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Mineforgian

Zombie Apocalypse Addon

A server-side, fully configurable zombie apocalypse with custom waves, hordes, blood moons, scaling, and optional base pressure.

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42
Обновлён
16 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 11 марта 2024 г.

Zombie Apocalypse Addon

Turn Minecraft into a configurable zombie survival world where daytime is not automatically safe.

Zombie Apocalypse Addon adds custom zombie waves, hordes, blood moons, day-based difficulty, optional siege behavior, kill milestones, and broad zombie-mod compatibility. It works for a simple survival server out of the box, while still providing deep controls for apocalypse packs.

Quick Info

  • Multiplayer: install on the server only. Players can join without the mod.
  • Singleplayer: install on the client because singleplayer runs a local server.
  • Current targets: NeoForge 1.21.1, NeoForge 1.20.1, and Forge 1.20.1.
  • Commands: anyone can read dashboards, help, stats, status pages, and current setting values. Changes require permission level 2.
  • Config: config/zombieapocalypseaddon-common.toml.
  • Safe defaults: block breaking, block placing, and zombie towering are off.

Start Here

After installing the correct jar, join as an operator and run:

/za

This opens a short dashboard showing the current day, custom waves, light protection, events, scaling, and optional world-pressure features.

For a fast setup, choose one gameplay preset:

/za preset casual
/za preset standard
/za preset hardcore
  • Casual: fewer zombies, day-10 daylight grace, no baby zombies, and torch-protected bases.
  • Standard: recommended balance for most survival servers.
  • Hardcore: faster waves, larger events, and quicker difficulty growth.

Presets turn daytime custom waves on and restore a safe spawn range, minimum distance, attempt count, and open-sky rule, so an old impossible distance setup cannot break the selected preset. They never enable block breaking, block placing, or towering, and they leave advanced attribute values alone.

Use /za help for short topic-based help instead of a wall of commands. Press Tab after /za to browse every system and get suggestions for states, values, players, attribute keys, and blocks.

Main Features

  • Custom zombie waves around survival players during day and night
  • Permanent night-only custom spawning mode
  • Optional sunlight immunity
  • Optional torch and block-light spawn protection
  • Configurable baby zombie chance, including complete disablement
  • Natural and manual horde events
  • Random and forced blood moons
  • Morning day-counter announcements and manual day control
  • Day-based health, speed, armor, and equipment scaling
  • Advanced per-attribute, per-variant, biome, and dimension tuning
  • Optional zombie block breaking with conservative safety rules
  • Optional limited block placing for steps and one-block gaps
  • Optional moving zombie stacks that climb defenses without changing blocks
  • Biome-aware Husk and Drowned spawning
  • Optional Nether and End custom spawning
  • Death cooldown protection after a player dies
  • Kill tracking and advancements at 250, 1,000, and 3,000 kills
  • Configurable bonus drops, including gunpowder
  • Spawn effects, debug logging, and live admin controls
  • Broad compatibility with zombie and spawn-control mods

Mushroom-field safe zones remain active even if biome variant weighting is turned off. Night pressure only applies in dimensions with a real day/night cycle, so the Nether, End, and other fixed-time dimensions do not receive a permanent night boost. Bonus drops also respect the vanilla doMobLoot gamerule.

What the Default Setup Does

The standard setup attempts two zombies with a 50% wave chance every six seconds. It limits nearby pressure per player, increases pressure at night, enables natural events and progression, and keeps destructive features disabled.

Player-built lights do not block the addon's custom waves by default. If you want torches and similar blocks to protect bases, use the Casual preset or set:

/za spawn maxlight 7

This checks block light only. It does not disable daytime waves by itself; use /za spawn daytime off for that.

Essential Commands

Command Purpose
/za Show the main dashboard.
/za preset <casual|standard|hardcore> Apply a safe gameplay preset.
/za config Show the config path and beginner sections.
/za help or /zhelp Show quick help and available topics.
/za spawn Show important custom-spawn settings.
/za spawn daytime <on|off> Use off for permanent night-only custom waves.
/za spawn status all Show every spawn-related toggle.
/za events Show horde and blood moon status.
/za scaling Show day-based difficulty progress.
/za compatibility Show mixed-mod compatibility safeguards.
/za cleanup uninstall Prepare a world before removing the mod.

Every system is available below /za:

  • /za spawn for spawning and main toggles
  • /za events and /za bloodmoon for events
  • /za day and /za scaling for progression
  • /za breaking, /za placing, and /za towering for optional base pressure
  • /za stats for kills and milestone reset
  • /za attributes for advanced attributes
  • /za compatibility for mixed-mod behavior
  • /za burn, /za kill, and /za cleanup for utilities

Run any setting name without a value to read its current value. Use on and off for switches; true and false still work for existing command blocks and scripts. All original /z... command roots remain supported.

Feature-level on commands load balanced working defaults automatically. You can enable spawning, events, blood moons, scaling, attributes, compatibility, block breaking, block placing, or towering without first repairing old chances, day gates, or dependent settings.

See the full command reference for every subcommand and range.

Custom Spawning

Administrators can control:

  • wave chance and interval
  • zombies attempted per wave
  • nearby cap per player
  • minimum and maximum spawn distance
  • position attempts
  • permanent daytime spawning toggle
  • daylight start day
  • open-sky requirement
  • maximum allowed block light
  • zombie variant and baby chances
  • night pressure
  • biome and dimension behavior

Spawn checks are bounded, staggered where appropriate, and avoid unloaded chunks. With open-sky spawning disabled, the mod searches near the player's height for valid caves and covered spaces instead of only choosing the surface.

For night-only custom spawning, run /za spawn daytime off. Normal night waves and blood moons continue. Scheduled dawn hordes pause, and manual hordes can be started at night. The Nether, End, and other fixed-time dimensions keep using their own dimension toggles. daylightstart remains available as a separate temporary grace period for servers that want daytime waves to begin later.

Events and Progression

Hordes temporarily raise wave pressure on scheduled days. Blood moons create stronger night pressure. Both have separate chance, size, duration, interval, and multiplier settings available through /za events and /za bloodmoon, and both can be triggered manually. They require custom waves; turning custom waves off cancels active or queued spawn pressure. Night-only mode pauses scheduled dawn hordes and daytime horde waves without disabling night waves or blood moons. If both events overlap, their multipliers stack and the larger configured event wave size wins.

Basic day scaling is enough for most servers. /za scaling exposes the progression days and basic full-strength bonuses. Advanced profiles can separately tune health, attack damage, movement speed, armor, follow range, and knockback resistance for each variant and environment, with exact per-key ranges shown by /za attributes get <key>.

Optional Base Pressure

Block breaking, block placing, and towering are independent and disabled by default. No-AI zombies are ignored, and a zombie can complete at most one of these actions during the same tick.

  • Block breaking has day gating, hardness limits, protected block categories, target rules, drops, and mobGriefing support.
  • Block placing uses a configurable solid block, per-zombie limits, loaded-chunk checks, protection events, and separate step/bridge controls.
  • Towering forms real moving passenger stacks when a raised target or genuinely blocked route makes climbing useful. Ordinary ground combat and normal player jumps do not trigger it. The normal preset grows only through the target's block Y level plus one, then moves one top rider at a time to a collision-free floor position after the target stays reachable on the ground. Optional jump attacks never inherit hit or knockback velocity. No blocks are placed or broken.

Administrators can use on for an immediate balanced preset, use detailed commands afterward for custom tuning, or use off at any time. The older dayone aliases remain supported.

Tower controls include /za towering stacksize <count> (0 means no count cap), /za towering maxperplayer <count>, /za towering dynamic <on|off>, /za towering offset <blocks>, /za towering smartdismount <on|off>, /za towering pace <ticks>, and optional jump controls. Mounting and dismounting use loader-correct rider positions and reject blocked spaces instead of putting zombies inside floors or ceilings. /za towering unlimited removes both count and height caps and disables automatic collapse; very tall passenger chains can affect server performance.

Mod Compatibility

The addon automatically recognizes modded Zombie subclasses and supports unusual infected entities through optional tags and exact include/exclude lists.

Compatibility safeguards can respect external spawn rules, avoid duplicate AI or difficulty systems, preserve modded equipment, and honor per-zombie door-breaking permission.

Built-in handling covers:

  • Zombie Awareness
  • Zombie Horse Spawn
  • Mo' Zombies Wave
  • More Zombie Villagers
  • Zombies Reworked
  • Zombie Villagers From Spawner
  • Zombie Variants
  • Zombies+
  • Zombie Proof Doors
  • Undead Nights
  • The Hordes
  • Improved Mobs
  • In Control!
  • Bad Mobs
  • Giant Spawn

Other mods can work automatically when their infected mobs extend Minecraft's normal Zombie class. See the compatibility guide for exact behavior and overrides.

Config That Normal Servers Need

The generated file begins with a START HERE section. For a normal setup, focus on:

  • [dayspawning]
  • [variants]
  • [horde]
  • [bloodmoon]
  • [scaling]

Leave [compatibility], [attributes], variant profiles, and context profiles at their defaults unless you specifically need deep tuning.

Every setting includes a plain-language description, examples, safe ranges, feature dependencies, and performance warnings where relevant. Remember that 20 ticks equals one second and chances use decimals from 0.0 to 1.0.

See the config guide for practical examples.

Safe Removal

Run this before temporarily or permanently removing the mod:

/za cleanup uninstall

Then stop the server and remove the jar. The command removes loaded zombie-class mobs, resets event state, and disables active addon systems.

Help and Documentation

If you want constant zombie pressure without forcing every server into the same difficulty, this mod is built for that.

Ченджлог

1.5.31Релиз1.20.1 · 16 августа 2026 г.

Features

  • Added /za towering pace <ticks> as the clearer control for tower growth, safe-dismount, and jump timing. The old jumpcooldown command still works.
  • Tower growth and separation now happen at a steady configurable pace.

Fixes

  • Fixed zombies forming towers during ordinary flat-ground combat or normal player jumps.
  • Fixed riders mounting into ceilings or dismounting inside floors.
  • Fixed towers clipping through terrain after the bottom zombie was pushed into a block.
  • Smart dismounting now waits for stable reachable ground and uses a collision-free supported position.
  • Reduced active tower pathfinding, tower-count scans, and tall-stack maintenance overhead.
1.5.31Релиз1.20.1 · 16 августа 2026 г.

Features

  • Added /za towering pace <ticks> as the clearer control for tower growth, safe-dismount, and jump timing. The old jumpcooldown command still works.
  • Tower growth and separation now happen at a steady configurable pace.

Fixes

  • Fixed zombies forming towers during ordinary flat-ground combat or normal player jumps.
  • Fixed riders mounting into ceilings or dismounting inside floors.
  • Fixed towers clipping through terrain after the bottom zombie was pushed into a block.
  • Smart dismounting now waits for stable reachable ground and uses a collision-free supported position.
  • Reduced active tower pathfinding, tower-count scans, and tall-stack maintenance overhead.
2.2.37Релиз1.21.1 · 16 августа 2026 г.

Features

  • Added /za towering pace <ticks> as the clearer control for tower growth, safe-dismount, and jump timing. The old jumpcooldown command still works.
  • Tower growth and separation now happen at a steady configurable pace.

Fixes

  • Fixed zombies forming towers during ordinary flat-ground combat or normal player jumps.
  • Fixed riders mounting into ceilings or dismounting inside floors.
  • Fixed towers clipping through terrain after the bottom zombie was pushed into a block.
  • Smart dismounting now waits for stable reachable ground and uses a collision-free supported position.
  • Reduced active tower pathfinding, tower-count scans, and tall-stack maintenance overhead.
1.5.30Релиз1.20.1 · 16 августа 2026 г.

Features

  • Towering now follows the target's block Y level plus one by default.
  • Towers gradually return to normal zombies when the target reaches visible, reachable ground.
  • Added /za towering unlimited, /za towering dynamic, /za towering offset, and /za towering smartdismount.
  • Tower count and fallback height accept 0 for intentionally unlimited towers.

Fixes

  • Fixed tower riders inheriting hit or knockback velocity and launching near players.
  • Fixed overlapping jump dismounts and multi-rider drops during height changes.
  • Fixed exposed tower riders briefly appearing to burn with sunlight immunity enabled while preserving fire from lava, flint and steel, enchantments, and other external sources.
1.5.30Релиз1.20.1 · 16 августа 2026 г.

Features

  • Towering now follows the target's block Y level plus one by default.
  • Towers gradually return to normal zombies when the target reaches visible, reachable ground.
  • Added /za towering unlimited, /za towering dynamic, /za towering offset, and /za towering smartdismount.
  • Tower count and fallback height accept 0 for intentionally unlimited towers.

Fixes

  • Fixed tower riders inheriting hit or knockback velocity and launching near players.
  • Fixed overlapping jump dismounts and multi-rider drops during height changes.
  • Fixed exposed tower riders briefly appearing to burn with sunlight immunity enabled while preserving fire from lava, flint and steel, enchantments, and other external sources.
2.2.36Релиз1.21.1 · 16 августа 2026 г.

Features

  • Towering now follows the target's block Y level plus one by default.
  • Towers gradually return to normal zombies when the target reaches visible, reachable ground.
  • Added /za towering unlimited, /za towering dynamic, /za towering offset, and /za towering smartdismount.
  • Tower count and fallback height accept 0 for intentionally unlimited towers.

Fixes

  • Fixed tower riders inheriting hit or knockback velocity and launching near players.
  • Fixed overlapping jump dismounts and multi-rider drops during height changes.
  • Fixed exposed tower riders briefly appearing to burn with sunlight immunity enabled while preserving fire from lava, flint and steel, enchantments, and other external sources.
1.5.29Релиз1.20.1 · 16 августа 2026 г.

Features

  • Raised the configurable tower size from 8 to an engine-safe maximum of 128 zombies.
  • Added /za towering maxperplayer <count> to limit separate loaded towers targeting each player; 0 is unlimited.
  • Added /za towering jumping <on|off> and /za towering jumpcooldown <ticks> for stack-preserving attack control.
  • Added live horde schedule, duration, pressure, and notification commands under /za events.
  • Added live blood-moon chance, pressure, interval, and notification commands under /za bloodmoon.
  • Added live scaling progression and basic bonus commands under /za scaling.
  • Expanded start-day and progression-day settings to support apocalypse days up to 1,000,000.

Fixes

  • Fixed tall towers stopping around three to five zombies because loose zombies could only see supports within 2.5 vertical blocks.
  • Fixed rider AI briefly losing its target and splitting the entire passenger chain.
  • Fixed all remaining riders jumping off during the same tick cycle after the top zombie dismounted.
  • Fixed towers joining nearby stacks that were targeting a different player.
  • Fixed malformed or externally modified passenger chains leaving tagged riders stuck indefinitely.
  • Fixed Forge and NeoForge 1.20.1 tower maintenance and siege-action priority differing from NeoForge 1.21.1.
  • Lowering stack-size, height, or per-player limits now trims loaded towers cleanly instead of breaking the whole chain or leaving invalid state.
  • Advanced attribute commands now show and enforce the exact range for the selected key before saving it.
1.5.29Релиз1.20.1 · 16 августа 2026 г.

Features

  • Raised the configurable tower size from 8 to an engine-safe maximum of 128 zombies.
  • Added /za towering maxperplayer <count> to limit separate loaded towers targeting each player; 0 is unlimited.
  • Added /za towering jumping <on|off> and /za towering jumpcooldown <ticks> for stack-preserving attack control.
  • Added live horde schedule, duration, pressure, and notification commands under /za events.
  • Added live blood-moon chance, pressure, interval, and notification commands under /za bloodmoon.
  • Added live scaling progression and basic bonus commands under /za scaling.
  • Expanded start-day and progression-day settings to support apocalypse days up to 1,000,000.

Fixes

  • Fixed tall towers stopping around three to five zombies because loose zombies could only see supports within 2.5 vertical blocks.
  • Fixed rider AI briefly losing its target and splitting the entire passenger chain.
  • Fixed all remaining riders jumping off during the same tick cycle after the top zombie dismounted.
  • Fixed towers joining nearby stacks that were targeting a different player.
  • Fixed malformed or externally modified passenger chains leaving tagged riders stuck indefinitely.
  • Fixed Forge and NeoForge 1.20.1 tower maintenance and siege-action priority differing from NeoForge 1.21.1.
  • Lowering stack-size, height, or per-player limits now trims loaded towers cleanly instead of breaking the whole chain or leaving invalid state.
  • Advanced attribute commands now show and enforce the exact range for the selected key before saving it.

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