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Config Reference

Rique edited this page Nov 10, 2026 · 5 revisions

Config Reference

Every setting in config/zombieapocalypseaddon-common.toml, with its default, the values it accepts, and what it does. This page is generated from the mod itself, so it always matches the current version.

  • Change settings in game with /za commands; they save right away and never reset other settings.
  • Chances use decimals: 0.25 is 25%. 20 ticks is one second.
  • /za config reset <section> puts a section back to these defaults.

[general]

START HERE

Most servers only need the [dayspawning], [variants], [horde], [bloodmoon], and [scaling] sections.

Fast setup in game: /za preset casual, /za preset standard, or /za preset hardcore.

Check the important live settings with /za status. Use /za help for short command topics.

20 ticks = 1 second. Chances use decimals: 0.25 = 25%, 0.50 = 50%, and 1.0 = 100%.

In-game /za commands save right away and never reset your other settings. /za config reset

restores defaults.

Edits to this file are picked up while the game runs, but editing with the server stopped is safest.

Advanced settings are safe to leave at their defaults.

Setting Default Allowed What it does
preventSunBurn true true / false Controls whether zombie-class mobs can burn in daylight. true = they ignore sunlight burning, false = they burn like normal vanilla zombies. Only sunlight burning is blocked here; other fire damage still works normally.
enableExtraDrops true true / false Enables the bonus loot chances in the [drops] section below. Set this to false if you want to disable every extra drop with one switch.
enableDebugLogging false true / false Writes extra spawn and event details to the log for troubleshooting. Best left off unless you are testing or tracking down a problem.

[compatibility]

MOD COMPATIBILITY

Controls how this addon cooperates with other zombie, difficulty, AI, and spawn-control mods.

Beginner advice: skip this section and keep every default.

Quick reset: /za config reset compatibility restores the recommended safeguards.

No compatibility option creates a hard dependency. Missing mods and missing optional entity IDs are ignored.

Setting Default Allowed What it does
enableModdedZombieCompatibility true true / false Recognizes modded entities that extend Minecraft's normal Zombie class. This lets them count toward caps and cleanup and receive configured drops, kill credit, and sunlight handling. false = only vanilla zombie, husk, drowned, zombie villager, and explicitly listed/tagged entities are recognized.
applyDifficultyToModdedZombies true true / false Allows this addon's attribute and day-scaling pipeline to affect recognized modded zombies. Disable this if another mod should have complete control over the stats of its own zombie variants. The addon still marks each entity after one application, so its own scaling is never applied twice.
applyAiFeaturesToModdedZombies true true / false Allows recognized modded Zombie subclasses to use enabled block breaking, block placing, and towering features. This does nothing while those individual systems are disabled. Disable it if a custom zombie has movement or destruction behavior that should remain untouched.
respectExternalSpawnRules true true / false Lets other mods veto or adjust this addon's custom spawns through the loader's normal mob-spawn events. Keep this true for spawn-control mods such as In Control! and Bad Mobs. The addon's daylight and block-light rules still decide the normal default result.
respectExternalZombieAi true true / false Avoids running this addon's optional destructive/movement AI on mobs already managed by a known AI overhaul. This prevents duplicate block breaking, leaps, or towering with Zombies Reworked, Improved Mobs, and Undead Nights. Set false only when you intentionally want both mods' AI systems to stack.
respectExternalDifficulty true true / false Avoids stacking this addon's attribute scaling on mobs controlled by a known external difficulty system. Improved Mobs and specially tagged event zombies keep their own intended stats when this is true. Set false if you intentionally want both difficulty systems to multiply together.
respectZombieDoorBreakingAbility true true / false Stops the addon's block breaker from destroying doors when that zombie is not allowed to break doors. Keep this true so Zombie Proof Doors and vanilla door-breaking rules remain authoritative. Set false only if the addon's block-breaking feature should ignore that protection.
preserveExistingZombieEquipment true true / false Prevents difficulty scaling from replacing weapons or armor a zombie already has. Keep this true for specialized mobs such as archers, sword zombies, bosses, and modded variants. The addon may still fill an empty equipment slot. false restores the old overwrite behavior.
additionalZombieEntityTypes "" text Optional comma-separated entity IDs to treat as zombie-class even if they do not extend Zombie. Example: minecraft:giant,examplemod:infected_mob Use exact namespace:path IDs. Invalid or missing IDs are ignored and reported when debug logging is enabled. Most zombie mods do not need this because Zombie subclasses are detected automatically.
excludedZombieEntityTypes "" text Optional comma-separated entity IDs that this addon must never treat as zombie-class. Exclusions win over automatic subclass detection, tags, and the additional list. Example: examplemod:zombie_boss,examplemod:friendly_zombie

[dayspawning]

CUSTOM DAY/NIGHT SPAWNING

This is the main pressure system. It creates extra zombie waves around survival players.

Safe beginner setup: keep the defaults, then lower daySpawnChance if the world feels too packed.

In game: /za spawn on turns custom waves on and keeps every value below as you set it.

Use enableDaytimeSpawning = false for permanent night-only custom waves.

Use maxBlockLightForSpawning if you want player-placed lights to protect bases from custom waves.

Performance warning: low intervals, high wave size, high caps, and high attempts can lag weak servers.

Hardcore setup: increase chance/amount slowly, then test with multiple players before publishing a pack.

Setting Default Allowed What it does
enableDaySpawning true true / false Main on/off switch for all custom zombie spawning added by this mod. If false, the mod stops creating its own zombie waves around players. Active or queued horde and blood moon pressure is canceled because those events use custom waves. Difficulty, sunlight, drops, stats, optional siege AI, and the morning day counter stay independent.
enableDaytimeSpawning true true / false Controls custom waves during daytime in dimensions with a normal day/night cycle. true = custom waves can spawn during both day and night. false = night-only mode. Night waves, blood moons, and dusk hordes still work. Daytime horde waves are blocked, dawn hordes (hordeStartsAtDusk = false) are paused, and /za events start is rejected during the day. The Nether, End, and other fixed-time dimensions still use their own dimension toggles. While this is false, daylightSpawnStartDay only delays scheduled hordes. Applying a gameplay preset turns daytime custom spawning back on.
daySpawnInterval 120 1 to 72000 How often the mod checks whether to spawn a custom wave. 20 ticks = 1 second. Default 120 = one check every 6 seconds. Lower numbers mean more checks and more CPU use. 20 or lower is very aggressive.
daySpawnChance 0.5 0.0 to 1.0 Chance that each spawn check turns into a real wave. 0.0 = never spawn, 1.0 = every check spawns a wave. High chance plus a low interval can flood an area quickly.
maxDayZombiesPerPlayer 50 1 to 500 Maximum zombie-class mobs (from any source, vanilla included) within spawnRange of each player before new custom waves are skipped. Applies day and night, including hordes and blood moons, unless maxNightZombiesPerPlayer or maxBloodMoonZombiesPerPlayer sets a separate cap. This helps stop overcrowding and keeps performance under control. Beginner: 30-60 is usually sane. Raising this above 100 is for stronger servers.
zombiesPerSpawn 2 1 to 50 How many mobs the mod tries to place in each successful wave. The real number can be lower if it cannot find enough valid spawn spots. High values feel like mini-hordes and can spike lag if many players are online.
spawnRange 30 16 to 128 How far from each player custom spawns are allowed to appear horizontally. Higher values spread mobs farther out and can make them feel less concentrated. Very high values make the mod check a wider area around every player.
minSpawnDistance 12 8 to 64 Closest distance a custom spawn is allowed to appear from a player. Raise this if mobs feel like they are popping in too close. This must still fit inside the square made by spawnRange. Example: range 30 supports at most about 42 blocks diagonally. A larger minimum pauses custom spawning.
spawnAttemptsPerZombie 10 1 to 40 How many location tries the mod makes for each mob in a wave. Higher values help waves fill more reliably, but they also use more CPU time. Beginner: 5-15 is normal. Do not max this out unless spawn placement is failing badly.
requireOpenSkyForOverworldSpawns true true / false If true, overworld custom spawns only happen where the sky is open. Turn this off to search near the player's height for caves, interiors, and covered areas before using the surface. Block-light protection still prevents covered spawns that are brighter than maxBlockLightForSpawning.
maxBlockLightForSpawning 0 -1 to 15 Maximum block light level that still allows custom zombie spawning. This only affects the mod's custom spawn waves. It does not change vanilla natural spawning. Block light means light from blocks like torches, lanterns, glowstone, campfires, and similar sources. Light never makes custom spawns more likely. This setting can only block spawns when the area is too bright. 0 = custom waves only spawn in complete block darkness, so torches and lanterns protect lit areas. This is the default. 7 = classic hostile-mob style limit, allowing spawns in dim spots. 15 = any block light is allowed, which is almost the same as ignoring this check. -1 = ignore block light entirely, so lit bases are not protected from custom waves. Sunlight is ignored on purpose so daytime apocalypse spawning still works.
daylightSpawnStartDay 1 0 to 1000000 Grace period: no custom waves in daylight, and no scheduled hordes, until the day counter (/za day) reaches this number. Default 1 = the first day (day 0) is safe in daylight so players can gather gear; the first night is not. 0 = no grace period. Night waves and blood moons still happen before this day. /za events start ignores it. The horde delay still applies while enableDaytimeSpawning is false. Use enableDaytimeSpawning = false for permanent night-only spawning.

[variants]

ZOMBIE VARIANTS

Controls which zombie-type mobs can appear in custom waves.

Safe beginner setup: defaults add variety without making every spawn a special mob.

If the numbers add up high, the mod normalizes them so the total chance stays safe.

In game: /za spawn variants on|off.

Setting Default Allowed What it does
enableZombieVariants true true / false Allows the mod to spawn special zombie variants instead of only normal zombies. Variants include husks, drowned, and zombie villagers.
huskChance 0.15 0.0 to 1.0 Base chance for a custom spawn to become a husk before biome bonuses are added. 0.0 = never, 1.0 = always when variant spawning picks a type.
drownedChance 0.1 0.0 to 1.0 Base chance for a custom spawn to become a drowned before biome bonuses are added. 0.0 = never, 1.0 = always when variant spawning picks a type.
babyZombieChance 0.05 0.0 to 1.0 Chance for a custom spawned zombie-type mob to be a baby when that mob type supports it. Set this to 0.0 to force new zombie-class spawns to stay adults. The 0.0 adult-only rule also catches new vanilla and modded Zombie subclasses spawned outside custom waves. 1.0 = every supported custom spawn is a baby.
zombieVillagerChance 0.05 0.0 to 1.0 Base chance for a custom spawn to become a zombie villager. Any remaining chance after the variant rolls becomes a normal zombie.

[blockbreaking]

ZOMBIE BLOCK BREAKING

Optional destructive behavior for zombie-class mobs.

Safe beginner setup: leave this disabled unless your server wants base pressure.

In game: /za breaking on turns it on with your values below. /za breaking dayone also starts it today.

When enabled, zombies only try on a timer and chance roll, so this avoids every-zombie every-tick scans.

The defaults protect chests, furnaces, modded machines, light sources, tool-required blocks, and unbreakable blocks.

Use start day 0 if you want it active immediately after enabling.

Setting Default Allowed What it does
enableZombieBlockBreaking false true / false Main on/off switch for zombie block breaking. false = zombies never break blocks from this mod. true = zombie-class mobs can break blocks after zombieBlockBreakingStartDay if the other rules allow it.
zombieBlockBreakingStartDay 10 0 to 1000000 Apocalypse day when block breaking is allowed to start after the feature is enabled. 0 = active from the first day. 10 = zombies cannot break blocks until the day counter reaches 10.
zombieBlockBreakingDuringEvents false true / false If true, zombies can also break blocks during hordes and blood moons before zombieBlockBreakingStartDay. The main switch above still has to be on. Once the start day is reached it works every night and day. Siege nights example: turn this on and set the start day to 50. Zombies break blocks only during events, then all the time from day 50.
zombieBlockBreakingInterval 100 20 to 72000 How often each zombie can attempt block breaking. 20 ticks = 1 second. Default 100 = each zombie checks at most once every 5 seconds. Lower values feel more aggressive but cost more CPU on crowded servers.
zombieBlockBreakingChance 0.2 0.0 to 1.0 Chance that a scheduled block-breaking check actually tries to break a block. 0.0 = never break, 1.0 = every scheduled check tries. Default 0.20 means 20% per scheduled check.
zombieBlockBreakingRange 1 1 to 4 How far in front of the zombie it can look for a block to break. 1 = only the immediate wall/door in front of it. 2-4 lets it reach slightly farther but increases checks per attempt.
zombieBlockBreakingMaxHardness 3.0 0.0 to 50.0 Maximum block hardness zombies are allowed to break. Low values make them break soft blocks only. Higher values allow stronger building blocks. Examples: dirt is about 0.5, glass is about 0.3, planks are about 2.0, wooden doors are about 3.0, obsidian is 50. Unbreakable blocks are always protected.
zombieBlockBreakingDropBlocks false true / false Whether blocks broken by zombies should drop items. false avoids item spam and farming exploits. true makes broken blocks drop like normal block destruction.
zombieBlockBreakingRequireTarget true true / false If true, zombies only break blocks while they have a valid target. This stops random terrain griefing when zombies are wandering.
zombieBlockBreakingRequireObstacle true true / false If true, zombies only try to break blocks when blocked or when their target is behind cover. This helps focus breaking on walls, doors, and barriers instead of random nearby blocks.
zombieBlockBreakingRespectMobGriefing true true / false If true, the vanilla mobGriefing gamerule and loader mob-griefing events can stop zombie block breaking. If false, this feature can work even when mobGriefing is false, but block protection and destroy events still apply.
zombieBlockBreakingAllowBlockEntities false true / false If true, zombies may break blocks with block entities, like chests, furnaces, and many modded machines. Strong warning: leave this false unless you really want zombies to destroy storage or machinery.
zombieBlockBreakingAllowToolRequiredBlocks false true / false If true, zombies may break blocks that normally require the correct tool for drops. false protects many stone, ore, metal, and stronger building blocks even if max hardness would allow them.
zombieBlockBreakingAllowLightBlocks false true / false If true, zombies may break light-emitting blocks like torches, lanterns, glowstone, and similar blocks. false keeps light-based base protection useful when maxBlockLightForSpawning is configured.

[blockplacing]

ZOMBIE BLOCK PLACING

Optional siege behavior that lets zombie-class mobs place simple building blocks to reach targets.

Safe beginner setup: leave this disabled. It is separate from zombie block breaking.

In game: /za placing on turns it on with your values below. /za placing dayone also starts it today.

Placement honors mobGriefing and loader block-place events by default, so protection mods can cancel it.

Each zombie has a configurable placement limit to prevent unlimited terrain clutter.

Use start day 0 if you want it active immediately after enabling.

Setting Default Allowed What it does
enableZombieBlockPlacing false true / false Main on/off switch for zombie block placing. false = zombies never place blocks from this mod. true = zombie-class mobs can place blocks after zombieBlockPlacingStartDay if the other rules allow it.
zombieBlockPlacingStartDay 15 0 to 1000000 Apocalypse day when block placing is allowed to start after the feature is enabled. 0 = active from the first day. 15 = zombies cannot place blocks until the day counter reaches 15.
zombieBlockPlacingDuringEvents false true / false If true, zombies can also place blocks during hordes and blood moons before zombieBlockPlacingStartDay. The main switch above still has to be on. Once the start day is reached it works every night and day. Siege nights example: turn this on and set the start day to 50. Zombies place blocks only during events, then all the time from day 50.
zombieBlockPlacingInterval 100 20 to 72000 How often each zombie can attempt block placing. 20 ticks = 1 second. Default 100 = each zombie checks at most once every 5 seconds. Lower values feel more aggressive but cost more CPU on crowded servers.
zombieBlockPlacingChance 0.15 0.0 to 1.0 Chance that a scheduled block-placing check actually tries to place a block. 0.0 = never place, 1.0 = every scheduled check tries. Default 0.15 means 15% per scheduled check.
zombieBlockPlacingBlock minecraft:cobblestone text Block zombies place, written as a namespaced block ID. Examples: minecraft:cobblestone, minecraft:dirt, minecraft:oak_planks. Air, falling blocks, block-entity blocks, unbreakable blocks, fluids, and non-solid blocks are rejected for safety. Invalid IDs pause block placing and produce one clear server warning.
zombieBlockPlacingMaxPerZombie 8 0 to 256 Maximum number of blocks one zombie may place during its lifetime. 0 = unlimited. Use unlimited only if terrain clutter is intentional. Default 8 limits griefing even when many placement attempts succeed.
zombieBlockPlacingMaxTargetDistance 32 4 to 128 Farthest target distance where a zombie may place blocks. This stops distant targets from causing unnecessary building. Default 32 blocks is close enough for active pursuit without broad terrain changes.
zombieBlockPlacingRequireTarget true true / false If true, zombies only place blocks while pursuing a valid living target. Creative and spectator players do not count as valid targets. Leave this true to prevent wandering zombies from building randomly.
zombieBlockPlacingRequireObstacle true true / false If true, zombies only place when blocked, when the target is above/behind cover, or when bridging a gap. If false, zombies may place valid step blocks while pursuing a target even on open terrain.
zombieBlockPlacingRespectMobGriefing true true / false If true, the vanilla mobGriefing gamerule and loader mob-griefing events can stop block placing. Block-place events are always fired so claim and protection mods can cancel placement. Set false only if you intentionally want this feature to ignore the mobGriefing gamerule.
zombieBlockPlacingAllowBridges true true / false Allows zombies to fill a one-block-deep gap directly in front of them. The new block must attach to solid ground behind it, so zombies cannot build floating bridges.
zombieBlockPlacingAllowSteps true true / false Allows zombies to place a one-block step directly in front of them. Steps require solid support below and enough empty space for entities.
zombieBlockPlacingReplaceFluids false true / false Allows placement to replace water or other replaceable fluid blocks. false protects water builds and prevents zombies from filling fluids. This never replaces solid blocks.
zombieBlockPlacingReplaceReplaceableBlocks false true / false Allows placement to replace non-fluid replaceable blocks such as grass, flowers, or snow layers. false means zombies only place into air, plus fluids when zombieBlockPlacingReplaceFluids is enabled. Block entities and solid blocks are always protected.

[towering]

ZOMBIE TOWERING

Optional World War Z-style swarm movement that lets zombie-class mobs form real moving stacks.

Safe beginner setup: leave this disabled. It never places or breaks blocks.

Towering requires a valid target and a nearby crowd, and is day-gated to prevent early-world pressure.

Normal ground combat and ordinary player jumps do not trigger a tower with the default obstacle rule.

In game: /za towering on turns it on with your values below. /za towering dayone also starts it today.

Checks are staggered by entity ID so large hordes do not all scan on the same tick.

Setting Default Allowed What it does
enableZombieTowering false true / false Main on/off switch for zombie towering. false = zombies never form passenger stacks from this mod. true = recognized Zombie subclasses can form moving stacks after zombieToweringStartDay.
zombieToweringStartDay 20 0 to 1000000 Apocalypse day when towering is allowed to start after the feature is enabled. 0 = active from the first day. 20 = zombies cannot tower until the day counter reaches 20.
zombieToweringDuringEvents false true / false If true, zombies can also tower during hordes and blood moons before zombieToweringStartDay. The main switch above still has to be on. Once the start day is reached it works every night and day. Siege nights example: turn this on and set the start day to 50. Zombies tower only during events, then all the time from day 50.
zombieToweringStanding false true / false How tower zombies look. false (default) = each zombie rides the one below and is drawn sitting; towers move smoothly. true = they stand on each other's heads instead. Standing towers can look slightly wobbly while they move, because the game sends mob positions to players a few times a second. Still towers look solid either way. Changing this takes existing towers apart; they re-form in the new pose. Command: /za towering pose sit|stand
zombieToweringInterval 20 1 to 72000 How often each zombie can check for a towering opportunity. 20 ticks = 1 second. Checks are spread across ticks using the entity ID. Lower values react faster but increase nearby-entity scans in crowded areas.
zombieToweringChance 0.45 0.0 to 1.0 Chance that a scheduled towering check continues to the nearby-crowd scan. 0.0 = never tower, 1.0 = every eligible scheduled check tries. The chance roll happens before the entity scan to keep failed attempts cheap.
zombieToweringMaxTargetDistance 32 4 to 128 Farthest target distance where towering is allowed. This prevents a distant or unloaded fight from making nearby zombies pile up.
zombieToweringMinNearbyZombies 2 1 to 16 Minimum number of other nearby Zombie subclasses required before a stack can form. Default 2 means towering needs a crowd of at least three including the climbing zombie.
zombieToweringCrowdRadius 2.25 0.75 to 6.0 Horizontal radius used to find nearby zombie-class mobs. Keep this small because every eligible attempt performs one bounded entity lookup.
zombieToweringMaxStackSize 0 0 to 1000000 Maximum number of zombies allowed in one vertical stack, including the bottom zombie. Default 0 means no configured zombie-count limit; dynamic target height stops normal towers. 1 prevents a stack from forming. Values 2 and higher set an exact per-tower cap. Unlimited mode still needs enough zombies, a useful raised target, and collision-free rider space.
zombieToweringMaxTowersPerPlayer 3 0 to 1000000 Maximum number of separate zombie towers that may target one player at the same time. Default 3 allows pressure from several directions without turning every crowd into a tower. 0 = unlimited. Lowering this live releases extra loaded towers cleanly.
zombieToweringDynamicHeightEnabled true true / false Smart height limit for normal zombie towers. true = grow only through the target's block Y level plus zombieToweringTargetHeightOffset. false = use zombieToweringMaxHeightAboveTarget instead. Default true keeps stacks useful without letting them grow above a grounded player.
zombieToweringTargetHeightOffset 1 0 to 128 Extra block levels allowed above the target while dynamic height is enabled. Default 1 means the top zombie may occupy the block level at player Y + 1. This uses block Y levels, so normal passenger spacing does not stop one level too early.
zombieToweringSmartDismountEnabled true true / false Let towers return to normal zombies when stacking is no longer useful. When a target stays on reachable ground, riders move one at a time to nearby safe floor positions. The short stability delay prevents a single jump or pathfinding hiccup from collapsing the tower. Blocked or unsafe dismount positions are rejected instead of putting zombies inside the floor. Disable this only for intentionally permanent or unlimited towers. While zombieToweringRequireObstacle is false, towers may form on open ground, so they are not taken apart for it.
zombieToweringJumpingEnabled false true / false Controls whether the top zombie can jump off a tall-enough tower toward its target. Default false keeps normal towers stable and lets smart dismounting handle grounded targets. When enabled, inherited hit/knockback velocity is discarded so riders cannot be launched.
zombieToweringJumpCooldownTicks 10 1 to 1200 Minimum delay between changes to the same tower: growth, safe dismounts, and jump attacks. Default 10 ticks makes stacks build and separate gradually instead of snapping together. 20 ticks = 1 second. Lower values react faster; higher values look calmer and cost less CPU. The config key keeps its old jumpCooldown name so existing server configs remain compatible.
zombieToweringDismountDistance 2.75 1.0 to 8.0 Horizontal distance from the target where a high-enough stacked zombie jumps off to attack. Only used when zombieToweringJumpingEnabled is true. Default 2.75 blocks lets the upper zombie clear a wall edge without launching from far away.
zombieToweringVerticalBoost 0.48 0.1 to 1.0 Upward velocity used when the upper zombie jumps off its stack toward the target. Only used when zombieToweringJumpingEnabled is true. Default 0.48 clears a normal block edge without acting like flight.
zombieToweringForwardBoost 0.18 0.0 to 0.6 Horizontal velocity toward the target when a stacked zombie jumps off. Only used when zombieToweringJumpingEnabled is true. The result is capped so repeated attempts cannot create runaway horizontal speed.
zombieToweringMaxHeightAboveTarget 8 0 to 1000000 Fallback height above the target when dynamic height is disabled. 0 = no configured height cap. Values 1 and higher set the maximum blocks above the target. Use 0 with max stack size 0 only when intentionally allowing unrestricted towers.
zombieToweringRequireObstacle true true / false If true, towering only starts for a meaningfully raised target or a genuinely blocked route. Ordinary ground combat, crowd collisions, and normal player jumps are ignored. Leave this true for smooth gameplay. false allows towers to form anywhere, including flat ground.

[horde]

HORDE EVENTS

Scheduled high-pressure events that temporarily increase custom spawning.

Safe beginner setup: keep interval and duration at defaults until you know your server can handle more.

In game: /za events on turns scheduled hordes on and keeps every value below as you set it.

Performance warning: hordeZombiesPerSpawn, hordeSpawnMultiplier, and eventSpawnInterval are the big lag knobs.

Hardcore setup: increase one setting at a time, not all at once.

Setting Default Allowed What it does
enableHordeEvents true true / false Enables scheduled horde days that can trigger large pressure spikes. Admins can still use horde commands even if this automatic system is disabled. Hordes require the main custom spawning switch because they strengthen custom waves.
hordeIntervalDays 5 1 to 1000000 How often the mod reaches a scheduled horde day. Example: 5 means every 5th day is checked for a horde.
hordeStartChance 0.5 0.0 to 1.0 Chance that a scheduled horde day actually starts a horde. It is rolled at dusk, or at dawn when hordeStartsAtDusk is false. 0.0 = scheduled days never trigger, 1.0 = every scheduled day triggers.
hordeStartsAtDusk true true / false true (default) = scheduled hordes roll their start chance at dusk (around 18:00 in-game), so the horde hits just as night begins. false = they roll at dawn instead. This also allows scheduled hordes while enableDaytimeSpawning is false, since the horde begins at nightfall rather than during the day. daylightSpawnStartDay still delays scheduled hordes. Manual horde commands are unaffected and still follow the normal daytime rules.
hordeDurationMinutes 10 1 to 10080 How long a horde lasts, in minutes of play (1200 game ticks each). Default 10 lasts from dusk to about dawn when hordes start at dusk. Longer hordes keep the stronger event settings active for more time.
hordeSpawnMultiplier 3.0 1.0 to 20.0 Extra spawn chance multiplier used while a horde is active. 1.0 = no extra boost, 3.0 = three times the normal chance. High values can overwhelm players and servers very fast.
hordeZombiesPerSpawn 5 1 to 100 How many mobs each custom wave tries to spawn during a horde. This overrides the normal wave size while the event is active. Do not raise this too high unless the server is strong and the pack is meant to be brutal.
eventSpawnInterval 20 1 to 200 Spawn check interval used during hordes and blood moons. Lower values mean more frequent checks. 20 ticks = 1 second. Performance warning: this runs for every eligible player during events. Keep this at or below daySpawnInterval, or events check for waves less often than normal play.
enableEventNotifications true true / false Shows on-screen title popups when major events start or end. This includes horde and blood moon announcements.
enableDayCounterAnnouncements true true / false Shows the current day on screen each morning as a title popup. Useful as a visible day counter for players without checking commands.

[bloodmoon]

BLOOD MOON EVENTS

Random night events that raise zombie pressure until dawn.

Blood moon settings stack with other spawn systems, so small changes can hit hard.

Safe beginner setup: keep chance low and avoid huge multipliers.

In game: /za bloodmoon on turns random blood moons on and keeps every value below as you set it.

/za bloodmoon startday keeps early nights free of random blood moons.

/za spawn bloodmoonmax <0-500> gives blood moons their own nearby zombie cap.

Setting Default Allowed What it does
enableBloodMoon true true / false Enables random blood moon nights from bloodMoonStartDay on. Admins can still force a blood moon with the command even if this is off. Blood moons require the main custom spawning switch because they strengthen custom waves.
bloodMoonChance 0.15 0.0 to 1.0 Chance each night (from bloodMoonStartDay on) becomes a blood moon. 0.0 = never, 1.0 = every night.
bloodMoonStartDay 0 0 to 1000000 First day (the day counter, /za day) that can roll a random blood moon. 0 = blood moons can happen from the first night. Example: 10 keeps the first ten nights free of random blood moons. /za bloodmoon start still works on any day.
bloodMoonSpawnMultiplier 5.0 1.0 to 50.0 Extra spawn chance multiplier used during a blood moon. 1.0 = no extra boost, 5.0 = five times the normal chance. High values can turn one night into a server-wide stress test.
bloodMoonZombiesPerSpawn 4 1 to 100 How many mobs each custom wave tries to spawn during a blood moon. This overrides the normal wave size while the blood moon is active. Raise slowly if you want harder nights without runaway mob counts.
maxBloodMoonZombiesPerPlayer 0 0 to 500 Separate nearby zombie cap while a blood moon is active. It can be higher or lower than the other caps. 0 = blood moons use the night cap (maxNightZombiesPerPlayer), or maxDayZombiesPerPlayer when no night cap is set. Example: 100 lets blood moons get much busier than normal nights. It counts the same way as the day cap. Only custom waves stop at the cap; vanilla spawning is not affected.

[scaling]

DAY-BASED DIFFICULTY SCALING

Makes the apocalypse get harder as the world day counter rises.

Safe beginner setup: keep scalingStartDay above 0 so new worlds get a short grace period.

In game: /za scaling on turns scaling on and keeps every value below as you set it.

/za scaling endless keeps strength rising slowly after maxScalingDay, with no end.

Hardcore setup: lower scalingStartDay or maxScalingDay, but test before combining with strong hordes.

Setting Default Allowed What it does
enableDifficultyScaling true true / false Enables day-based scaling so zombies get tougher as the world gets older. This affects the legacy stat and gear progression system.
scalingStartDay 3 0 to 1000000 The first day where scaling starts to increase. Before this day, the scaling factor stays at 0%.
maxScalingDay 50 1 to 1000000 The day where scaling reaches full strength. After this day, strength stays at 100% unless endlessScalingPercentPerDay is above 0.
scalingStepDays 0 0 to 1000000 0 = strength climbs a little every day. Above 0 = strength only rises once every this many days, on the morning after each step. Example: 10 makes zombies jump in strength on days 11, 21, 31 and so on. Set it to the same value as hordeIntervalDays so each jump lands the morning after a scheduled horde.
maxExtraZombiesPerWave 0 0 to 50 Extra zombies added to every custom wave at 100% scaling, including horde and blood moon waves. It grows with the scaling strength, so 4 means +2 at 50% and +4 at full strength. With endless scaling it keeps growing past full strength (+8 at 200%), up to +100. 0 = scaling never changes wave size. The nearby zombie cap (day, night, or blood moon) still caps the total around each player.
endlessScalingPercentPerDay 0.0 0.0 to 100.0 Endless scaling: after maxScalingDay, strength keeps rising by this percent every day, forever. 0 = strength stops at 100% on maxScalingDay (default). Example: 1.0 with maxScalingDay 100 gives 150% on day 150 and 200% on day 200. Above 100%, health, speed, the attribute scale settings, and maxExtraZombiesPerWave keep growing. Armor and weapon chances and gear tiers stay at their full-strength values. Speed rises too, so keep this low; 0.5 to 2 is a slow, steady climb. scalingStepDays still applies.
maxSpeedBoost 0.2 0.0 to 1.0 Maximum extra movement speed from the legacy scaling system at 100% scaling. 0.2 means up to 20% more movement speed. Be careful: speed changes are very noticeable in combat.
maxHealthBoost 10 0 to 40 Maximum extra health added by the legacy scaling system at 100% scaling. 10 means up to 10 extra health points, which equals 5 extra hearts.
maxArmorChance 0.3 0.0 to 1.0 Chance a scaled zombie gets armor at 100% scaling. 0.0 = never, 1.0 = always. Which armor it gets comes from tier1Gear to tier4Gear below.
maxWeaponChance 0.2 0.0 to 1.0 Chance a scaled zombie gets a weapon at 100% scaling. 0.0 = never, 1.0 = always. Which weapon it gets comes from tier1Gear to tier4Gear below.
gearDropChance 0.085 0.0 to 1.0 Chance each armor piece or weapon the addon gives a zombie drops when a player kills it. 0.085 = the vanilla mob default (8.5%), 0.0 = never, 1.0 = always. Dropped gear comes off worn, like other mob gear. Gear zombies pick up themselves is not affected. Command: /za gear dropchance <0.0-1.0>
tier1Gear minecraft:leather_helmet, minecraft:leather_chestplate, minecraft:leather_leggings, minecraft:leather_boots, minecraft:wooden_sword text Armor and weapons scaled zombies can get from tier 1, the most common tier on early days. Later days shift the odds toward tiers 3 and 4. /za gear shows today's odds. Comma-separated item IDs from any mod. The slot is detected automatically: helmets go on the head, boots on the feet, and swords or other items in the main hand. List an item twice to make it twice as likely. Shields and offhand items are skipped. Items from mods that are not installed are skipped, so one list can work across modpacks. If a tier has no item for a slot, zombies rolling that tier leave the slot empty. Leave a tier blank to use its vanilla gear. Blank tier 1 = leather armor and a wooden sword. Easiest setup: hold an item in game and run /za gear add . /za gear preview shows the result. Zombies can still spawn with vanilla's own random armor. /za compatibility equipment off lets the addon's gear replace it when both use the same slot.
tier2Gear minecraft:chainmail_helmet, minecraft:chainmail_chestplate, minecraft:chainmail_leggings, minecraft:chainmail_boots, minecraft:stone_sword text Gear for tier 2. Same format as tier1Gear. Blank = chainmail armor and a stone sword.
tier3Gear minecraft:iron_helmet, minecraft:iron_chestplate, minecraft:iron_leggings, minecraft:iron_boots, minecraft:iron_sword text Gear for tier 3. Same format as tier1Gear. Blank = iron armor and an iron sword.
tier4Gear minecraft:diamond_helmet, minecraft:diamond_chestplate, minecraft:diamond_leggings, minecraft:diamond_boots, minecraft:diamond_sword text Gear for tier 4, the rarest tier. It becomes more common as scaling reaches full strength. Same format as tier1Gear. Blank = diamond armor and a diamond sword.

[attributes]

ADVANCED ATTRIBUTE SYSTEM

Deep stat tuning for zombie-class mobs when they enter the world.

Beginner advice: leave this on with default numbers unless you are building a custom difficulty profile.

In game: /za attributes on turns the attribute system on and keeps every value below as you set it.

Hardcore setup: use small multiplier changes first. 1.20 is already 20% stronger.

Warning: extreme health, speed, follow range, or knockback values can feel broken or hurt performance.

Setting Default Allowed What it does
enableAttributeModifiers true true / false Main switch for the advanced attribute system. Applies to zombie-class mobs when they enter the world: zombies, husks, drowned, and zombie villagers.
scaleAttributesWithDifficulty true true / false Makes the attribute scaling values below grow over time with the day-based difficulty factor. The factor goes from 0.0 to 1.0 between scalingStartDay and maxScalingDay.
enableVariantAttributeProfiles true true / false Lets each zombie type have its own stat profile on top of the base values. Profiles exist for zombie, husk, drowned, and zombie villager.
enableBiomeDimensionAttributeMultipliers true true / false Lets biomes and dimensions further modify zombie stats. Biome contexts: desert, water, mushroom. Dimension contexts: nether, end. If more than one context matches, their multipliers stack together.

[attributes.base]

BASE ATTRIBUTE PROFILE

Global stat layer applied to all zombie-class mobs.

This is the easiest place to make every zombie a little stronger or weaker.

Safe beginner setup: keep multipliers at 1.0 and bonuses at 0.0.

Setting Default Allowed What it does
baseHealthMultiplier 1.0 0.0 to 10.0 Base max health multiplier for zombie-class mobs. 1.0 = vanilla-style value, 1.5 = 50% more health. Typical vanilla zombie max health is 20.0.
baseHealthBonus 0.0 -200.0 to 200.0 Flat max health bonus added after the health multiplier. 0.0 = no extra health. Negative values reduce health. Typical vanilla zombie max health is 20.0.
baseAttackMultiplier 1.0 0.0 to 10.0 Base attack damage multiplier for zombie-class mobs. 1.0 = vanilla-style value, 1.25 = 25% more damage. Typical vanilla zombie attack damage is 3.0. Final damage can still vary with vanilla difficulty and effects.
baseAttackBonus 0.0 -50.0 to 50.0 Flat attack damage bonus added after the attack multiplier. 0.0 = no extra damage. Negative values reduce damage. Typical vanilla zombie attack damage is 3.0.
baseSpeedMultiplier 1.0 0.0 to 10.0 Base movement speed multiplier for zombie-class mobs. 1.0 = vanilla-style value, 1.2 = 20% faster. Typical vanilla zombie movement speed is about 0.23.
baseSpeedBonus 0.0 -1.0 to 1.0 Flat movement speed bonus added after the speed multiplier. 0.0 = no extra speed. Negative values reduce speed. Typical vanilla zombie movement speed is about 0.23.
baseArmorMultiplier 1.0 0.0 to 10.0 Base armor multiplier for zombie-class mobs. 1.0 = vanilla-style value, 2.0 = double armor. Typical vanilla zombie armor is 2.0.
baseArmorBonus 0.0 -30.0 to 30.0 Flat armor bonus added after the armor multiplier. 0.0 = no extra armor. Negative values reduce armor. Typical vanilla zombie armor is 2.0.
baseFollowRangeMultiplier 1.0 0.0 to 10.0 Base follow range multiplier for zombie-class mobs. Higher values let mobs notice players from farther away. Typical vanilla zombie follow range is 35.0.
baseFollowRangeBonus 0.0 -100.0 to 100.0 Flat follow range bonus added after the follow range multiplier. 0.0 = no extra range. Negative values reduce the range. Typical vanilla zombie follow range is 35.0.
baseKnockbackResistanceMultiplier 1.0 0.0 to 10.0 Base knockback resistance multiplier for zombie-class mobs. Higher values make mobs harder to knock back. Typical vanilla zombie knockback resistance is 0.0.
baseKnockbackResistanceBonus 0.0 -1.0 to 1.0 Flat knockback resistance bonus added after the multiplier. 0.0 = no extra resistance. Negative values reduce resistance. Useful values are usually between 0.0 and 1.0.

[attributes.scaling]

ATTRIBUTE SCALING PROFILE

Extra stat growth added over time when scaleAttributesWithDifficulty is enabled.

These values are multiplied by the day-based difficulty factor.

Beginner advice: start with health or attack only. Avoid stacking speed boosts everywhere.

Setting Default Allowed What it does
maxHealthScaleMultiplier 0.0 0.0 to 10.0 Extra health multiplier added by the advanced attribute system at 100% difficulty. 0.0 = no extra scaling. 1.0 = up to 100% more health at full scaling.
maxHealthScaleBonus 0.0 -200.0 to 200.0 Extra flat health bonus added by the advanced attribute system at 100% difficulty. The full value is only reached when the difficulty factor reaches 1.0.
maxAttackScaleMultiplier 0.0 0.0 to 10.0 Extra attack damage multiplier added at 100% difficulty. 0.0 = no extra scaling. 1.0 = up to 100% more damage at full scaling.
maxAttackScaleBonus 0.0 -50.0 to 50.0 Extra flat attack damage bonus added at 100% difficulty. The full value is only reached when the difficulty factor reaches 1.0.
maxSpeedScaleMultiplier 0.0 0.0 to 10.0 Extra movement speed multiplier added at 100% difficulty. 0.0 = no extra scaling. 0.2 = up to 20% faster at full scaling.
maxSpeedScaleBonus 0.0 -1.0 to 1.0 Extra flat movement speed bonus added at 100% difficulty. The full value is only reached when the difficulty factor reaches 1.0.
maxArmorScaleMultiplier 0.0 0.0 to 10.0 Extra armor multiplier added at 100% difficulty. 0.0 = no extra scaling. 1.0 = up to 100% more armor at full scaling.
maxArmorScaleBonus 0.0 -30.0 to 30.0 Extra flat armor bonus added at 100% difficulty. The full value is only reached when the difficulty factor reaches 1.0.
maxFollowRangeScaleMultiplier 0.0 0.0 to 10.0 Extra follow range multiplier added at 100% difficulty. Higher values let late-game mobs notice players from farther away.
maxFollowRangeScaleBonus 0.0 -100.0 to 100.0 Extra flat follow range bonus added at 100% difficulty. The full value is only reached when the difficulty factor reaches 1.0.
maxKnockbackResistanceScaleMultiplier 0.0 0.0 to 10.0 Extra knockback resistance multiplier added at 100% difficulty. Higher values make late-game mobs harder to knock back.
maxKnockbackResistanceScaleBonus 0.0 -1.0 to 1.0 Extra flat knockback resistance bonus added at 100% difficulty. Useful values are usually between 0.0 and 1.0.

[attributes.variants]

VARIANT ATTRIBUTE PROFILES

Per-mob stat layers for zombies, husks, drowned, and zombie villagers.

Use this when you want one variant to feel different from the others.

[attributes.variants.zombie]

Normal zombie stat overrides.

Good beginner use: keep normal zombies close to vanilla and make special variants scarier.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Normal zombie health multiplier. 1.0 = no change. This stacks on top of attributes.base.* values. Vanilla baseline reference: health 20.0, attack 3.0, speed 0.23, armor 2.0, follow range 35.0, knockback resistance 0.0.
healthBonus 0.0 -200.0 to 200.0 Normal zombie max health flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
attackMultiplier 1.0 0.0 to 10.0 Normal zombie attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
attackBonus 0.0 -50.0 to 50.0 Normal zombie attack damage flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
speedMultiplier 1.0 0.0 to 10.0 Normal zombie movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedBonus 0.0 -1.0 to 1.0 Normal zombie movement speed flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
armorMultiplier 1.0 0.0 to 10.0 Normal zombie armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorBonus 0.0 -30.0 to 30.0 Normal zombie armor flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
followRangeMultiplier 1.0 0.0 to 10.0 Normal zombie follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeBonus 0.0 -100.0 to 100.0 Normal zombie follow range flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Normal zombie knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceBonus 0.0 -1.0 to 1.0 Normal zombie knockback resistance flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value. Useful values are usually between 0.0 and 1.0.

[attributes.variants.husk]

Husk stat overrides.

Good hardcore use: make husks hit harder in deserts without changing all zombies.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Husk health multiplier. 1.0 = no change. This stacks on top of attributes.base.* values.
healthBonus 0.0 -200.0 to 200.0 Husk max health flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
attackMultiplier 1.0 0.0 to 10.0 Husk attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
attackBonus 0.0 -50.0 to 50.0 Husk attack damage flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
speedMultiplier 1.0 0.0 to 10.0 Husk movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedBonus 0.0 -1.0 to 1.0 Husk movement speed flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
armorMultiplier 1.0 0.0 to 10.0 Husk armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorBonus 0.0 -30.0 to 30.0 Husk armor flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
followRangeMultiplier 1.0 0.0 to 10.0 Husk follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeBonus 0.0 -100.0 to 100.0 Husk follow range flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Husk knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceBonus 0.0 -1.0 to 1.0 Husk knockback resistance flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value. Useful values are usually between 0.0 and 1.0.

[attributes.variants.drowned]

Drowned stat overrides.

Good hardcore use: make drowned tankier or faster in water-heavy worlds.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Drowned health multiplier. 1.0 = no change. This stacks on top of attributes.base.* values.
healthBonus 0.0 -200.0 to 200.0 Drowned max health flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
attackMultiplier 1.0 0.0 to 10.0 Drowned attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
attackBonus 0.0 -50.0 to 50.0 Drowned attack damage flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
speedMultiplier 1.0 0.0 to 10.0 Drowned movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedBonus 0.0 -1.0 to 1.0 Drowned movement speed flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
armorMultiplier 1.0 0.0 to 10.0 Drowned armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorBonus 0.0 -30.0 to 30.0 Drowned armor flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
followRangeMultiplier 1.0 0.0 to 10.0 Drowned follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeBonus 0.0 -100.0 to 100.0 Drowned follow range flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Drowned knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceBonus 0.0 -1.0 to 1.0 Drowned knockback resistance flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value. Useful values are usually between 0.0 and 1.0.

[attributes.variants.zombieVillager]

Zombie villager stat overrides.

Good beginner use: keep these near normal zombies unless you want them to be rare threats.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Zombie villager health multiplier. 1.0 = no change. This stacks on top of attributes.base.* values.
healthBonus 0.0 -200.0 to 200.0 Zombie villager max health flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
attackMultiplier 1.0 0.0 to 10.0 Zombie villager attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
attackBonus 0.0 -50.0 to 50.0 Zombie villager attack damage flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
speedMultiplier 1.0 0.0 to 10.0 Zombie villager movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedBonus 0.0 -1.0 to 1.0 Zombie villager movement speed flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
armorMultiplier 1.0 0.0 to 10.0 Zombie villager armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorBonus 0.0 -30.0 to 30.0 Zombie villager armor flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
followRangeMultiplier 1.0 0.0 to 10.0 Zombie villager follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeBonus 0.0 -100.0 to 100.0 Zombie villager follow range flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Zombie villager knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceBonus 0.0 -1.0 to 1.0 Zombie villager knockback resistance flat bonus added after the multiplier. 0.0 = no extra bonus. Negative values reduce the final value. Useful values are usually between 0.0 and 1.0.

[attributes.contexts]

BIOME AND DIMENSION ATTRIBUTE CONTEXTS

Context multipliers apply based on where the mob enters the world.

Multiple contexts can stack, so avoid huge values here.

Beginner advice: use small changes like 1.10 or 0.90 first.

[attributes.contexts.desert]

Desert and badlands context multipliers.

Useful for dry-biome husk pressure.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Health multiplier applied when the mob spawns in desert or badlands biomes. 1.0 = no change. Values above 1.0 make those mobs tougher.
attackMultiplier 1.0 0.0 to 10.0 Desert and badlands attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedMultiplier 1.0 0.0 to 10.0 Desert and badlands movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorMultiplier 1.0 0.0 to 10.0 Desert and badlands armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeMultiplier 1.0 0.0 to 10.0 Desert and badlands follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Desert and badlands knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.

[attributes.contexts.water]

Ocean, river, swamp, and mangrove swamp context multipliers.

Useful for making drowned or wet-biome zombies feel different.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Health multiplier applied when the mob spawns in ocean, river, or swamp biomes. Use this to make water-heavy areas easier or harder than normal.
attackMultiplier 1.0 0.0 to 10.0 Water-biome attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedMultiplier 1.0 0.0 to 10.0 Water-biome movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorMultiplier 1.0 0.0 to 10.0 Water-biome armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeMultiplier 1.0 0.0 to 10.0 Water-biome follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Water-biome knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.

[attributes.contexts.mushroom]

Mushroom fields context multipliers.

If mushroomSafeZone is true, custom spawns are blocked there, but natural zombies can still use these stats.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Health multiplier applied when the mob spawns in mushroom fields. Useful if you want mushroom areas to stay safer or become a trap instead.
attackMultiplier 1.0 0.0 to 10.0 Mushroom-biome attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedMultiplier 1.0 0.0 to 10.0 Mushroom-biome movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorMultiplier 1.0 0.0 to 10.0 Mushroom-biome armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeMultiplier 1.0 0.0 to 10.0 Mushroom-biome follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Mushroom-biome knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.

[attributes.contexts.nether]

Nether context multipliers.

Only affects zombie-class mobs in the Nether. Keep values modest because Nether combat is already risky.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Health multiplier applied when the mob spawns in the Nether. Use this to give Nether zombie spawns their own difficulty profile.
attackMultiplier 1.0 0.0 to 10.0 Nether attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedMultiplier 1.0 0.0 to 10.0 Nether movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorMultiplier 1.0 0.0 to 10.0 Nether armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeMultiplier 1.0 0.0 to 10.0 Nether follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 Nether knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.

[attributes.contexts.end]

End context multipliers.

Only affects zombie-class mobs in the End. Useful for custom packs that add zombie pressure there.

Setting Default Allowed What it does
healthMultiplier 1.0 0.0 to 10.0 Health multiplier applied when the mob spawns in the End. Use this to give End zombie spawns their own difficulty profile.
attackMultiplier 1.0 0.0 to 10.0 End attack damage multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
speedMultiplier 1.0 0.0 to 10.0 End movement speed multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
armorMultiplier 1.0 0.0 to 10.0 End armor multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
followRangeMultiplier 1.0 0.0 to 10.0 End follow range multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.
knockbackResistanceMultiplier 1.0 0.0 to 10.0 End knockback resistance multiplier. 1.0 = no change. Higher values increase it and lower values reduce it.

[nightspawning]

NIGHT SPAWN BOOST

Raises custom spawn chance at night. This does not directly change zombie speed or health.

maxNightZombiesPerPlayer can give nights their own nearby zombie cap.

In game: /za spawn nightboost on|off, /za spawn nightmultiplier <1.0-10.0>, /za spawn nightmax <0-500>.

Safe beginner setup: 1.5 keeps nights scarier without making every check guaranteed.

Setting Default Allowed What it does
enableNightBoost true true / false Adds an extra spawn chance boost at night. This stacks on top of normal spawn settings in dimensions with a real day/night cycle. Nether, End, and other fixed-time dimensions do not receive a permanent night boost. Night here follows vanilla mob spawning, so a daytime thunderstorm also counts as night.
nightSpawnMultiplier 1.5 1.0 to 10.0 Extra spawn chance multiplier used at night. 1.0 = no extra boost, 1.5 = 50% more chance at night.
maxNightZombiesPerPlayer 0 0 to 500 Separate nearby zombie cap for night. It can be higher or lower than maxDayZombiesPerPlayer. 0 = nights use maxDayZombiesPerPlayer. Example: 20 keeps nights calmer; 80 lets nights get much busier than days. It counts the same way as the day cap and also holds during hordes at night, and during blood moons unless maxBloodMoonZombiesPerPlayer is set. Only custom waves stop at the cap. Vanilla spawning is not affected. Night here follows vanilla mob spawning, so a daytime thunderstorm also counts as night. Works even when enableNightBoost is false. Fixed-time dimensions such as the Nether always use the day cap.

[biomes]

BIOME SPAWN RULES

Controls biome-based variant chances and dimension custom spawning.

Safe beginner setup: leave Nether and End spawning off unless the pack is designed around it.

Performance warning: enabling extra dimensions means more places can run custom spawn checks.

In game: /za spawn biomes on|off, /za spawn nether on|off, /za spawn end on|off.

Setting Default Allowed What it does
enableBiomeModifiers true true / false Lets biome type influence which zombie variants spawn more often. Example: more husks in deserts and more drowned in wet biomes. This does not disable mushroomSafeZone; the safe-zone switch remains independent.
desertHuskBonus 0.5 0.0 to 1.0 Extra husk chance added in desert and badlands biomes. 0.5 adds 50 percentage points to the normal husk chance in those biomes.
waterDrownedBonus 0.4 0.0 to 1.0 Extra drowned chance added in ocean, river, and swamp biomes. 0.4 adds 40 percentage points to the normal drowned chance in those biomes.
mushroomSafeZone true true / false If true, the mod will not do custom spawning in mushroom fields. This lets mushroom biomes act like a safer refuge. It works even when enableBiomeModifiers is false.
netherSpawning false true / false Allows the mod's custom spawning system to work in the Nether. If false, Nether zombie pressure comes only from normal vanilla spawning.
endSpawning false true / false Allows the mod's custom spawning system to work in the End. If false, End zombie pressure comes only from normal vanilla spawning.

[deathcooldown]

DEATH COOLDOWN

A mercy system that reduces custom spawn pressure after a player dies.

Recommended for public servers so players do not get spawn-camped by fresh waves.

In game: /za spawn cooldown on|off.

Setting Default Allowed What it does
enableDeathCooldown true true / false Temporarily lowers custom spawn pressure around players after they die. This helps prevent repeated instant-death loops.
deathCooldownSeconds 30 5 to 600 How long the death cooldown lasts after a player dies. 30 means the reduced pressure lasts for 30 seconds.
cooldownSpawnReduction 0.5 0.0 to 1.0 How much the custom spawn chance is reduced during death cooldown. 0.5 = cut the chance in half, 1.0 = remove all custom spawn chance during the cooldown.

[effects]

SPAWN FEEDBACK EFFECTS

Cosmetic sound and particle feedback when custom waves spawn.

Safe to disable if players find it noisy or if you want slightly less client-side clutter.

In game: /za spawn effects on|off.

Setting Default Allowed What it does
enableSpawnEffects true true / false Enables extra sound and particle feedback when custom spawns happen. One effect is produced per successful wave instead of once per zombie. Purely cosmetic.
spawnSound true true / false Plays a zombie sound when the mod creates a custom spawn wave. Only matters if enableSpawnEffects is true.
spawnParticles true true / false Shows smoke particles when the mod creates a custom spawn wave. Only matters if enableSpawnEffects is true.

[statistics]

STATISTICS

Controls kill totals shown by /za stats.

Milestone advancements use their own progress so achievements can still work if this is disabled.

Quick control: /za stats on or /za stats off.

Setting Default Allowed What it does
enableStatistics true true / false Tracks zombie kill totals shown by /za stats. Milestone advancements keep their own progress so achievements can still work if this is off.

[drops]

EXTRA DROPS

Bonus loot chances for zombie-class mobs.

Safe beginner setup: keep rare items low so zombies do not replace normal farming.

0.10 means 10% chance per killed zombie-class mob.

The vanilla doMobLoot gamerule still controls whether any bonus loot can drop.

Setting Default Allowed What it does
boneChance 0.15 0.0 to 1.0 Chance for an extra bone to drop from a zombie-class mob. 0.15 = 15% chance.
stringChance 0.15 0.0 to 1.0 Chance for an extra string to drop from a zombie-class mob. 0.15 = 15% chance.
gunpowderChance 0.1 0.0 to 1.0 Chance for an extra gunpowder to drop from a zombie-class mob. 0.10 = 10% chance.
enderPearlChance 0.02 0.0 to 1.0 Chance for an extra ender pearl to drop from a zombie-class mob. 0.02 = 2% chance.
phantomMembraneChance 0.03 0.0 to 1.0 Chance for an extra phantom membrane to drop from a zombie-class mob. 0.03 = 3% chance.

[animalhunting]

ANIMAL HUNTING

Optional predator system: zombies hunt animals, eat dropped meat, and grow stronger.

Everything in this section stays OFF until enableAnimalHunting is set to true.

Zombies hunt animals whose drops include zombie_food tag items, plus any forced targets.

Food items come from the zombieapocalypseaddon:zombie_food item tag (vanilla meats and rotten flesh).

Manage it in game with /za hunt.

Setting Default Allowed What it does
enableAnimalHunting false true / false Master switch for animal hunting, meat eating, health growth, and horse interactions. Everything in this section does nothing while this is false.
huntBabies false true / false If true, zombies may also hunt baby animals.
alwaysHunting false true / false If true, zombies look for prey even when fully healed and at the health-growth cap. Normal mode only hunts while a zombie is injured or can still grow. Does NOT bypass hunt cooldowns or daily caps.
berserkerHunting false true / false If true, zombies ignore hunt motivation checks, cooldowns, and daily caps entirely. Very aggressive. Intended for short events or hardcore packs.
huntStartDay 0 0 to 1000000 First apocalypse day when zombies may hunt animals. 0 = hunting allowed from world start. 5 = hunting begins on day 5.
huntCooldownTicks 1200 0 to 72000 Cooldown between successful hunts for each zombie, in ticks. 1200 = 1 minute. Only used when berserkerHunting is false.
huntCapPerZombiePerDay 10 0 to 100000 Maximum successful animal hunts per zombie within one Minecraft day. 0 = no daily cap. Only used when berserkerHunting is false.
huntCapPerLevelPerDay 20 0 to 100000 Maximum successful hunts by all zombies in the same dimension within one Minecraft day. 0 = no dimension-wide cap. Only used when berserkerHunting is false.
huntFollowDistanceFactor 1.0 0.0 to 64.0 Multiplier applied to a zombie's follow range while searching for animals. 1.0 = normal follow range, 2.0 = double it. 0 stops zombies finding prey. Above 3 widens every zombie's search and can lag busy servers.
eatDroppedFood true true / false If true, zombies seek out dropped zombie_food items, eat them to heal, and grow permanent bonus health. This is the core feeding mechanic.
eatCooldownTicks 40 0 to 72000 Cooldown after a successful eating action, in ticks.
healthPerNutrition 1 0 to 40 Health restored per food nutrition point when a zombie eats, in half-hearts. 1 = each nutrition point restores half a heart. Overflow becomes bonus max health.
feedingMaxHealthBoost 20 0 to 1024 Maximum bonus max-health a zombie can gain from feeding, in half-hearts. 20 = +10 hearts. Reaching the cap can promote the zombie to a horde leader.
feedingMaxHealthBoostHardBonus 20 0 to 1024 Extra feeding health-growth cap on Hard difficulty, in half-hearts.
rottenFleshGivesResistance true true / false If true, eating rotten flesh grants the zombie a short Resistance effect.
foodCombatLockTicks 100 0 to 24000 Zombies damaged within this many ticks will not leave combat to seek food.
foodCombatLockDistance 8.0 0.0 to 64.0 Zombies will not abandon an attack target within this distance to pick up food.
persistentAfterEating false true / false If true, zombies that have eaten no longer despawn naturally. Well-fed zombies stick around until killed.
fedZombiesDropExtraLoot false true / false If true, zombies drop bonus loot scaled by the health they gained from feeding.
extraLootHealthRatio 1.0 0.1 to 64.0 Health gained per extra loot roll. Each (base max health x this value) of gained health adds one extra roll of the zombie's loot table when it dies. 1.0 = one extra roll per full base-health worth of growth.
fedZombiesBecomeLeaders true true / false If true, zombies that reach the feeding health cap become horde leaders: higher reinforcement-spawn chance and the ability to break doors.
zombifyHorses false true / false If true, horses killed by zombies may rise again as zombie horses. Hard difficulty always converts; Normal converts 50% of the time; Easy never does. The zombie horse keeps the original's speed, jump, saddle, name, and owner.
zombifyTamedHorses false true / false If true, tamed horses can also be zombified. Only used when zombifyHorses is true.
rideZombieHorses false true / false If true, idle zombies may seek out and ride nearby zombie horses.
neverHuntZombieHorses true true / false If true, zombies never hunt zombie horses. Keep true if you use rideZombieHorses or zombifyHorses.
additionalHuntTargets "" text Optional comma-separated entity IDs to always treat as valid hunt targets. Useful for modded prey that does not extend the Animal class. Example: examplemod:deer,examplemod:wild_boar
excludedHuntTargets "" text Optional comma-separated entity IDs that zombies must never hunt. Exclusions win over everything, including the force-target tag. Example: minecraft:cat,minecraft:wolf

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