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ZenXArch's Zombie Apocalypse

ZenXArch's Zombie Apocalypse

An experimental data driven zombie apocalypse mod with custom zombie brains

4,572
26
Game Mechanics
Mobs

Compatibility

Minecraft: Java Edition

1.21.1
1.20.4
1.20.2

Platforms

Fabric
Quilt

Supported environments

Server-side

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Links

Report issues View source Visit wiki Join Discord server

Creators

ZenXArch
ZenXArch Owner

Details

Licensed MPL-2.0
Published last year
Updated 3 days ago
DescriptionGalleryChangelogVersions

Show all versions

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ZenXArch's Zombie Apocalypse 0.0.29

by ZenXArch on Aug 6, 2025
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new zombies

  • bonemeal zombie: passively bonemeals plants on its position
  • invisible zombie

changes

  • add count entry to spawn particles effect
  • bonemeal effect
  • add interval based mob effect

ZenXArch's Zombie Apocalypse 0.0.28

by ZenXArch on Aug 2, 2025
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Changes

  • Updated to snapshot
  • remove brain code (temporary,only for snapshots)
  • add copper armor

ZenXArch's Zombie Apocalypse 0.0.28

by ZenXArch on Jul 20, 2025
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New Effects

  • Explosion effect
  • convert to entity type

New Zombies

  • Exploding zombie rare in all biomes
  • Rain zombies , spawns in rain, drops drowned loot

ZenXArch's Zombie Apocalypse 0.0.27

by ZenXArch on Jul 13, 2025
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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

ZenXArch's Zombie Apocalypse 0.0.26

by ZenXArch on Jul 6, 2025
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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%

ZenXArch's Zombie Apocalypse 0.0.25

by ZenXArch on Jun 30, 2025
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Changes

  • Updated to 1.21.7

ZenXArch's Zombie Apocalypse 0.0.25

by ZenXArch on Jun 29, 2025
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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)

ZenXArch's Zombie Apocalypse 0.0.24

by ZenXArch on Jun 22, 2025
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Changes

  • Updated to 1.21.6
  • Fix axe zombie having freeze effects
  • Slightly change zombie spawning
  • Add misc commands (only in dev env)

ZenXArch's Zombie Apocalypse 0.0.23

by ZenXArch on Jun 5, 2025
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  • Split datagen sources (done similiar to frostiful)
  • Updated libs
  • Added a zombie variant that spawns in forest with axe
  • Note: Sources for datagen not added

ZenXArch's Zombie Apocalypse 0.0.22

by ZenXArch on Mar 26, 2025
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Update to 1.21.5

  • Tiny changes to mod metadata

ZenXArch's Zombie apocalypse 0.0.21

by ZenXArch on Mar 9, 2025
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Update to 25w10a

ZenXArch's Zombie apocalypse 0.0.21

by ZenXArch on Mar 8, 2025
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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

ZenXArch's Zombie apocalypse 0.0.20

by ZenXArch on Mar 1, 2025
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Changes

  • Basic update to 1.21.5
  • Removed usage of deprecated method for smartbrainlib

Use smartbrainlib for 1.21.4 Build against @b0fe16a6d4eb767ecc1b7d6ebc9c1b820c7c0d78

ZenXArch's Zombie apocalypse 0.0.20

by ZenXArch on Mar 1, 2025
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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

ZenXArch's Zombie apocalypse 0.0.19

by ZenXArch on Feb 27, 2025
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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

ZenXArch's Zombie apocalypse 0.0.18

by ZenXArch on Dec 9, 2024
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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

ZenXArch's Zombie apocalypse 0.0.17

by ZenXArch on Dec 4, 2024
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Changes

  • Add more sugar to codec (in code and in json)
  • Add ability to apply status effect to zombie

ZenXArch's Zombie apocalypse 0.0.16

by ZenXArch on Dec 3, 2024
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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

ZenXArch's Zombie apocalypse 0.0.15

by ZenXArch on Nov 30, 2024
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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

ZenXArch's Zombie apocalypse 0.0.14

by ZenXArch on Nov 29, 2024
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Actually for rc-1 (Does not run sorry)

Changes

  • No Zombies spawn on first day
  • Optimized the difficulty code a bit
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