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Compatibility
ZombieApocalypseAddon is server-side and does not require optional mods as dependencies. Compatibility features activate only when relevant entities or mods are present.
Recognized modded zombies can participate in:
- nearby zombie caps
-
/zkilland/zcleanup - kill statistics and milestone advancements
- optional extra drops
- day and attribute difficulty scaling
Compatible Zombie subclasses can also use sunlight protection and the optional block-breaking, block-placing, and towering systems when those features are enabled.
The addon's own custom waves still choose its normal Zombie, Husk, Drowned, and Zombie Villager variants. Other mods remain responsible for spawning their own custom entities.
- 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
Some mods alter vanilla zombies instead of adding a new zombie entity. Those mods still benefit from the conflict safeguards even when /zcompat status has no extra entity to list.
Run:
/zcompat statusThe default safeguards do the following:
- recognize modded
Zombiesubclasses automatically - let external spawn-control mods reject addon spawns
- avoid optional addon AI on entities managed by supported AI overhauls
- avoid addon scaling on entities managed by supported difficulty systems
- preserve existing weapons and armor
- respect per-zombie door-breaking permission
Leave these enabled unless you have tested a deliberate stacked setup.
The addon fires the official loader spawn-placement, position, and finalization events for its custom waves. In Control! and Bad Mobs can therefore reject addon spawns. The addon's own daylight behavior stays intact because a neutral external result does not re-enable vanilla darkness rules.
Block breaking and placing also use the official mob-griefing and loader protection hooks so claim or protection mods can reject changes.
Most modded zombies are automatic. If an infected mob does not extend Minecraft's Zombie class, add its exact entity ID in the config:
additionalZombieEntityTypes = "examplemod:infected,examplemod:walker"This allows generic systems such as caps, cleanup, kills, drops, and compatible difficulty attributes. Zombie-only behavior cannot be applied safely to an entity that is not a Zombie subclass.
Use:
excludedZombieEntityTypes = "examplemod:zombie_boss,examplemod:friendly_zombie"Excluded IDs are ignored by every addon system. Exclusions override automatic subclass recognition, entity tags, and the additional list.
See the /zcompat section on Commands. Config comments explain the same settings next to each value in config/zombieapocalypseaddon-common.toml.
Zombie Apocalypse Addon by Rique | Repository | Issues
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