ZombieApocalypses

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ZombieApocalypses

By NonKungChOwner

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Zombie Apocalypse Mod To Minecraft Version 1.21.1+

Mod Loaders
Minecraft

About

Description

## Monster Spawn Rules (New) 

- All naturally spawned monsters (SpawnGroup.MONSTER) are **blocked except for zombies and creepers** (via `SpawnRestrictionMixin`).
- **Day 1**: Zombies do not spawn at all (creepers spawn normally). Zombies start spawning from day 2.
- Zombies **do not catch fire in sunlight** and **can spawn both day and night** (no light level check at all).
- Naturally spawned zombies have ~90% chance to spawn in pairs (simulating "double") throughout the game, starting from day 2.

## Day Mechanics (based on real-world time, does not reset when server restarts)

| Day | Effect |
|---|---|
| 1 | No zombies spawn |
| 2-10 | Normal, not mutated yet |
| 11-20 | Start mutating (glowing) |
| 21-30 | Run faster |
| 31-40 | Can break blocks (slowly) |
| 41-50 | Health increases (+10) |
| 51-60 | Can place blocks (climb to chase players on high ground) |
| 61-70 | Break blocks faster + can jump over 2-block high walls (Goal pushes Y by itself) |
| 71-80 | Run even faster |
| 81-90 | Damage +2 |
| 91-100 | Peak difficulty (all above effects combined) |

Every morning (the first tick of the day) there will be a message showing the date + stage description in the chat.

## 4-Color Moon System (New: Random every 8-10 days)
Calculated deterministically from the world seed by simulating the schedule so that each special moon is spaced randomly **8-10 days** apart (not the old daily probability), which allows "tomorrow's moon" to always be calculated in advance without needing a separate save file.

- **Red**: Monsters spawning that night get stronger (health/damage/speed)
- **Yellow**: Monsters become weaker
- **Green**: Players get the Luck effect
- **Blue**: Players get Night Vision

## Added functions 
* Zombie infection: The cure is to eat a golden apple. 

## New Items
*

## New Monster
* ZombieWorm
* Zombie 001
* Zombie 002

A warning message pops up the morning of the day before, then by the evening of that night, there’s another message saying "It’s here!"

Monster Spawn Rules (New)

  • All naturally spawned monsters (SpawnGroup.MONSTER) are blocked except for zombies and creepers (via SpawnRestrictionMixin).
  • Day 1: Zombies do not spawn at all (creepers spawn normally). Zombies start spawning from day 2.
  • Zombies do not catch fire in sunlight and can spawn both day and night (no light level check at all).
  • Naturally spawned zombies have ~90% chance to spawn in pairs (simulating "double") throughout the game, starting from day 2.

Day Mechanics (based on real-world time, does not reset when server restarts)

Day Effect
1 No zombies spawn
2-10 Normal, not mutated yet
11-20 Start mutating (glowing)
21-30 Run faster
31-40 Can break blocks (slowly)
41-50 Health increases (+10)
51-60 Can place blocks (climb to chase players on high ground)
61-70 Break blocks faster + can jump over 2-block high walls (Goal pushes Y by itself)
71-80 Run even faster
81-90 Damage +2
91-100 Peak difficulty (all above effects combined)

Every morning (the first tick of the day) there will be a message showing the date + stage description in the chat.

4-Color Moon System (New: Random every 8-10 days)

Calculated deterministically from the world seed by simulating the schedule so that each special moon is spaced randomly 8-10 days apart (not the old daily probability), which allows "tomorrow's moon" to always be calculated in advance without needing a separate save file.

  • Red: Monsters spawning that night get stronger (health/damage/speed)
  • Yellow: Monsters become weaker
  • Green: Players get the Luck effect
  • Blue: Players get Night Vision

Added functions

  • Zombie infection: The cure is to eat a golden apple.

New Items

New Monster

  • ZombieWorm
  • Zombie 001
  • Zombie 002

A warning message pops up the morning of the day before, then by the evening of that night, there’s another message saying "It’s here!"