Data Driven zombies?
This mod adds data driven zombies since version 0.0.15. What this means is that the variants of a zombie can be added using datapacks.
"Download the mod on modrinth"
Github link
https://github.com/offbeat-stuff/zombiesHow the data driven system works
The mod adds a dynamic registry like for enchantments
Currently the mod adds the following configuration to variants
- lootTableInfo contains a field for spawn armor and loot drop
- events -> 7 event handlers (spawn,tick,death,kill etc.)
- Runs like an enchantment effect when event fires
- BiomePredicate -> what biomes the variant spawns in
- Requirements -> a loot condition for mob to spawn
- attribute (base and modifiers) to add on spawn
- weight (contains weight and quality) -> similiar to loot table entries (uses difficulty)
My plans for additional fields
- texture (would require client side changes) which isn't plan so I will make a seperate to allow for that to be done in more portable way.
- spawn weight (How much the mob counts towards internal zombie cap) (unlikely)
- attachments to mob ai
What event handlers are there?
- apply status effect to target
- swap positions
- single target
- freeze
- ignite
- spawn effect cloud
- spawn particle effect
- apply status effect
Installation
Just install the main jar alongside smartbrainlib 1.16.7+ and fabric api 0.118+
What about the apocalypse?
This mod continually spawns zombies around the players in overworld. Also currently gives small leaping ability to zombies. There is a seperate difficulty system that takes into account player weapons,armor,food. And time spent in the world. But has a inverse effect based on time spent in a chunk. Meaning that if you spent too much time in a chunk (8 hours on easy 35 hours on hard) that place will no longer be apocalyptic. (I will be adding a gamerule to control this.
Certain things I want to implement over long period:
- Give various abilities to zombies: Like Eldritch Mobs (not exactly the same but like)
- Give various intelligence to zombies: jump over gaps (Probably not, its hard to implement), and mob behaviour (grouping around the player) (also hard to implement but could be)
Certain things I want to implement right now:
- Different zombies for different places (drowned for water, zombie piglins for lava, husk for the sun)
- Make use of various creative mode tools (like /ride /tp) to give zombies a edge
- Add mechanics for zombies to escape mob farms
- Make zombies not group together in small spaces
Didn't you make a similiar mod ?
Yeah I did Zombie Apocalypse, It was a good experience. This mod is still available as source, so you can use it if you compile the code. (Feel free to use the source code in your own mods.)
So what went wrong with the old mod ?
Well It was a hassle to maintain. My mistake,I know. The worst thing was config. I had to spend way too much time to write the config code. Also the mod kinda felt not like what it name was.
It didn't feel like the zombies were very good. So this time I wanna make the zombie low in density and high in damage and abilities. And also not limit myself to some config options.
One of the thing that was kinda wrong the last time. Everything was a config and that made it hard for me to try doing funky that were hard to write config for.
So No config this time?
Yep, At least for a long time. But I will be making simple stuff controllable via datapacks.
So this is a all zombies mod.
Maybe, maybe not. I am open to ideas.
Will you add client side content?
No. (Maybe textures using a seperate client side mod... maybe)
Zombie variants will use {namespace}/textures/entity/zombie/{id}.png as texture.I won't be adding any other client side features.
All Versions
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- bump mc version
- bump mc ver
- 26w14a
- just a working 26.1 update
- bump mc version
- bump mc version
- bump mc version
- Updated to 26.1 snapshot 6
- Please report bugs
- Updated to 1.21.11
- Added split zombies
- Gamerules might not get updated gracefully
- Zombies are now nuetral like spiders
- Only alert allies when attacked by player
## Fixes
- Can now retaliate against getting hurt by other entity
- Use 1.21.10 smartbrainlib
- Finally fixing render issues with overlay
- Implemented new difficulty system api
- Added debug hud entries for new difficulty api
## Functional changes in difficulty system
- zombie kills since last respawn affect difficulty
- deaths are tracked in last 15 minutes
- too many deaths result in temp difficulty lowering
- Very unstable,use sbl 1.21.10
## Changes
- Added hearts for zombie kills
- Added gamerules for that mechanic
- Added new spawn condition
- Made zombies farm more stronger but slower
- Zombies now get faster when targeting players like enderman
- Fixed loot tables to smaller and more vanilla (mirroring hard difficulty)
- Added a summon vehicle mob effect allowing for jockeys (not yet added)
- Made debug entries stick together
## Fixes
- Various crashed related to attributes
- Added hearts for zombie kills
- Added gamerules for that mechanic
- Added new spawn condition
- Made zombies farm more stronger but slower
- Zombies now get faster when targeting players like enderman
- Fixed loot tables to smaller and more vanilla (mirroring hard difficulty)
- Added a summon vehicle mob effect allowing for jockeys (not yet added)
- Made debug entries stick together
## Fixes
- Various crashed related to attributes
- Mob variant templates
- Mob Variants are now tag based
- Added debug hud entries for zombie mod
- Changed armor level rates to match vanilla (They changed it in a recent snapshot I forgot to properly check sources so thought they weren't changed)
- Change equipment tables to be almost exactly vanilla (Hard difficulty rates)
- Lower the size of inbuilt datapack by a lot
- Special zombies now don't have a speed and such during night and have vanilla zombie stats always
- Updated to 1.21.9-rc1
- Various code changes
- use fapi more , making it more stable and compatible
- Fixed launch in production
- Updated to 1.21.9-pre2
## Crashes
- Fixed headless zombie rendering
- Merged subproject pr (The mod is now split into subprojects)
### Note: No 1.21.9-pre2 for now b/c fapi issues
### Crashes
- Shield zombies now use vanilla custom item models
- Added headless zombies
- Added an attachment that makes zombie head hidden (render_head)
- update to 25w37a
- mirror vanilla armor spawn rates
## Development will pause for sometime since I dont have my computer right now
- Door zombies
- Iron door, copper door, oak door, tough zombies
- Updated to 25w35a
- updated
- actually fix rain zombie outer layer
- Added drowned outer layer to rain zombies
- Now you can add outer layer to zombies
- For example
json
"zenxarch:overlay": {
"layerId": "minecraft:drowned",
"layerName": "outer",
"texture": "minecraft:entity/zombie/drowned_outer_layer"
}
``This will attach a zombie renderer that renderers entity model layer "drowned/outer" with texture minecraft:entity/zombie/drowned_outer_layer
- updated to 25w33a
## Dev changes
- start work on additional rendering changes
- registered a different renderer for zombies client side
- remove dependency on sbl for now
- changed build to have minecraft version in jar name