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Моды/Vykket’s Zombie Mobs
Vykket’s Zombie Mobs

Vykket’s Zombie Mobs

Adds new zombified variants of animals, turning your world apocalyptic!

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LOGO

The plague looms over the Overworld, even the most innocent life fell, the corruption does not discriminate

⚠️Note:

This is a beta and may contain bugs; there are still many things to polish, including code, textures, mechanics, etc.

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[‼️] Zombie Mobs is a vanilla like mod that adds new zombified variants of different animals, each with their own characteristics and, in some cases, unique abilities, and adding improvements to everything related to zombies.

There are also some optional configuration settings, including ones for vanilla zombies (disabled by default) for players looking for a more apocalyptic and challenging experience. I also add some tweaks and personal ideas that can improve the immersion.

This mod is heavily inspired by NoCube's Zombie Mobs from CurseForge, but reimagined by me to be much more balanced and consistent with Minecraft’s vanilla style.

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[📋] Most mobs do not attack their living counterparts (with some exceptions such as the gelid polar bear and the zombie cat), but you can customize this in the config to your liking. By default, they attack players, villagers, and golems.

All zombie animals can infect their living counterparts upon death: 0% on Easy, 50% on Normal (sheep 30%), and 100% on Hard difficulty.

Zombie variants cannot be cured (by personal design). I will probably allow it through the config in the future.

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Mobs🐮

Zombie Chicken

The zombie chicken is an undead variant that spawns in most biomes (plains, forests, savannas, etc) It is the most common zombified mob you’ll encounter, zombie chickens are a bit faster than an average zombie and attack their victims by jumping at them to peck. They are fairly weak and usually not much of a threat, until they surround you.

Like regular chickens, zombie chickens can glide through the air and take no fall damage, diving off cliffs if necessary to continue the chase.

zombie chicken

Zombie chickens have a chance to drop rotten flesh and feathers.

There is a small 3% chance of encountering a Zombie Chicken Jockey.

Zombie Chicken Jockey

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Zombie Pig

The zombie pig spawns in forest, plains, and savanna type biomes. zombie pigs can eat food items dropped on the ground to restore its health. This makes it more persistent in combat, as it may disengage to feed and recover.

It can still fit through 1×1 gaps and is slightly faster than a normal zombie, with the baby variant being especially quick and dangerous.

Zombie pigs are also capable of calling for reinforcements, having a chance to spawn additional zombie pigs each time they are hurt.

zombie pig

Zombie pigs only drop rotten flesh.

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Zombie Sheep

The zombie sheep is a rare monster that can appear in most Overworld biomes. At first, it attacks in melee like any other hostile mob, but after about 10 seconds, it lets out an unpleasant scream that alerts all nearby monsters within a 30 block radius. If the zombie sheep takes damage, it will temporarily flee. On its own, it’s not usually very dangerous, but once it detects a target, it should be dealt with as quickly as possible, making it a very dangerous hostile mob in the early game.

Warden, Zombified Piglin, Wither, Ender Dragon, Enderman, Creeper and Ghast are blacklisted from the alert.

Zombie sheep can be sheared and will drop green wool.

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Zombie Cow

The zombie cow is a common enemy found in savannas, plains and forests. It is slightly faster than previous mobs and attacks its enemies in melee, using headbutts that deal more damage and knockback than a normal zombie.

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The Zombie Cow can break doors with its headbutts on Normal and Hard difficulty (configurable), and it can even break through an entrance made of two doors.

Zombie Cow breaking double door

Zombie cows can drop rotten flesh and leather upon death.

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Zombie Cat

The zombie cat is a variant of the cat that spawns rarely in plains and a bit more commonly in jungles. Like cats and ocelots, zombie cats stalk their victims from a distance, and once they get close enough, they pounce at high speed with rapid attacks. Zombie cats target other cats, rabbits, players, villagers, and golems.

Like zombie mobs, Zombie cats can infect other cats:

Easy: 0% chance

Normal: 50% chance

Hard: 100% chance

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Zombie cats can drop rotten flesh and string.

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Zombie Rabbit/Rabbit Husk/Gelid Rabbit

Zombie Rabbit

Zombie rabbits are the undead variant of rabbits. They spawn in taiga biomes and flower forest biome and are a fairly common enemy.

They don’t have any special abilities beyond their tiny size, which makes them harder for players to hit. Even so, they aren’t very fast.

Zombie Rabbits are easy prey for cats, which actively hunt them down without resistance, now serving as effective defenders in villages.

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Rabbit Husk

The Rabbit Husk is a variant of the zombie rabbit that spawns in desert biome. When it attacks, it applies the Hunger effect for 6s. Its spawning mechanic is different:

When a husk spawns at night, there is a 30% chance for it to generate between 1 and 3 Rabbit Husks around it (this is to improve backward compatibility, so any biome that spawns husks can also spawn Rabbit Husks) Rabbit Husks have a limited lifespan before despawning, which can be prevented by using a name tag on them. Like husks, Rabbit Husks do not burn in sunlight.

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Gelid Rabbit

Gelid Rabbits are a special variant found in snowy biomes. They’re a bit slower than the previous ones, but they make up for it with several unique mechanics.

Gelid Rabbits inflict freezing on their enemies when attacking, the freezing effect is very weak at first, but the more they hit you, the longer it stacks. They also have another special mechanic:

Upon death, Gelid Rabbits create a freezing zone with a radius of one and a half blocks. All entities within that area are frozen and slowed, the freezing deals 2 points of damage.

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Because of their low weight, Zombie Rabbits, Rabbit Husks and Gelid Rabbits do not sink underwater and will chase their targets while swimming.

they can drop rotten flesh and rabbit’s foot.

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Gelid Polar Bear

The Gelid polar bear is an undead version of the polar bear that appears in cold biomes at night. Any vanilla biome where polar bears normally spawn can generate Gelid Polar Bears.

This frozen creature has 50 health points, making it quite durable, and it resists knockback effectively. Its attacks deal significant damage and apply freezing, with consecutive hits extending the duration of the effect.

If a player takes too long to block the attack of an gelid polar bear, it will perform a special attack that knocks back the player and all nearby entities, disabling the shield in the process.

Gelid polar bears are aggressive toward polar bears, villagers, iron golems, wolves, and foxes, and will attack them on sight.

Fire is its biggest weakness. Fire and lava deal much more damage than usual, making them the best tools to take one down.

Like zombie mobs, Gelid polar bears can infect normal polar bears:

Easy: 0% chance

Normal: 50% chance

Hard: 100% chance

Despite being undead, the Gelid Polar Bear keeps its polar bear traits, it swims quickly, doesn’t sink, and is completely immune to freezing.

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There is a chance for the gelid polar bear to spawn with a stray riding it, making it far more dangerous.

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Brined Dolphin

The Brined Dolphin is the undead variant of the Dolphin. They are mindless, purposeless machines that roam the seas, lurking in the deepest parts of the oceans.

Brined Dolphin patrol an area of 40 blocks from their spawn point, are quite fast swimmers and can even try to leave the water to attack. They can slightly increase the swimming speed of drowned mobs within an 8 block radius.

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There is a chance for a Rider Drowned to spawn riding a Brined Dolphin. Brined Dolphins will swim around their target, attempting to evade it while the Rider Drowned throws tridents.

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Rider Drowned

Rider Drowneds are a slightly stronger variant of regular Drowneds. They only spawn while riding a Brined Dolphin and have 25 health points. They also deal more melee damage, although this usually goes unnoticed since they will always attack from a distance. (texture is from Minecraft Dungeons)

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Blocks🧊

Rotten Flesh Block

A new block designed to compact rotten flesh and save space. You can craft it with 9 pieces of rotten flesh, and the reverse crafting will return the rotten flesh.

Frozen Bone Block

A new variant of the bone block, which can only be obtained from polar bear fossils. It can be converted into bone meal.

Structures🏛️

Polar Bear fossil

A new rare fossil variant composed entirely of frozen bone blocks, designed to add a bit more hostile atmosphere to snowy biomes.

Unlike vanilla fossils, the polar bear fossil will always be visible on the surface. It generates in snowy plains, ice spikes, and snowy taiga.

Polar Bear fossil

Compatibility📜

Guard Villagers Compatibility

Small compatibility with Guard Villagers, zombie animals will also target guards.

Illagers and villagers are afraid of zombie polar bears, just as Guard Villagers already did with regular polar bears.

Guard Villagers Compatibility

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Variants&Ventures Compatibility

If you have Variants&Ventures installed, there is a chance for a Gelid to be riding a Gelid Polar Bear wielding an iron sword!

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Barched Compatibility (Variants&Ventures required)

If you have Barched installed, Gelids will now always spawn with an iron spear!

Since the minecraft namespace is used, it’s very likely that spears from other mods will also apply :D

If you are playing with Apocalypse Mode enabled in the config along with Barched, zombies can infect camels and turn them into camel husks.

Barched compatibility

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Minor compatibility

  • Added translation for the config to ensure compatibility with Configured.

  • The flies from Alex’s Mobs (Unnoficial Port) attack zombie animals.

  • Fresh Animations should work without any problems since all the mobs are based on vanilla models, although I haven’t fully tested it myself.

Other/Misc📑
  • Villagers now fear all monsters in the game, creepers, skeletons, spiders, slimes, wardens, endermans...

  • When a zombie siege occurs, a sound will play to alert all players in the village (configurable), a small addition that improves immersion in villages.

  • Backported a fix from 26.1 for an issue with zombie leaders MC-219981. They were supposed to have 50 health points, but only had 20. This issue has now been fixed.

  • Backported a fix from 1.21.2 for an issue with zombie reinforcements MC-14800. Now husks, drowned, zombie villagers, and zombified piglins no longer spawn regular zombies as reinforcements, instead, they spawn their respective variants.

  • Backported a fix from 1.21.2 for an issue with incorrect armor generation order for mobs MC-182478. Previously, armor was assigned starting from boots upward, it now correctly starts from the helmet downward.

  • Giants now have a separate texture path from zombies, you can now apply a custom texture to giants using the path-> assets/zombiemobs/textures/entity/giant.png You can pair it nicely with Giant Spawn

  • Zoglins can now break doors on normal and hard difficulty, even iron doors to reach their target (configurable). Iron doors will withstand more damage.

  • Zombie Horse now uses the new texture from Mounts Of Mayhem.

  • An optional configuration has been added to prevent vanilla zombies from burning in sunlight (disabled by default).

  • An optional configuration has been added that makes all zombies in the game (zombies, husks, drowned, and zombies from other mods) attack all animals (disabled by default).

Things to keep in mind

  • Zombie mobs cannot be cured (yet).

  • With the exception of the zombie rabbit, rabbit husk, gelid rabbit and gelid polar bear, the others sink underwater.

  • rabbit husk generation only applies to naturally spawned husks, husks created via spawn eggs, monster spawners or commands do not generate rabbit husks.

  • For now, only the zombie pig can infect villagers I’ll add the mechanic to the rest of the mobs later.

Config⚙️

Note: Some features require a server/world restart to take effect.

You can disable the spawns of all mobs, enable whether farm zombified mobs can attack their living counterparts, if can they burn in sunlight and also edit or disable certain abilities:

Server config

[Spawning]
	spawnZombieSheep = true
	spawnZombiePig = true
	spawnZombieRabbit = true
	spawnZombieCat = true
	spawnZombieCow = true
	spawnZombieChicken = true
	spawnZombieDolphin = true
	spawnZombiePolarBear = true
	spawnGelidRabbit = true
	#Enable Husk Rabbit spawning from Husks
	spawnHuskRabbit = true

["Mob Behavior"]
	#Zombie animals can attack their living counterparts
	zombiesAttackLivingVariants = false
	#Zombie cows can break doors
	zombieCowBreakDoors = true
	#Zombie animals burn in sunlight
	zombieAnimalsBurnInSun = true
	#Vanilla zombies and drowneds burn in sunlight
	zombiesBurnInSun = true
	#Zoglins can break doors
	zoglinBreakDoors = true

	["Mob Abilities"."Zombie Sheep"]
		enableScreamAbility = true
		# Default: 7
		# Range: 1 ~ 60
		screamCooldownSeconds = 7
		# Default: 30
		# Range: 5 ~ 64
		screamRadius = 30

	["Mob Abilities"."Gelid Polar Bear"]
		#Enable the gelid polar bear freeze attack
		polarBearSpecialAttack = true

	["Mob Abilities"."Gelid Rabbit"]
		#Freeze area effect when the rabbit dies
		freezeOnDeath = true
		#Ticks entities remain frozen
		# Default: 180
		# Range: 0 ~ 2000
		freezeTicks = 180

[Gameplay]
	#Hard mode: zombies attack animals and infections can spread
	apocalypseMode = false
	#Play a sound when a zombie siege begins
	zombieSiegeAlert = true

Client Config

["Visual Effects"]
	#Enable zombie poof particles
	zombiePoofParticles = true

Questions you might have:
  • Will you be bringing the mod to newer versions? A: That’s the plan, but first I want to polish version 1.21.1, and it will take some time. I made this mod as a hobby and because I really missed NoCube’s Zombie Mobs

  • How rare are some of the zombie variants? A: I tried to balance the spawn rates of all the mobs as much as possible, since my intention is for them to be just another enemy in the overworld and not turn it into a world full of zombie creatures. Most of them will be occasional enemies at night.

  • Do zombie animals drop anything special? A: No, for now none of the mobs drop any new items or anything like that. I probably won’t add any special drops; it’s something I’ll think about later.

  • Can you change their spawn rates or behavior through the config? A: Only whether they can spawn or not, the spawn rate is handled via datapacks and can be edited by you on your own

  • Do zombie mobs despawn like regular zombies, or do some have special persistence rules? A: Almost all mobs have a despawn system if the player gets too far away. The rabbit husk is the only one with something extra, a lifetime timer before despawning, which you can easily prevent by renaming it with a name tag.

[❤️] All textures were made by me, The Gelid Polar Bear texture is heavily inspired by this Reddit post: https://www.reddit.com/r/Minecraft/comments/1ojf65r/you_know_what_would_be_really_cool/

Some textures use Minecraft assets that have been backported (Zombie Horse).

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Permissions

You can include this mod in modpacks and videos.

You can create resourcepacks, datapacks, or mods to improve compatibility with other mods, all of this is welcome!

Reuploading the mod on any site is strictly prohibited. I will officially keep the mod available only on Modrinth and CurseForge.

Совместимость

Minecraft: Java Edition

1.21.x

Платформы

Поддерживаемые окружения

Клиент и сервер

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Детали

Лицензия:LicenseRef-Zombie-Mobs-License
Опубликован:2 месяца назад
Обновлён:1 день назад
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