
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.
Not a mob pack — a cast. Every one of these is in the box:
…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.
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.
| 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. |
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:
any_of and not.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
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.
/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
| 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 | 26.3.0.33 – 26.3.0.36 (NeoForge beta; not .37+) | 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; people with and without it play together on the same server.
ZombieMod is licensed under MIT.
Full docs, genus reference and guides: sablecraft.co.uk/zombiemod-reforged Source, issue tracker and full port history: see the GitHub repository.