All versions
1.4.1-neoforge+mc1.21.1-release
Release
ZombiesEverywhere 1.4.1-neoforge+mc1.21.1-release4 days ago 81
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Changes
V1.4.1 Changelog
Fixes
- Performance: optimized hot code paths for more stable TPS; improved the client-side render LOD system.
- Fixed the join message: it is now shown only once, when first entering a world.
- Improved the Patchouli guide book descriptions.
- Fixed Corruption Core list entries not syncing promptly.
- Zombie model and animation polish: updated the default zombie model and the default animations.
- Fixed the player hurt cooldown issue.
- Fixed an external-file registration timing issue: on a fresh server start, non-vanilla item entries written into the loot files did not take effect until a manual reload command was run.
- Reworked the external file manager: after upgrading from an older version, outdated external default files now update automatically, while player-customized files are kept.
The
/zombieseverywhere resourcescommand family was also added to manage these default resources. - Config improvements:
- Tuned the overly aggressive zombie spawn parameters from older versions.
- Performance options are now grouped under "Rendering & Performance", split into three subsections: "Client Rendering / Server Load Reduction / Network Throttling" (all performance entries previously scattered in "Basic Settings" were moved out); "Elite Targeting Range" moved to "Zombie Upgrade → AI Progression → Zombie Perception".
- The "Zombie Push-Apart Interval" added in 1.4.0 moved position, so it resets to its default (3) after upgrading - re-set it if you had customized it.
- Overhauled zombie pathfinding:
- Improved A* pathfinding with a leader-based mechanism.
- This update introduces distance-field navigation, which can guide zombies more efficiently than A* in certain situations. It is an experimental option.
- The A* pathfinding and the distance-field navigation are two parallel, self-consistent systems, each with its own strengths; players can enable either one, or both.
New
- Corruption Cores are now attacked by zombies:
- Zombies can bite into suppression energy: they attack corruption cores, and each hit drains suppression energy based on attack damage.
- Once a corruption core's energy is fully bitten away, a Corruption Leak triggers: corruption energy leaks out in a cube-shaped area centered on the core. A leak lasts 8 minutes by default; refilling the core ends it early (breaking the core does not make the leak go away). This close to a leak the screen edge glows corruption-green as a warning, and the first step inside plays a warning sound.
- Under a Corruption Leak: any living creature that enters the area gets infected. (This means zombies can catch Infection too - but for zombies the Infection is inverted into the Corruption Boon effect.)
- Added casting animations for Burning Zombies and Summoner Zombies.
- Summoner Zombie upgrade:
- New skill: periodically summons Undead Minions to fight alongside it.
- Active from stage 3.
- Undead Minions fly and pass through walls like vanilla vexes, and spawn holding a weapon.
- Added sound broadcast throttling.
- Added a Mixin that modifies the vanilla entity collision query; it mainly reduces the performance cost of large crowds of mod zombies squeezing together. If you run into related problems, try disabling it in the TOML config - the optimization stops working while it is off. Because this optimization targets the vanilla implementation, the Lithium mod is known to modify the same injection point, so the optimization is inactive when Lithium is installed.
- Added a Mixin that listens to world block events. If you do not need zombie pathfinding, you can turn it off together with the distance field to avoid compatibility risks. If another mod overrides that change, distance-field pathfinding may break.
Optional dependencies
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:SdNhvODs:6dpVRgvN"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SdNhvODs:6dpVRgvN"
}





