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"
The mod adds a dynamic registry like for enchantments
Currently the mod adds the following configuration to variants
My plans for additional fields
What event handlers are there?
Just install the main jar alongside smartbrainlib 1.16.7+ and fabric api 0.118+
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:
Certain things I want to implement right now:
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.)
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.
Yep, At least for a long time. But I will be making simple stuff controllable via datapacks.
Maybe, maybe not. I am open to ideas.
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.