Tags
Creators
Details
2.7.0
Compatibility
Changes
This release is about settings staying the way you set them.
Changes
- Feature
oncommands no longer load presets./za events on,/za bloodmoon on,/za breaking on,/za placing on,/za towering on,/za scaling on,/za spawn on,/za attributes on,/za compatibility on, the/za spawn <feature> onswitches, and everyenabled onform used to overwrite the whole section, and some also reset the main spawn settings such as spawn chance, range, and light protection. Now they only turn the feature on, turn on a switch it depends on, and fix a value that would leave it doing nothing (like a 0% chance). The reply lists every extra change. - Features with a start day now wait for it when turned on, and the reply says when they start.
dayoneturns the feature on and starts it today. /za towering unlimitedonly changes the cap settings it is named for./za spawn daytime onno longer resetsdaylightSpawnStartDay.
Features
/za config reset <section>puts one config section back to its defaults, and/za config reset allresets everything. Tab completion lists the sections.- Operators now get a chat message when edits to the config file are applied, listing what changed.
Fixes
- Forge and NeoForge 1.20.1: edits to the config file made while the server runs are now applied reliably. The loader's file watcher skipped most normal saves, so edits were often ignored until later. The mod now watches its own file, applies an edit once the save has finished, and never applies a file that does not parse or is missing settings.
- Forge and NeoForge 1.20.1: saving the file while the loader was reading it could reset every setting to its default. In-game changes are now written in one step, and half-written files are ignored.
- NeoForge 1.21.1: an in-game change could undo a file edit that NeoForge had not reloaded yet. Edits on disk are now picked up before every save.
- NeoForge 1.21.1: if the loader resets settings to defaults (after a half-saved read or a typo in the file), the mod puts the previous values back within a couple of seconds and tells operators. For that short moment the defaults are in use.
- A config file with a syntax error no longer breaks in-game changes on 1.20.1 with an unexplained error; the command says what is wrong.
If your settings were reset by an older version, the loader's zombieapocalypseaddon-common-N.toml.bak files in the config folder hold earlier copies.
Files
zombieapocalypseaddon-2.7.0.jar- NeoForge 1.21.1 (NeoForge 21.1.218+, Java 21)zombieapocalypseaddon-neoforge-1.20.1-1.10.0.jar- NeoForge 1.20.1 (Java 17)zombieapocalypseaddon-forge-1.20.1-1.10.0.jar- Forge 1.20.1 (Forge 47.4.18+, Java 17)
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:gH2XNhDh:BAKpeFVu"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:gH2XNhDh:BAKpeFVu"
}

