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Zombie Apocalypse Addon

Zombie Apocalypse Addon

by Riqqqque • Downloads: 0 • Followers: 0
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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, zombie towering, and animal hunting 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.

Common Tweaks

Most things players ask for are one command away:

I want to... Run this
Keep zombies out of my torch-lit base Nothing - lit areas are protected by default. /za spawn maxlight -1 disables it.
Stop custom spawns during the day /za spawn daytime off
Have hordes arrive at nightfall /za events dusk on
Make zombies jump in strength after every horde /za scaling steps 10 with /za events interval 10
Get bigger waves as the days go on /za scaling extrazombies 4
Let zombies break or build only during hordes and blood moons /za breaking events on or /za placing events on, plus a high startday (see Siege Nights below)
Remove baby zombies /za spawn babychance 0
Make it easier or harder overall /za preset casual or /za preset hardcore
Let zombies break stone and ores /za breaking on, then /za breaking toolblocks on and /za breaking hardness 50
Have zombies hunt animals and grow stronger /za hunt on
Give zombies armor or weapons from another mod Hold the item and run /za gear add <tier>, then /za gear preview <tier>
Change how often zombie gear drops /za gear dropchance 0.25 (default 0.085)
Keep my settings for every new world Nothing - the common config applies to all worlds automatically.

Every on loads safe defaults first, so features work immediately.

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, rising daily or in jumps every few days
  • Optional bigger waves as difficulty rises, including hordes and blood moons
  • Siege nights: let block breaking, placing, and towering run only during hordes and blood moons until a chosen day
  • Armor and weapon tiers that accept items from any mod, such as Epic Knights, with an adjustable gear drop chance
  • 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
  • Optional animal hunting: zombies hunt animals, eat dropped meat, and permanently grow health — well-fed zombies persist, drop extra loot, and can promote to door-breaking leaders that call reinforcements. Killed horses can rise as zombie horses for zombies to ride
  • 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 block the addon's custom waves by default - custom spawns need complete block darkness, so torches and lanterns protect bases. To let zombies spawn in dimmer spots, or ignore light entirely:

/za spawn maxlight 7
/za spawn maxlight -1

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 events dusk <on\|off> Start scheduled hordes at dusk instead of dawn.
/za scaling Show day-based difficulty progress.
/za gear Show zombie gear tiers, today's tier odds, and the drop chance.
/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 gear for zombie armor and weapons, including modded items
  • /za breaking, /za placing, and /za towering for optional base pressure
  • /za hunt for optional animal hunting and zombie growth
  • /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, towering, or animal hunting 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. Enable /za events dusk on to keep scheduled hordes running in night-only mode; they roll at dusk and arrive as night begins. 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. Scheduled hordes roll at dawn by default, or at dusk with /za events dusk on. 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; dusk-start hordes still run in night-only mode. 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. /za scaling steps <days> makes strength rise in jumps on the morning after every step day instead of a little each day, and /za scaling extrazombies <count> adds zombies to every wave as strength rises. 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>.

Scaled zombies draw armor and weapons from four tiers. Tier 1 is most common early and later days favor tiers 3 and 4. The tiers start with vanilla gear, and items from any mod can be added: hold an item and run /za gear add <tier>, or list item IDs in tier1Gear to tier4Gear. Slots are detected automatically, shields are never used, and /za gear preview <tier> spawns a zombie wearing a tier. gearDropChance controls how often that gear drops.

Siege Nights

Hordes can act as siege nights that make the world harder each time. This sends a horde at nightfall every 10th day, lets zombies break and build only during those nights, makes them stronger and more numerous the morning after each one, and from day 50 lets them break and build all the time:

/za events on
/za events interval 10
/za events chance 1
/za events dusk on
/za events duration 10
/za scaling steps 10
/za scaling extrazombies 4
/za breaking on
/za breaking startday 50
/za breaking events on
/za placing on
/za placing startday 50
/za placing events on

Run them in this order, because each on loads that feature's defaults. Duration is in real minutes; 10 lasts from dusk to about dawn. Blood moons count as event nights too, so use /za bloodmoon off if only the scheduled sieges should allow breaking and building. /za towering events on works the same way.

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. events on (for example /za breaking events on) also lets a feature run during hordes and blood moons before its start day. 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.

All Versions

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Name Game version Platforms Published Downloads Actions
1.20.1
Forge
15h ago 1
1.20.1
Neoforge
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1.21.1
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1.20.1
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## Features

  • Siege nights: block breaking, block placing, and towering each have a new events option (/za breaking events on, or zombieBlockBreakingDuringEvents and its placing and towering versions). When it is on, zombies can use that ability during hordes and blood moons before its start day, then all the time once the start day is reached. With a start day of 50, zombies only break and build on event nights until day 50.
  • Stepped difficulty: /za scaling steps <days> (scalingStepDays) makes zombie strength rise in jumps instead of a little every day. With 10, it rises on days 11, 21, 31, and so on, the morning after each 10-day horde.
  • Bigger waves over time: /za scaling extrazombies <count> (maxExtraZombiesPerWave) adds up to that many zombies to every custom wave at full strength, including horde and blood moon waves. It grows with the scaling strength.
  • The breaking, placing, and towering dashboards now show whether the feature is active right now and whether it also runs during events. The scaling dashboard shows when strength rises next and the current extra wave size.

All new settings default to off, so existing worlds play the same until you change them.

## Siege night setup

A horde at nightfall every 10th day, breaking and building only on those nights until day 50, and stronger, bigger waves after each one:

``
/za events on
/za events interval 10
/za events chance 1
/za events dusk on
/za events duration 10
/za scaling steps 10
/za scaling extrazombies 4
/za breaking on
/za breaking startday 50
/za breaking events on
/za placing on
/za placing startday 50
/za placing events on
`

Blood moons count as event nights too; use
/za bloodmoon off if only the scheduled sieges should allow breaking and building.

## Files

  • zombieapocalypseaddon-2.6.0.jar - NeoForge 1.21.1 (NeoForge 21.1.218+, Java 21)
  • zombieapocalypseaddon-neoforge-1.20.1-1.9.0.jar - NeoForge 1.20.1 (Java 17)
  • zombieapocalypseaddon-forge-1.20.1-1.9.0.jar` - Forge 1.20.1 (Forge 47.4.18+, Java 17)

## Features

  • Siege nights: block breaking, block placing, and towering each have a new events option (/za breaking events on, or zombieBlockBreakingDuringEvents and its placing and towering versions). When it is on, zombies can use that ability during hordes and blood moons before its start day, then all the time once the start day is reached. With a start day of 50, zombies only break and build on event nights until day 50.
  • Stepped difficulty: /za scaling steps <days> (scalingStepDays) makes zombie strength rise in jumps instead of a little every day. With 10, it rises on days 11, 21, 31, and so on, the morning after each 10-day horde.
  • Bigger waves over time: /za scaling extrazombies <count> (maxExtraZombiesPerWave) adds up to that many zombies to every custom wave at full strength, including horde and blood moon waves. It grows with the scaling strength.
  • The breaking, placing, and towering dashboards now show whether the feature is active right now and whether it also runs during events. The scaling dashboard shows when strength rises next and the current extra wave size.

All new settings default to off, so existing worlds play the same until you change them.

## Siege night setup

A horde at nightfall every 10th day, breaking and building only on those nights until day 50, and stronger, bigger waves after each one:

``
/za events on
/za events interval 10
/za events chance 1
/za events dusk on
/za events duration 10
/za scaling steps 10
/za scaling extrazombies 4
/za breaking on
/za breaking startday 50
/za breaking events on
/za placing on
/za placing startday 50
/za placing events on
`

Blood moons count as event nights too; use
/za bloodmoon off if only the scheduled sieges should allow breaking and building.

## Files

  • zombieapocalypseaddon-2.6.0.jar - NeoForge 1.21.1 (NeoForge 21.1.218+, Java 21)
  • zombieapocalypseaddon-neoforge-1.20.1-1.9.0.jar - NeoForge 1.20.1 (Java 17)
  • zombieapocalypseaddon-forge-1.20.1-1.9.0.jar` - Forge 1.20.1 (Forge 47.4.18+, Java 17)

## Features

  • Siege nights: block breaking, block placing, and towering each have a new events option (/za breaking events on, or zombieBlockBreakingDuringEvents and its placing and towering versions). When it is on, zombies can use that ability during hordes and blood moons before its start day, then all the time once the start day is reached. With a start day of 50, zombies only break and build on event nights until day 50.
  • Stepped difficulty: /za scaling steps <days> (scalingStepDays) makes zombie strength rise in jumps instead of a little every day. With 10, it rises on days 11, 21, 31, and so on, the morning after each 10-day horde.
  • Bigger waves over time: /za scaling extrazombies <count> (maxExtraZombiesPerWave) adds up to that many zombies to every custom wave at full strength, including horde and blood moon waves. It grows with the scaling strength.
  • The breaking, placing, and towering dashboards now show whether the feature is active right now and whether it also runs during events. The scaling dashboard shows when strength rises next and the current extra wave size.

All new settings default to off, so existing worlds play the same until you change them.

## Siege night setup

A horde at nightfall every 10th day, breaking and building only on those nights until day 50, and stronger, bigger waves after each one:

``
/za events on
/za events interval 10
/za events chance 1
/za events dusk on
/za events duration 10
/za scaling steps 10
/za scaling extrazombies 4
/za breaking on
/za breaking startday 50
/za breaking events on
/za placing on
/za placing startday 50
/za placing events on
`

Blood moons count as event nights too; use
/za bloodmoon off if only the scheduled sieges should allow breaking and building.

## Files

  • zombieapocalypseaddon-2.6.0.jar - NeoForge 1.21.1 (NeoForge 21.1.218+, Java 21)
  • zombieapocalypseaddon-neoforge-1.20.1-1.9.0.jar - NeoForge 1.20.1 (Java 17)
  • zombieapocalypseaddon-forge-1.20.1-1.9.0.jar` - Forge 1.20.1 (Forge 47.4.18+, Java 17)

## Fixes

  • Changing settings in game on Forge and NeoForge 1.20.1 no longer risks resetting other settings to their defaults. A save could overlap the loader's own config reload, which then "corrected" whole sections such as block breaking or spawning back to defaults and left .bak copies in the config folder. Changes are now written to the file and read back from a complete copy, so other settings stay as you set them.

NeoForge 1.21.1 is not affected and stays on 2.5.0.

## Fixes

  • Changing settings in game on Forge and NeoForge 1.20.1 no longer risks resetting other settings to their defaults. A save could overlap the loader's own config reload, which then "corrected" whole sections such as block breaking or spawning back to defaults and left .bak copies in the config folder. Changes are now written to the file and read back from a complete copy, so other settings stay as you set them.

NeoForge 1.21.1 is not affected and stays on 2.5.0.

## Features

  • Zombie gear can now come from any mod. Scaled zombies draw armor and weapons from four tiers, tier1Gear to tier4Gear in [scaling], which start with the same vanilla gear as before. Tier 1 is the most common on early days, and later days favor tiers 3 and 4.
  • Each item's slot is detected automatically: helmets go on the head, boots on the feet, and swords, axes, lances, or other items in the main hand. Shields, offhand items, and animal armor are never used. Listing an item twice makes it twice as likely, IDs from mods that are not installed are skipped, and an empty tier falls back to its vanilla gear.
  • Added /za gear (/zgear): a dashboard with today's tier odds, plus list, add (the item in your hand, or any item ID with tab completion), remove, clear, reset, and preview, which spawns a zombie wearing a tier. /za help gear shows examples.
  • Added gearDropChance (/za gear dropchance), the chance each piece of addon-given gear drops when a player kills the zombie. The default 0.085 keeps the vanilla rate.

## Fixes

  • Bare family commands such as /za spawn, /za events, /za scaling, /za stats, and /za hunt, plus /zombieapocalypse, now open their dashboards instead of reporting an incomplete command.

## Features

  • Zombie gear can now come from any mod. Scaled zombies draw armor and weapons from four tiers, tier1Gear to tier4Gear in [scaling], which start with the same vanilla gear as before. Tier 1 is the most common on early days, and later days favor tiers 3 and 4.
  • Each item's slot is detected automatically: helmets go on the head, boots on the feet, and swords, axes, lances, or other items in the main hand. Shields, offhand items, and animal armor are never used. Listing an item twice makes it twice as likely, IDs from mods that are not installed are skipped, and an empty tier falls back to its vanilla gear.
  • Added /za gear (/zgear): a dashboard with today's tier odds, plus list, add (the item in your hand, or any item ID with tab completion), remove, clear, reset, and preview, which spawns a zombie wearing a tier. /za help gear shows examples.
  • Added gearDropChance (/za gear dropchance), the chance each piece of addon-given gear drops when a player kills the zombie. The default 0.085 keeps the vanilla rate.

## Fixes

  • Bare family commands such as /za spawn, /za events, /za scaling, /za stats, and /za hunt, plus /zombieapocalypse, now open their dashboards instead of reporting an incomplete command.

## Features

  • Zombie gear can now come from any mod. Scaled zombies draw armor and weapons from four tiers, tier1Gear to tier4Gear in [scaling], which start with the same vanilla gear as before. Tier 1 is the most common on early days, and later days favor tiers 3 and 4.
  • Each item's slot is detected automatically: helmets go on the head, boots on the feet, and swords, axes, lances, or other items in the main hand. Shields, offhand items, and animal armor are never used. Listing an item twice makes it twice as likely, IDs from mods that are not installed are skipped, and an empty tier falls back to its vanilla gear.
  • Added /za gear (/zgear): a dashboard with today's tier odds, plus list, add (the item in your hand, or any item ID with tab completion), remove, clear, reset, and preview, which spawns a zombie wearing a tier. /za help gear shows examples.
  • Added gearDropChance (/za gear dropchance), the chance each piece of addon-given gear drops when a player kills the zombie. The default 0.085 keeps the vanilla rate.

## Fixes

  • Bare family commands such as /za spawn, /za events, /za scaling, /za stats, and /za hunt, plus /zombieapocalypse, now open their dashboards instead of reporting an incomplete command.

maxBlockLightForSpawning now defaults to 0: placed lights protect lit bases from custom spawn waves out of the box. Standard preset and /za enable baseline updated to match.
maxBlockLightForSpawning now defaults to 0: placed lights protect lit bases from custom spawn waves out of the box. Standard preset and /za enable baseline updated to match.
maxBlockLightForSpawning now defaults to 0: placed lights protect lit bases from custom spawn waves out of the box. Standard preset and /za enable baseline updated to match.
Animal hunting system (opt-in): zombies hunt animals, eat dropped meat, heal and grow permanent max health; leaders, bonus loot, horse zombification, zombie-horse riding. /zhunt + /za hunt. Off by default.
Animal hunting system (opt-in): zombies hunt animals, eat dropped meat, heal and grow permanent max health; leaders, bonus loot, horse zombification, zombie-horse riding. /zhunt + /za hunt. Off by default.
Animal hunting system (opt-in): zombies hunt animals, eat dropped meat, heal and grow permanent max health; leaders, bonus loot, horse zombification, zombie-horse riding. /zhunt + /za hunt. Off by default.
## Features

  • Scheduled hordes can now roll their start chance at dusk instead of dawn. Enable it with /za events dusk on, /zhorde dusk on, or hordeStartsAtDusk = true in [horde].
  • Dusk-start hordes also work in night-only mode (/za spawn daytime off), so servers that keep daytime waves disabled can still run scheduled hordes that arrive as night begins.
  • /zhorde status now shows whether scheduled hordes roll at dawn or dusk, and no longer reports dusk hordes as paused by night-only mode.

## Fixes

  • Fixed the Forge 1.20.1 /zscaling output missing the progression window and full-strength armor and weapon chances that the NeoForge version already reported.
  • Scheduled hordes that start outside the morning window now show the HORDE INCOMING title instead of starting silently.
## Features

  • Scheduled hordes can now roll their start chance at dusk instead of dawn. Enable it with /za events dusk on, /zhorde dusk on, or hordeStartsAtDusk = true in [horde].
  • Dusk-start hordes also work in night-only mode (/za spawn daytime off), so servers that keep daytime waves disabled can still run scheduled hordes that arrive as night begins.
  • /zhorde status now shows whether scheduled hordes roll at dawn or dusk, and no longer reports dusk hordes as paused by night-only mode.

## Fixes

  • Fixed the Forge 1.20.1 /zscaling output missing the progression window and full-strength armor and weapon chances that the NeoForge version already reported.
  • Scheduled hordes that start outside the morning window now show the HORDE INCOMING title instead of starting silently.
## Features

  • Scheduled hordes can now roll their start chance at dusk instead of dawn. Enable it with /za events dusk on, /zhorde dusk on, or hordeStartsAtDusk = true in [horde].
  • Dusk-start hordes also work in night-only mode (/za spawn daytime off), so servers that keep daytime waves disabled can still run scheduled hordes that arrive as night begins.
  • /zhorde status now shows whether scheduled hordes roll at dawn or dusk, and no longer reports dusk hordes as paused by night-only mode.

## Fixes

  • Fixed the Forge 1.20.1 /zscaling output missing the progression window and full-strength armor and weapon chances that the NeoForge version already reported.
  • Scheduled hordes that start outside the morning window now show the HORDE INCOMING title instead of starting silently.
### 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.
### 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.
### 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.
### 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.
### 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.
### 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.
### 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.
### 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.
### 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.
## Features

  • Reworked zombie towering into real moving stacks, with configurable maximum stack size and top-zombie dismount distance.
  • Added balanced on presets for spawning, hordes, blood moons, scaling, attributes, compatibility, block breaking, block placing, and towering.
  • Added direct on and off commands for event, scaling, statistics, attribute, and compatibility systems.
  • Added subtle color styling to command dashboards, statuses, switches, commands, and warnings.
  • Simplified Tab completion to show on and off; true and false still work in existing scripts.

## Fixes

  • Fixed towering behaving like repeated jumping instead of building a visible stack.
  • Fixed active tower riders remaining mounted after towering was disabled or its day gate changed.
  • Fixed middle stack members dismounting before the top zombie.
  • Fixed quick feature switches inheriting zero chances, impossible spawn distances, future start days, or missing dependencies.
  • Fixed custom spawning, horde, blood-moon, and advanced attribute toggle routes leaving stale state or bypassing safe presets.
  • Improved command feedback, in-game help, and generated config descriptions.
## Features

  • Reworked zombie towering into real moving stacks, with configurable maximum stack size and top-zombie dismount distance.
  • Added balanced on presets for spawning, hordes, blood moons, scaling, attributes, compatibility, block breaking, block placing, and towering.
  • Added direct on and off commands for event, scaling, statistics, attribute, and compatibility systems.
  • Added subtle color styling to command dashboards, statuses, switches, commands, and warnings.
  • Simplified Tab completion to show on and off; true and false still work in existing scripts.

## Fixes

  • Fixed towering behaving like repeated jumping instead of building a visible stack.
  • Fixed active tower riders remaining mounted after towering was disabled or its day gate changed.
  • Fixed middle stack members dismounting before the top zombie.
  • Fixed quick feature switches inheriting zero chances, impossible spawn distances, future start days, or missing dependencies.
  • Fixed custom spawning, horde, blood-moon, and advanced attribute toggle routes leaving stale state or bypassing safe presets.
  • Improved command feedback, in-game help, and generated config descriptions.
## Features

  • Reworked zombie towering into real moving stacks, with configurable maximum stack size and top-zombie dismount distance.
  • Added balanced on presets for spawning, hordes, blood moons, scaling, attributes, compatibility, block breaking, block placing, and towering.
  • Added direct on and off commands for event, scaling, statistics, attribute, and compatibility systems.
  • Added subtle color styling to command dashboards, statuses, switches, commands, and warnings.
  • Simplified Tab completion to show on and off; true and false still work in existing scripts.

## Fixes

  • Fixed towering behaving like repeated jumping instead of building a visible stack.
  • Fixed active tower riders remaining mounted after towering was disabled or its day gate changed.
  • Fixed middle stack members dismounting before the top zombie.
  • Fixed quick feature switches inheriting zero chances, impossible spawn distances, future start days, or missing dependencies.
  • Fixed custom spawning, horde, blood-moon, and advanced attribute toggle routes leaving stale state or bypassing safe presets.
  • Improved command feedback, in-game help, and generated config descriptions.
## Features

  • Added every command family below one /za command tree while keeping all original /z... commands working.
  • Added Tab suggestions for routes, on/off states, current and common numeric values, online players, attribute keys and values, and registered block IDs.
  • Running a setting without a value now shows its current value.
  • Added readable on/off input everywhere; true/false remain compatible.
  • Read-only dashboards, status commands, and setting lookups no longer require OP; changes remain OP level 2.
  • /zattr get <key> now reads numeric and on/off settings.

## Fixes

  • Standardized mutation permissions and preserved them through /za aliases.
  • Added useful default output to incomplete command roots.
  • Updated in-game help, errors, README, wiki, and store documentation.
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