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26.7-beta.1
Compatibility
Required content
Changes
ZOMBIEROOL 26.7 β PATCH NOTES Minecraft 1.20.1 | Forge 47.1.3 | Java 17 MAP ENTITIES AND ENCOUNTERS
- Map Entity Workshop: create/import world-owned enemy profiles, obtain named eggs, and edit normal settings through forms. Advanced JSON configures models, bones, textures and animation; Lua supplies custom attacks.
- Enemy Spawners: game-start, wave-start and interval triggers; batch size, population, radius, redstone, independent aggro/patrol/leash settings, movement, round or fixed health, knife resistance and optional wave quota. Ctrl + middle- click copies complete configuration. Live behavior edits update living enemies.
- Hostile factions can fight one another and players. Profiles can select from a default appearance and up to four alternatives, preserving the choice on reload.
- Music Volumes: per-player playlist switching on entry, previous-music restore on the next entry, priority and fades. Creative traversal previews audio only.
- Hidden-spawn APIs find loaded, supported, reachable path-block positions out of sight and return failure if none exists. Lua hooks connect music and encounters.
WEAPONS, ARMOR AND COMBAT
- World-owned weapon packs carry balance, models, textures, animations and sounds. Assets synchronize to clients without a full resource-pack reload and are cleared when leaving the map. Maps can enable their own themed arsenals.
- Bows draw/release; crossbows and powder guns use normal fire/reload controls. Melee supports repairable durability, light combos and charged heavy attacks. Scarlet Sword and Shield shares one slot, PAP upgrade and durability pool.
- Gambeson, chainmail and plate stations sell and repair armor. Protection applies after normalized enemy damage and is configurable by the map pack.
- Ray Gun and Mark II have revised recoil, projectile and impact effects. Mark II retains three burst impulses. Compatible TaCZ Wunderwaffe chains electricity and stuns instead of exploding. Whisper's final shot releases crows from the target.
- Nuke clears tracked wave enemies, preserving map residents, hidden encounter enemies and bosses. Its 400-point reward still applies to every player.
BUILDABLES AND SURVIVAL
- Collect components and assemble recipes at workbenches. Presets include Zombie Shield, Turbine, Sentry Turret and Pack-a-Punch; map authors enable the recipes.
- Shield front/back protection, temporary turbine power and recoverable, destructible sentry turrets. Portable equipment and environmental suits use separate slots.
- Astronaut, diving and hazmat suits, with stations and environmental protection; vacuum, reduced gravity and underwater routes are configurable.
- Warden Locks require a team-shared key. Maps choose boss drops; Brutus enables the key by default. The team keeps it after a player's death.
- Door-channel perk roulettes and periodic sky delivery of perks or Pack-a-Punch.
ENEMIES AND ROUND FLOW
- Panzer, Brutus, George Romero, Astronaut, Pentagon Thief and Abomination have distinct attacks and encounter settings. Map authors configure timing and loot.
- Scourge appearance mixes Ghouls, Zombies and Skeletons. Crawler/Geist appearance is independent of ground/gas or leaping behavior.
- Outnumbered supports continuous survival before normal rounds or during a suspended round. Teleporters can end/enter it and change spawner channels.
ATMOSPHERE AND SCENERY
- Import skies and Ogg ambience; edit fog, color, particles, sounds and custom presets. Included themes include Nuketown, Moon, Nacht, Die Rise, Origins, Revelations, The Giant, Shangri-La, Blizzard and Zenith.
- Sky scenes, customizable moon objects, decorative aircraft, airships, tornadoes, anti-aircraft guns and a Dwarven Bombard model. Necropolis can fly or hover.
- Expanded furniture and static vehicles, model/state/orientation settings and Buyable Obstacle integration. Flags and wall standards provide 17 patterns and 34 props, with complete-footprint placement and removal.
- Music playlists shuffle through all tracks before repeating. Ambient loops are independent, and easter egg music takes playback priority.
MENUS, CATALOGUE AND CREATOR WORKFLOW
- Map Config search, reorganized Creative categories, integrated Lua editor, guided rules, searchable API help and live console.
- Catalogue opens on Official with thumbnails, search, filters, compatibility, dependencies and reviews. Get a link shows a selectable address and Copy link.
- One editable in-game review per verified Minecraft account and map; submission requires a compatible community service. Map publication uses Discord on the site.
- Career challenge progress in Tab; heat/durability HUD bars; health display hidden by default with a client setting to show it. Injury feedback remains active.
- Creator home keeps the reward-code generator. Camo Studio is retired; camo appearances use built-in defaults rather than per-player editor preferences.
WORLD FILES AND LUA
- Map content is organized under zombierool/ for easier editing and sharing. Existing maps are supported, and automatic migration keeps backups.
- Canonical scripts use zombierool/scripts/. A matching canonical filename wins over legacy zr_scripts/, avoiding duplicate callback loading.
- Lua exposes map actors, armor, music triggers, hidden spawning and match state. Player-context timers inherit gameplay eligibility, including chained timers.
- Gameplay spawning requires an active, unpaused match and eligible players; Creative music previews do not start encounters. Lua uses supported APIs and libraries without direct Java, OS or arbitrary file access.
FIXES AND PERFORMANCE
- Spawner batches share fair appearance/placement budgets. Patrol and hidden-spawn pathfinding have their own allowances. Living map-actor limits reserve capacity for scripted encounters and bosses; corpses do not consume living slots.
- Horde navigation is distributed to reduce movement stalls; ordinary crawlers can attack Defense Walls and navigate stairs. Stuck patrols request new paths.
- Corpse, blood and gore cleanup is staggered and fades under population pressure. Gore pieces settle instead of spinning indefinitely when blocked.
- Vanilla containers, doors, trapdoors, fence gates, item frames and hoppers are usable during matches; player ownership rules for dropped weapons remain.
- Positional enemy voices and Whisper/Wunderfizz audio; quieter power-up loops, continuous barricade-repair audio and zombie_ambient during pause.
- Shader/TaCZ compatibility, combat effects, placement/collision, wave accounting and match reset improvements. Updated text in all six supported languages.
GUIDES
Open ZombieRool Guides/INDEX.md for the English setup guides. New guides cover Map Entity Workshop, music/hidden encounters, weapon packs/armor and migration. The Lua reference includes the available functions and their parameters.
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:ydSNwX5i:bCWBP3KS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ydSNwX5i:bCWBP3KS"
}

