Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Details
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.
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
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)