combat AI stays; its extended sight and through-wall sensing are filtered down to real line of sight by default, or trusted via enhancedAiMode if you want them as designed.
  • The Hordes — fully compatible out of the box. Horde waves march exactly as intended and wave mobs start attacking only when they actually see you. Wave mobs ignore group alerts so nothing distracts the march.
  • Mob Amputation — cut a zombie's head off and it goes completely blind: it can't acquire a target, can't even swing back at whoever hit it, and drops the chase it was on. Group alerts still reach it — those are shouts, not sight. Note that Mob Amputation kills headless mobs after 5 seconds by default; set its headlessDeath=false if you want them stumbling around blind. Toggle with headlessMobsAreBlind.
  • Crawl on Demand (and similar crawl mods) — crawling uses the vanilla pose, so crawl stealth works with no extra setup.

Installation

Server-side only — install on the server and vanilla clients can join without the mod. Every mechanic above has its own config section in config/zombiehaveeyes-common.toml and can be tuned or disabled independently.

Modpacks & usage

Free to include in modpacks, no need to ask first. Credit is appreciated but not required. Commercial use (selling the mod, or bundling it in a paid/monetized modpack or product) is not covered by this — reach out to discuss it first.

Zombie Have Eyes

Zombies can only see you if they can actually see you.

This server-side mod turns zombie encounters into a stealth game, rebuilt from scratch for modern NeoForge: zombies (and optionally other monsters) only start chasing and attacking a player when they have a direct, unobstructed line of sight. Stand behind a wall while a zombie stares at your last known position — it won't notice you, even if it's looking straight at you.

Vision rules

  • Line of sight required. A mob can only lock onto a player it can genuinely see. No more zombies attacking through walls or fences.
  • Mobs forget you — but they search. Break line of sight for a couple of seconds and the mob gives up the chase. Instead of instantly going idle, it walks to the spot where it last saw you and pokes around for a while. Stay hidden until it loses interest.
  • Fair retaliation. A zombie you just hit can still swing back at you for a short window, even without line of sight — no cheap hit-and-hide exploits.
  • Optional field of view. Enable a configurable vision cone to sneak up on mobs from behind, with a short-range "hearing" radius so you can't just walk right up to their back in silence.

Stealth

  • Sneaking helps. Crouching players have a chance to go unnoticed, scaling with distance — hard to fool a zombie standing next to you, easy at range.
  • Crawling is stealthier still. Crawling shrinks the range mobs notice you at and counts as sneaking for the notice roll.
  • Terrain conceals you. Bushes, tall grass, leaves, crops, vines — foliage hides you. Eye height follows your pose: two-block grass hides you standing, short grass only while crawling. Modded foliage is detected automatically, and you can add blocks via the zombiehaveeyes:concealing datapack tag.
  • Zombies are nocturnal. In open daylight they see only a fraction of their normal range. At night, darkness conceals you — but a torch in your hand removes that cover.

Zombies fight back

  • Group alerts. A mob that spots a player — or gets hit by one — alerts nearby idle mobs. They don't aggro through walls: they get the player's last known position and come to investigate. Attacking still requires their own eyes.
  • Light attracts. At night, mobs that see a glowing player (torch in hand, or standing in bright light) slowly shamble towards the light. No aggro until they're close enough to actually spot you. Douse the torch and slip away in the dark.

Compatible mods

  • Zombie Awareness — its sound/blood/light investigation works untouched and pairs beautifully with this mod: zombies come to the noise, but attack only on sight. A config toggle (zombieAwarenessMode) decides whether ZA's omniscient hunters and see-through-walls senses bypass the vision rules or respect them.
  • Enhanced AI — smarter combat AI stays; its extended sight and through-wall sensing are filtered down to real line of sight by default, or trusted via enhancedAiMode if you want them as designed.
  • The Hordes — fully compatible out of the box. Horde waves march exactly as intended and wave mobs start attacking only when they actually see you. Wave mobs ignore group alerts so nothing distracts the march.
  • Mob Amputation — cut a zombie's head off and it goes completely blind: it can't acquire a target, can't even swing back at whoever hit it, and drops the chase it was on. Group alerts still reach it — those are shouts, not sight. Note that Mob Amputation kills headless mobs after 5 seconds by default; set its headlessDeath=false if you want them stumbling around blind. Toggle with headlessMobsAreBlind.
  • Crawl on Demand (and similar crawl mods) — crawling uses the vanilla pose, so crawl stealth works with no extra setup.

Installation

Server-side only — install on the server and vanilla clients can join without the mod. Every mechanic above has its own config section in config/zombiehaveeyes-common.toml and can be tuned or disabled independently.

Modpacks & usage

Free to include in modpacks, no need to ask first. Credit is appreciated but not required. Commercial use (selling the mod, or bundling it in a paid/monetized modpack or product) is not covered by this — reach out to discuss it first.

Screenshots

Gallery

This project has no gallery images yet.

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

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Modrinth
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