1.6.0-RE
Compatibility
Required content
Changes
š ļø Mod Update: Tactical Survival & Combat Overhaul This update introduces a deeper combat layer, dynamic world threats, and a highly customizable injury system.
- Modern Combat Visuals: Damage Indicators Dynamic Particles: Added high-performance damage pop-ups. Critically strike or apply elemental damage to see unique visual feedback.
Fully Configurable: Customize font size, display duration, gravity physics, and visibility through walls in the config file.
Recommended Pairing: Best experienced with modern HUD/UI mods for a seamless, tactical interface.
- Horde Invasion System Scheduled Invasions: Zombies now launch organized raids based on your survival progress.
Customizable Difficulty: Use the config to adjust invasion frequency (interval days), entity count, and spawn logic (e.g., block-breaking or ladder-climbing behaviors).
Escalation: The more days you survive, the more relentless the horde becomes.
- Scavenging & Reanimation: World Corpses Lootable Corpses: Search for abandoned corpses naturally generating in the world. They carry randomized loot sets defined by customizable loot tables.
Risk vs. Reward: Staying near or interacting with a corpse has a configurable chance to trigger Reanimation. Be carefulāthe dead may not stay dead while you're rifling through their pockets.
- Specialized Weaponry & Status Effects We have overhauled the weapon system to move beyond simple "damage numbers." Every new weapon class now features unique combat traits.
New Tactical Status Effects:
Fracture: Significantly reduces movement speed and jump height; typically caused by fall damage or heavy blunts.
Stun: Briefly disables movement and attacks, accompanied by a blurred vision effect.
Armor Tear: Reduces the effectiveness of equipped armor, making the target more vulnerable to subsequent hits.
Bleeding: Causes gradual HP loss over time and leaves a visible blood trail on the ground
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:G96Tw7It:cv2eUYSk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:G96Tw7It:cv2eUYSk"
}


