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Compatibility

Riqqqque edited this page Aug 3, 2026 · 1 revision

Mod Compatibility

ZombieApocalypseAddon is server-side and does not require optional mods as dependencies. Compatibility features activate only when relevant entities or mods are present.

What Compatibility Means

Recognized modded zombies can participate in:

  • nearby zombie caps
  • /zkill and /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.

Built-In Support

  • 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.

Safe Defaults

Run:

/zcompat status

The default safeguards do the following:

  • recognize modded Zombie subclasses 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.

Spawn-Control Mods

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.

Add An Unusual Zombie

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.

Exclude A Boss Or Friendly Mob

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.

Live Controls

See the /zcompat section on Commands. Config comments explain the same settings next to each value in config/zombieapocalypseaddon-common.toml.

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