Changes
- Updated to snapshot
- remove brain code (temporary,only for snapshots)
- add copper armor
New Effects
- Explosion effect
- convert to entity type
New Zombies
- Exploding zombie rare in all biomes
- Rain zombies , spawns in rain, drops drowned loot
Fixes
- Fixed a npe if zombie has null variant
Changes
- Zombies variants are more common now
- Zombies will try to ride chickens and parrots if the player is towering (only if chickens/parrots are close by)
- Default datapack is now optional (can be disabled)
- bit Cleaner code
- Zombies drop bones
- Zombies run when they acquire a target
- Night zombies are a bit slower
Changes to datapack
- Add weather related spawn conditions
New zombie attachments
- Invulnerability to damage types (as an attachment)
- Heal from attack damage (mob effect)
Changes
- Axe zombie heals from attacks
- Fire zombie is invulnerable to fire, freeze zombie is same with freezing damage
- Difficulty does not go down to zero after a long time but to 25%
Changes
- Updated to 1.21.7
Changes
- Added duration property to spawn effect cloud mobeffect
- Add two new zombie variants swamp (poison), desert(darkness,hunger and husk skin)
- Changed internal spawn logic (optimized)
Changes
- Updated to 1.21.6
- Fix axe zombie having freeze effects
- Slightly change zombie spawning
- Add misc commands (only in dev env)
Update to 1.21.5
- Tiny changes to mod metadata
Update to 25w10a
Massive overhaul to entity variant system.
Now uses fabric data attachment api as components and uses vanilla's mob variant system for spawn conditions.
Changes
- Much cleaner code
- Added texture override attachment
- zombie attributes are no longer hardcoded
- Various additions to data driven system (kinda long)
Fixes
- No null pointer exception in random zombie effect
Changes
- Basic update to 1.21.5
- Removed usage of deprecated method for smartbrainlib
Use smartbrainlib for 1.21.4 Build against @b0fe16a6d4eb767ecc1b7d6ebc9c1b820c7c0d78
New Features
- Zombie variant based entity textures
- zombies variants now use "{namespace}/textures/entity/zombie/{id}.png" as its texture if the path is present
- uses fabric data attachments api for syncing this info to client
- So the mod is still optional on clientside
Extra
- Updated dependencies,updated smartbrainlib
- kind of better leaping code
Just me dumping commits from repo I did 3 months ago
Changes
- Code refactor (not that it changes on gameside)
- Zombies can now leap at you (kinda broken, so much so I want to stop trying to write custom Ai for zombies)
- Added attributes field to zombie variants (yeah now they are variants)
- Zombie equipment now mirrors vanilla
- Added a loot condition as a spawn check (you can now restrict zombie spawning)
- Added TimeCheckLootCondition (I someday need to write documentation for this)
- Added quality field to like make better/stronger zombies spawn at higher difficulty
Future plans
Well, I kinda abandoned the project after/during my exams. SO now
- Remove smartbrainlib unless I have a solid plan for what I want to do with it
- Maintain the project, just update dependencies
- Add more data driven features like make mob spawning less hardcoded
- Make it more modular, like implement component system from 1.21.5
- Work towards 1.21.5
- Backport to 1.21.1
Changes
- A new dependency (smartbrainlib)
- The new dependency will allow for much more complex zombie behaviour
- The zombies currently have two behaviours removed.
- They can't break doors (will add later).
- They won't break eggs (I guess fine since they were spawning in broad daylight).
- Zombies no longer try to call spawning code when they get damaged
- Now most zombies have half health (but double speed if spawned at night)
- Have lower follow range (about same follow range at night)
- Added a density capper (no longer zombies getting flooded in a single area
- Added a gamerule to control if zombies should immediately target player on spawning (default: false / used to true)
- Implemented all zombie events
Note
- This is an alpha mod so api is unstable so datapack features are likely (definetly) going to change
Changes
- Add more sugar to codec (in code and in json)
- Add ability to apply status effect to zombie
Changes
- Make more fields optional in template format
- Change and add biome tags (now uses conventional tags)
- Add a field for death loot table of a zombie template
- Add a lot more event fields (only previous are implemented)
- Change format and now being able to specify a status effect instance
Update to minecraft 1.21.4
Fix launching the game in the rc candidate
Big Changes
- Now you can configure the zombies using datapacks
- (Being lazy i have not written a guide yet)
- The configuration is similiar to how enchantments work
- Forgot to wrote this initially but loading old worlds with old zombies will reset those zombies to normal zombies because of changes to id and I couldnt be bothered to write a backward compatible so, now you know
Actually for rc-1 (Does not run sorry)
Changes
- No Zombies spawn on first day
- Optimized the difficulty code a bit
Fixes
- Zombies no longer target creative players on spawn
- Spawn speed can now be lot slower
- Fix zombies not spawning if player is standing under sky and zombies burn is daylight is set to true
Changes
- Now zombies stop spawning if you spend too much time in a place
- Changed difficulty calculation
- There is no longer a sudden increase in difficulty as soon as you craft wooden tools
- Now you can have maximum difficulty without having moon size being max



