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Mineforgian

Dead Sun - Zombie Apocalypse

Hardcore zombie apocalypse mod for Minecraft. Only zombies spawn in all dimensions. Sunlight doesn't protect you. Zombies got smarter.

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947
Подписчики
5
Обновлён
15 июля 2026 г.
Лицензия
MIT

Опубликован 13 июля 2026 г.

Dead Sun

The zombie apocalypse mod that turns Minecraft into a survival horror experience.

The sun no longer protects you. Zombies spawn in broad daylight, torches are your only refuge, and every dimension has fallen. Every feature is fully toggleable and configurable — make it as brutal or as mild as you want.


The Apocalypse

Zombies are everywhere. Only zombies spawn in the overworld, the Nether, and the End. Skeletons, creepers, spiders — all gone. Every hostile mob has been replaced with a zombie variant. Pillager patrols are suppressed.

Sunlight is no longer safe. Zombies do not burn in daylight. They will chase you across open fields at high noon just as readily as at midnight.

Torches create safety zones. Place torches, soul torches, or copper torches to keep zombies from spawning nearby. The protection radius is fully configurable.


Loot Bags

Since only zombies spawn, loot bags drop from zombie kills as an alternative source for resources you'd normally get from other mobs.

  • Overworld loot bags: Gunpowder, Bone, String, Spider Eye, XP Bottles
  • Nether loot bags: Quartz, Bone, Gold Nuggets, Ghast Tear, XP Bottles
  • End loot bags: Ender Pearl, Ender Eye, XP Bottles

Ender pearls also drop directly from zombies (2% chance) — solving the End progression softlock.


Smart Zombies

Zombies aren't just mindless — they're tactical.

Coordinated Flanking — When multiple zombies target you, they spread out and approach from different angles instead of all rushing the same path. No more funneling them into a chokepoint.

Pile-Up Climbing — Zombies climb on top of each other to scale walls. They require actual support (ground or another zombie) to climb, creating an organic flesh ramp. Each zombie climbs one step at a time, pressing into the wall with wobbling, desperate movement.

Sound Tracking — Opening doors, breaking blocks, eating food — zombies hear it all and pathfind toward the noise. Sneaking silences you.

Light Attraction — At night, zombies seek out light sources. Torches attract them from afar while keeping you safe up close.

Noisy Zombies — When a zombie spots you, it calls out to nearby zombies, pulling them toward you. Chain reactions can occur.

Wandering Hordes — Zombies periodically group up and wander toward random waypoints, creating organic patrols across the landscape.


Zombie Variants

Not all zombies are created equal.

Variant Chance Behavior
Runner 5% 100% faster movement speed
Jumper 3% Leaps toward players, enhanced jump range
Exploder 2% Holds TNT, 2-second fuse, explodes like a creeper
Brute 3% Slower but hits harder with Strength I
Alpha 2% 60 HP, 1.5x scale, better loot

All variants stack — you can encounter an Alpha Runner or a Brute Exploder.

It is highly recommended to use this mod along with the Zombies Revamped resource pack.


Every Feature is Toggleable

Dead Sun is built for customization. Every single feature can be toggled on or off, and every value is configurable.

Spawn Settings — Max zombies, spawn radius, group spawning, baby zombies, dimension caps

Zombie Behavior — Leap, pile-up, climb speed, wall scan height, minimum group size for pile-up

Torch Safety — Protection radius, block light limits

Sound & Light Tracking — Enable/disable, hear range, decay time, light search range, investigate chance

Wandering Hordes — Frequency, range, minimum group size

Noisy Zombies — Range, cooldown

Zombie Variants — Individual toggle and spawn chance for each variant (Runner, Jumper, Exploder, Brute)

Alpha Zombies — Spawn chance, HP, scale, attack damage

Coordinated Flanking — Toggle, update interval, range, minimum group size, radius, engage distance

Days Before Activation — Set a grace period before any features activate (0 = immediate)


Technical Details

  • Platform: Fabric + NeoForge (single universal JAR)
  • Minecraft Version: 26.2
  • Mod Loader: Architectury (cross-loader)
  • Config: JSON config file + in-game config screen via Cloth Config / Mod Menu
  • Performance: Lightweight tick-based systems, no entity registration, minimal overhead
  • Compatibility: Works with most mods. May conflict with other zombie mods that modify spawning or zombie AI.

Installation

  1. Install Fabric or NeoForge for Minecraft 26.2
  2. Place the universal JAR into your mods folder
  3. Optionally install Mod Menu + Cloth Config for the in-game settings screen

Why Dead Sun?

Most zombie mods add new zombies or new weapons. Dead Sun fundamentally changes how zombies behave. They're smarter, more coordinated, and more terrifying. Every mechanic is designed to make you feel hunted — and every mechanic can be turned off if it's too much.

Build your apocalypse. Configure your nightmare.

Developed with ❤️ by G10W5.

Ченджлог

1.3.0Релиз26.2 · 15 июля 2026 г.

Changelog

[1.3.0] - 2026-07-15

Added

  • Runner Zombie (5% spawn chance): 100% faster movement, soul fire flame particles
  • Jumper Zombie (3% spawn chance): periodically jumps toward player, holds feather, cloud + happy villager particles on jump, enhanced leap range
  • Exploder Zombie (2% spawn chance): holds TNT, 2-second fuse with hissing + smoke particles, explodes like creeper (fuse persists even if player moves away)
  • Brute Zombie (3% spawn chance): 40% slower, Strength I, holds iron axe
  • Coordinated Flanking: zombies targeting the same player spread out and approach from different angles
  • Flanking skips when player is 3+ blocks above
  • Pile-up triggers when target is behind a wall (not just bumping into it)
  • NeoForge config screen now works (registered via IConfigScreenFactory)
  • Config subcategories for Zombie Variants (13 settings) and Coordinated Flanking (7 settings)

Changed

  • Pile-up rewritten: body-dependent climbing (must be on ground or on another zombie)
  • Each climb step is 1.6-2.1 blocks, must re-trigger for next step
  • Climb speed randomized (0.12-0.22), wall-hugging, wobble, deceleration near top
  • Crest phase: 10-15 ticks with downward arc (tumbling over)
  • Uses setNoGravity instead of SLOW_FALLING
  • Climbing cancels when zombie is hurt
  • Zombies require 3+ nearby (configurable) before pile-up activates
  • Arm swing + zombie step sound every 8 ticks during climb
  • Wall scan increased to 8 blocks
  • Sound markers at 25% strength when crouching
  • Light tracking: 25% investigate chance (less aggressive)
  • Sound pathfinding: 1/40 chance per tick
  • Noisy zombies/leap: sneaking ignored if zombie has line of sight
  • Wandering hordes: skip crouching players

Config (new fields)

  • zombieVariants, runnerChance, runnerSpeedBoost
  • jumperChance, jumperLeapBoost
  • exploderChance, exploderFuseTime, exploderExplosionRadius, exploderDestroysBlocks
  • bruteChance, bruteSpeedMultiplier, bruteStrengthLevel
  • coordinatedFlanking, flankingUpdateInterval, flankingRange, flankingMinGroupSize
  • flankingRadius, flankingEngageDistance, flankingNavSpeed
  • pileUpMinGroupSize, climbSpeedMin, climbSpeedMax, climbStepMin, climbStepMax, maxWallScan
1.2.0Релиз26.2 · 14 июля 2026 г.

Changelog

[1.2.0] - 2026-07-14

Added

  • Alpha Zombies: rare enhanced zombies (2% spawn chance) with 60 HP, 1.5x scale, 5 attack damage, and angry villager particles
  • Alpha Zombies drop: guaranteed loot bag + ender pearl + 3-5 XP bottles, 50% gold ingot, 10% diamond
  • Baby Alpha Zombies can spawn (scaled to 1.5x baby size)
  • Config subcategory for Alpha Zombies (5 settings)
  • Ender pearls now drop from zombies (2% chance) — fixes End progression softlock

Fixed

  • Pile-up no longer triggers on 1-block steps (requires 2+ block wall height)
  • Pile-up gates on actual horizontalCollision instead of facing direction
  • Pile-up requires 6 ticks of sustained blockage before triggering (no instant snap)
  • Pile-up works in enclosed pits again (zombies with no path but an active target now trigger pile-up)
  • NeoForge crash on launch: "Registry is already frozen"
  • Cave spawning below Y=0 now works (fixed endY clamping to 1, replaced -1 sentinel with Integer.MIN_VALUE)
  • Zombies no longer suffocate in 1-block gaps (added head clearance check)
  • Nether ceiling is now dynamic instead of hardcoded 125
  • Baby zombies no longer spawn when disabled (global mixin on finalizeSpawn, covers reinforcement spawns)

Changed

  • Loot bag drop chance increased from 5% to 25%
  • Sound markers at 25% strength when crouching
  • Light tracking: 25% investigate chance (less aggressive)
  • Sound pathfinding: 1/40 chance per tick (halved)
  • Noisy zombies/leap: sneaking ignored if zombie has line of sight
  • Wandering hordes: skip crouching players
  • Pile-up cooldown widened to 10-20 ticks (was 4-10) — nearby zombies don't pop simultaneously
  • Pile-up boost scales with wall height — bigger wall = bigger hop
  • Applied Integer.MIN_VALUE sentinel to findGroundY, findSurfaceGroundY, and findCaveGroundY for consistency
  • Removed redundant setBaby(false) from ZombieSpawnHandler (ZombieMixin handles it globally)

Config (new fields)

  • alphaZombies, alphaSpawnChance, alphaHealth, alphaScale, alphaAttackDamage
1.1.0Релиз26.2 · 13 июля 2026 г.

Changelog

[1.1.0] - 2026-07-13

Added

  • Sound tracking: zombies pathfind toward player sounds (doors, blocks, eating, explosions)
  • Player activity detection: block breaking creates loud sound markers for zombies
  • Light tracking: zombies are attracted to light sources at night
  • Wandering hordes: zombies periodically group up and wander toward random waypoints
  • Noisy zombies: zombies call out when near players, attracting other zombies (requires line of sight)
  • Days-before-activation: configurable grace period before features activate (0-100 days)
  • Leap cooldown: configurable cooldown between zombie leaps (default 6 seconds)
  • Allow Baby Zombies toggle: disable baby zombie spawns in config
  • Sneaking stealth: sneaking silences player sounds, prevents zombie leaps, and avoids noisy zombie detection
  • Config screen organized into 10 collapsible subcategories

Changed

  • Debug logging removed from console output
  • Cave spawning now uses the same distance settings as surface (no more reduced range underground)
  • Default spawn tick interval changed from 10 to 20 ticks (slower spawn rate)
  • Sound pathfinding chance reduced from 1/10 to 1/20 per tick (less aggressive tracking)
  • Noisy zombies now require line of sight to the player before calling
  • Noisy zombie cooldown increased from 100 to 200 ticks (less frequent calls)
  • Sound hear range default changed from 64 to 12 blocks (zombies hear less)
  • All features respect the days-before-activation setting

Config (new fields)

  • daysBeforeActivation (int, 0-100, default 0)
  • soundTracking (boolean, default true)
  • soundHearRange (int, 8-128, default 12)
  • soundDecayTime (int, 60-600, default 200)
  • lightTracking (boolean, default true)
  • lightSearchRange (int, 16-128, default 32)
  • lightMinBrightness (float, 0.1-1.0, default 0.2)
  • wanderingHordes (boolean, default true)
  • hordeFrequency (int, 10-120, default 30)
  • hordeRange (int, 32-256, default 128)
  • noisyZombies (boolean, default true)
  • noisyZombieRange (int, 8-64, default 24)
  • noisyZombieCooldown (int, 40-400, default 200)
  • leapCooldown (int, 20-400, default 120)
  • allowBabyZombies (boolean, default true)

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