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ZombieMod ReForged

作者:sablednah

59 zombie types with hand-built AI, and the JSON to write your own. Your players join with a vanilla client.

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介绍

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ZombieMod ReForged

ZombieMod — reforged for NeoForge

Build your own undead. ZombieMod turns zombie types into datapack files — health, size,
colour, face, and above all AI — so a coward that flees on sight, a stalker that watches you from
across the valley, and a climber that comes over the wall are all just JSON. It ships with 61 of
them
already written, drawn from the genre canon.

A full NeoForge rewrite of the 2013 ZombieMod Bukkit plugin, rebuilt from the ground up for
modern Minecraft.

Your players do not need to install anything. ZombieMod registers no entity types of its own, so
every genus is an ordinary vanilla mob wearing changes a vanilla client already knows how to draw.
Tested for real, twice, with an unmodified client off the Mojang launcher.


What arrives in your world

Not a mob pack — a cast. Every one of these is in the box:

  • Speed horror — the Runner, fast and fragile and dark-only. The Volatile, which owns the
    night surface and leaps.
  • The classic shamble — the Walker, slow and tough and knockback-resistant. The
    Swarmling, half-size and trivial alone.
  • Special infected — a Boomer that swells and bursts and blinds the room, a Smoker that
    keeps its distance and drags you in, a Hunter that climbs walls and pounces, a Spitter
    that will not melee you at all, and a 120 HP Tank that only lives deep underground.
  • Fungal — the Clicker, near-blind at ten blocks and hits like a truck. The Stalker,
    which stands dead still and watches from forty-eight blocks and never once approaches.
  • The wall-eaters — a Breaker that chews through dirt, glass, doors and planks when it cannot
    reach you, and a Big Breaker that eats deepslate too, so hiding in the deep dark stops being
    hiding.
  • Zombies that were people — Townsfolk, Commuters still holding the shovel someone handed
    them at the end, Field Hands, an Apothecary still carrying what they were mixing, and a
    Vault Dweller whose suit still fits and whose smile never left.
  • The Ghost, wearing the name and the face of a real player who has actually played on your
    server.

…and thirty-odd more: Ender Zombies that blink in behind you already facing you, a Weaver that
cobwebs the ground under your feet, a Zomborg that learns what hurt it and stops taking it, an
Archer built on a skeleton so you can see it draw, a Lazer that burns you down a red hitscan
beam, a Howler that fires the Warden’s sonic boom, and a Nightstalker that runs from you in
daylight and hunts you after dark.

Faces

Fifty-one of the sixty-one wear a real face, rendered on an unmodified client, because a genus
can carry a player-head texture in its JSON. It is the single thing that makes a crowd read as a
cast rather than a palette swap — you recognise a Clicker before you are close enough to be in
trouble.

The systems underneath

Bosses Boss bars, health phases, loot tables, and summon rituals — build a soul sand cross, put a skull on it, right-click the skull with rotten flesh, and meet Patient Zero.
Hordes Four wave events with a director and a boss bar. Ring a bell and the survivors glow. Go a minute without a kill and they glow anyway, because hunting one straggler across a dark forest is a problem Minecraft has never solved well.
Infection A bite marks you. Die within the minute to anything — including a fall — and you get up as one of them. It spreads through livestock on its own. Milk cures it, for you and for the cow.
Conversion What a Carrier kills gets up as one of them. A villager rises as a zombie villager, keeping its name and its armour.
Mutation A genus becomes a different genus on a trigger — wounded, on fire, in water, in the wrong dimension.
Player corpses Die and your corpse gets up wearing your real skin and carrying your things. Kill it to get them back. Admins get a recovery ledger for when it goes in the lava. Off by default.
ZombieDex A per-player bestiary — in chat, as a written book that works on a vanilla client, on scoreboards, and on a proper screen for players who do have the mod. Entries unlock by meeting things.
Advancements A ZombieMod tab of 23: fill the dex, kill the bosses, and the niche ones — kill a Boomer after the fuse is lit, run down a Coward, put your own corpse back in the ground. None of them needs a seasonal zombie, so the set can always be finished. Plain vanilla advancements, so they work on an unmodded client and in Better Advancements, and datapacks can add their own.
Proximity spawning Zombies placed just out of sight around each player, ignoring vanilla’s spawn table entirely. The thing that made the 1.8 plugin’s world feel occupied. Off by default.
Bounties Per genus. Paid into the server’s economy via SableCraft Standards if it is installed, and tallied to a scoreboard everywhere else — so the reward is real on a server with nothing else added.

Build your own

A genus is one JSON file in a datapack at data/<your_pack>/zombiemod/genus/<name>.json. Run
/reload and it is live — no restart, because genera are a datapack registry and vanilla’s own
reload picks them up.

{
  "name": "Coward",
  "base": "minecraft:zombie",
  "weight": 30,
  "health": 14.0,
  "speed": 1.25,
  "scale": 0.9,
  "clear_goals": true,
  "goals": [
    { "type": "zombiemod:avoid_entity",  "priority": 1, "target": "player", "distance": 12.0 },
    { "type": "zombiemod:random_stroll", "priority": 7, "speed": 0.9 }
  ]
}

That is the whole coward. What you have to work with:

  • 12 goal types — vanilla’s own pathfinder goals, pulled apart and recombined. Avoid, melee,
    bow, watch, stroll, float, and targeting by ear or by block.
  • 21 abilities — effects, healing, lightning, explosions, creeper-style fuses, shockwaves,
    leaps, drags, summons, block-breaking, projectiles, cobwebs, infection, conversion, a real
    guardian beam, particle hitscan rays, adaptive resistance and teleport.
  • 15 spawn conditions — biome, dimension, height, light, sky, depth below the local surface,
    time of day, moon phase, land claims and CityWorld districts — composable with any_of and not.
  • Any vanilla mob as a base. Husks, drowned, skeletons, zombie villagers, giants, iron golems.
  • Attributes, equipment, faces, navigation swaps — climbing, swimming, amphibious.

Goals, abilities and conditions are all registries, so another mod can add its own types without
ZombieMod knowing it exists.

→ Full genus reference, every field, and guides to building your own roster:
sablecraft.co.uk/zombiemod-reforged

Balance, deliberately

The shipped roster does not take over your world, and it does not politely hide either. “Leave it as
a plain zombie” is an ordinary entry in the same weighted draw as every genus, weighted by
vanillaWeight — default 40, settled by play rather than guessed.

Because most genera carry spawn conditions, the mix is depth-dependent, measured in a fresh world:

Where Genera eligible Stay vanilla
Surface, at night 9 26%
20 blocks down 31 14%
45 blocks down 35 13%

Raise it for a mostly-vanilla world, drop it to 0 and a genus claims every eligible spawn, or set
builtinGenera = false and run nothing but your own.

Plays well with others

  • FTB Chunks — claims are respected. Genera stay out of them, and ZombieMod’s mobs will not
    break blocks inside one. (Worth knowing: FTB Chunks itself does not cover general mob
    block-breaking, so a claim does nothing against a Breaker until ZombieMod closes it from this
    side.) Linked by reflection, completely inert without it.
  • Corpse — with player zombies on, the body gets up instead of lying there, and when somebody
    kills it, it goes down as a proper Corpse body holding everything it carried — no five-minute
    despawn, safe from lava and hoppers. Optional, and inert without it.
  • CityWorld — genera that key off districts, lots and wildness, so Commuters haunt the high
    streets and Harvesters work the farms. Also optional, also inert without it.
  • JEI — a Mob Drops category: look up an item and see every genus and mob that drops it,
    with the chance per kill and how many. By default only what you have killed. Needs ZombieMod on
    the client as well; optional, and inert without JEI.
  • JourneyMap — genera show on the map with their own faces, so a Bloater on the
    minimap looks like a Bloater. Needs ZombieMod on the client as well; optional, and inert without
    JourneyMap.
  • CrawlSpace, and any mod that spawns its own mobs — a small public API turns another mod’s mob
    into a genus, so CrawlSpace’s dungeons can hold Harvesters in the labs and Breakers in the
    bunkers. Called by reflection; neither mod needs the other.

Commands

/zombiemod list and /zombiemod bestiary are open to everyone; the rest is op-only. /zm is an
alias for all of it. /zombiemod spawn <genus> puts one where you are looking, /zombiemod status
tells you what the mod believes its settings are, /zombiemod observe lets you stand in a fight and
take no damage while remaining a completely normal target, and /zombiemod horde start calls one in.

→ Every command and every setting:
sablecraft.co.uk/zombiemod-reforged

Requirements

Minecraft NeoForge Java
1.21.11 21.11.42+ 21
26.1.2 26.1.2.95+ 25
26.2 26.2.0.59+ 25
26.3 26.3.0.58+ (NeoForge beta) 25

There is a jar per Minecraft version, named for the one it was built against — take the one that
matches your server.

Install on the server. That is all. No dependencies, and nothing your players have to do —
they can join on a stock client from the Mojang launcher and meet every one of the sixty-one.
Installing it client-side as well is optional and adds the ZombieDex screen (and Mob Drops in JEI); people with and without
it play together on the same server.

Credits and licence

ZombieMod is licensed under MIT.

  • Original ZombieMod Bukkit plugin by Sablednah, 2013.
  • This NeoForge rewrite by Sablednah.

Full docs, genus reference and guides:
sablecraft.co.uk/zombiemod-reforged
Source, issue tracker and full port history: see the GitHub repository.

常见问题

ZombieMod ReForged 支持哪些 Minecraft 版本?

ZombieMod ReForged 支持 Minecraft Java 版 1.21.11–26.3,共 4 个版本,可用的加载器:NeoForge。下载时注意选择和你游戏版本一致的文件。

ZombieMod ReForged 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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