1.3.0-1.21.1
Compatibility
Required content
Changes
V1.3.0 Changelog
Fixes:
·Fixed Burning Zombie's super fireball destroying trees and buildings even when "Block Destruction" was disabled.
·Fixed Burning Zombie's super fireball dealing double explosion damage on each hit.
·Fixed floating damage numbers occasionally getting stuck mid-air and never disappearing.
New Features:
·Have you ever wished for World War Z -style intense combat in Minecraft? Ever been plagued by performance issues when spawning too many zombies? Worry no more!
Starting from V1.3.0, this mod introduces a custom zombie AI system, designed to deliver that World War Z experience you've been craving! In previous versions, the mod relied on vanilla zombie AI. The built-in spawner was bottlenecked by performance — spawning too many zombies would tank the FPS and cause severe lag. Meanwhile, the typical "difficulty increase" approach was just stacking stats — more HP, more armor — which inevitably turned the late game into a boring numbers game, offering zero fresh experience.
V1.3.0's custom AI changes everything—
Performance: A brand-new centralized AI architecture replaces vanilla's "every zombie computes independently" model. Even with hundreds of zombies on screen, the server stays smooth. Massive hordes are no longer a nightmare — they're a visual and gameplay spectacle.
Gameplay: Zombies are no longer brainless mannequins charging in a straight line. They swim through water to chase you down, they jump over obstacles instead of getting stuck, and they actively spread out to surround you from all directions. You're no longer facing a mindless mob — you're up against a coordinated undead legion.
And as the days go by, the zombies get smarter. This isn't "they got more HP" — this is real tactical difficulty: flanking ambushes, covering fire, attrition pursuit, reinforcement calls... Zombies don't just "get tougher" — the battlefield itself now has command, coordination, and strategy.
You're not "farming mobs" anymore. You're fighting a survival war.
If you prefer vanilla zombie behavior: Open the config file at /config/ZombiesEverywhere/zombies_everywhere-server.toml, find aiSystemEnabled under [misc], and set it to false. Zombies will revert to vanilla AI (random wandering + chase on sight).
·Day-Progressive AI Abilities:
Zombies are no longer static — they grow smarter as your world ages. Default day thresholds are below (all adjustable):
Tier 1 — Day 25+: Zombies are attracted to sound and light, actively hunting players. Zombies can climb ladders. Zombies can break wooden doors.
Tier 2 — Day 50+: Zombies retreat when critically wounded to preserve their lives. Zombies in combat will call nearby allies for reinforcements.
Tier 3 — Day 75+: Nearby zombies auto-form squads and attack from multiple directions. A "captain" naturally emerges in each squad, granting nearby zombies +15% armor and +10% attack. Zombies can break iron doors (slower than wooden doors).
Tier 4 — Day 100+: Different special zombie types coordinate advanced tactics: ·Fast Zombies lead Flanking Tactics: one squad pins from the front while another circles behind for a backstab. ·Burning Zombies lead Fire Support: Poison Zombies apply poison while Burning Zombies bombard from range; melee zombies actively evade the line of fire. ·Poison Zombies lead Attrition Tactics: relentless pursuit with no retreat, melee hits inflict slowness. ·Summoners lead Reinforcement Tactics: faster summons, prioritize staying behind the front line, spawned zombies instantly join the active squad.
How to adjust:
Open the config file at /config/ZombiesEverywhere/zombies_everywhere-server.toml, find the [ai_progression] section and modify these options: ·aiTier1Day — Tier 1 unlock day (default: 25) ·aiTier2Day — Tier 2 unlock day (default: 50) ·aiTier3Day — Tier 3 unlock day (default: 75) ·aiTier4Day — Tier 4 unlock day (default: 100) To disable this feature entirely, set aiEnhancementEnabled to false.
Don't want to disable AI but also don't want to wait? Set all four days to 1 (all abilities unlock on day 1), or set unwanted tiers to an unreachable number like 99999.
·Friendly Fire Control for Burning Zombies:
- By default, Burning Zombie fireballs and super fireballs do NOT damage allied zombies.
- With friendly fire off, fireballs pass straight through allies toward the target.
- Super fireball explosions also spare surrounding allied zombies.
To enable friendly fire (for extra challenge), set zombieFriendlyFire to true in the [ai_progression] section of the config file.
·Expanded Attack Targets:
Zombies now attack villagers, iron golems, snow golems, and wandering traders — just like vanilla zombies do.
Custom attack target whitelist: Config file location: /config/ZombiesEverywhere/targets/attack_targets.json Auto-generated on first launch. Edit this file to add or remove allowed mob types. Format: one "modid:mob_name" per line. Example: add "minecraft:skeleton" to target skeletons.
·Infection System Master Switch:
A new infectionEnabled option has been added in the [infection] section of the config (default: enabled). When disabled, zombie attacks will NOT apply infection effects. Already infected players are unaffected.
·Config Menu Reorganized:
In-game: ESC → Mods → ZombiesEverywhere → Config. You'll now see 5 collapsible top-level categories: ·Misc — Floating damage numbers, AI master switch, etc. ·Spawning — Zombie weights, spawn chances, spawn ranges, etc. ·Scaling & AI — Day scaling, AI progression, squad system, Boids parameters, etc. ·Zombie Types — Individual zombie attributes, special ability parameters, etc. ·Loot & Infection — Loot drop quantities, infection system, etc. Expand any category to find the exact setting — no more scrolling through 100+ options.
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:A8g1vCKQ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SdNhvODs:A8g1vCKQ"
}



