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Setup Modpacks
For packs and servers that combine this mod with other zombie, AI, difficulty, or spawn-control mods. The defaults already avoid the common conflicts; this guide shows how to check them and how to decide which mod owns which job.
The supported-mod list and the exact behavior of each safeguard are on Mod Compatibility.
/za compatibility statusIt lists the supported mods it found and every safeguard. If someone changed the safeguards before, put them back:
/za config reset compatibilityWith the defaults, modded mobs that extend Minecraft's Zombie class count toward the nearby caps, /za kill and /za cleanup, kill stats, bonus drops, and difficulty scaling. Mobs run by a supported AI or difficulty mod keep their own behavior.
The nearby cap counts every zombie-class mob, modded ones included, so this mod's waves already back off when another mod fills the area. If the other mod spawns a lot on its own, lower this mod's share:
/za spawn chance 0.25
/za spawn max 40If a spawn-control mod such as In Control! or Bad Mobs should be able to block this mod's waves, keep /za compatibility spawnrules on (the default).
If another mod already runs its own hordes or blood moons, decide whether both should happen:
/za events off
/za bloodmoon offTurn off only the one that overlaps. Waves and scaling keep working either way. Siege features set to events on lose their early event nights, but still start on their start day.
| If another mod should... | Run |
|---|---|
| Keep full control of its zombies' stats | /za compatibility difficulty off |
| Keep this mod's breaking, placing, and towering off its zombies | /za compatibility ai off |
| Keep its own weapons and armor on its zombies | Keep /za compatibility equipment on (the default) |
| Decide which zombies may break doors | Keep /za compatibility doors on (the default) |
| Stack both difficulty systems on purpose | /za compatibility externaldifficulty off |
| Stack both AI systems on purpose | /za compatibility externalai off |
Stacking is for tested setups only.
Infected mobs that do not extend Zombie are not recognized automatically. Add their exact IDs in the config file, under [compatibility]:
additionalZombieEntityTypes = "examplemod:infected,examplemod:walker"
excludedZombieEntityTypes = "examplemod:zombie_boss,examplemod:friendly_zombie"Added mobs count toward caps, cleanup, kills, drops, and compatible scaling. Zombie-only behavior such as towering still needs a real Zombie subclass. Excluded mobs are ignored by every system, and exclusions always win.
A datapack can do the same with entity type tags; see Datapack Tags.
Scaled zombies draw gear from four tiers. Add modded items in game:
/za gear add 3 <mod:item>
/za gear add 4
/za gear preview 4/za gear add 4 without an ID adds the item in your main hand. IDs from mods that are not installed are skipped, so one config can be shared between packs. See /za gear and the Commands page.
If animal hunting is on (/za hunt on), zombies hunt animals whose drops include items from the zombieapocalypseaddon:zombie_food item tag. For modded prey that is not a normal animal, or animals that must never be hunted, use these in [animalhunting]:
additionalHuntTargets = "examplemod:deer,examplemod:wild_boar"
excludedHuntTargets = "minecraft:cat,minecraft:wolf"Add modded meat to the zombie_food tag with a datapack so zombies eat it.
- All settings are in one file,
config/zombieapocalypseaddon-common.toml. Include it in the pack'sconfigfolder and it applies to every world, singleplayer and server. - Players on a server do not need the mod. A pack meant for singleplayer must include it, because singleplayer runs a local server.
- Set up the pack with in-game commands on a test world, then copy the file. Commands write the file safely.
- Read Can I use it on my server or in a modpack? before publishing.
- Players get infected by zombies. This mod has no infection mechanic; another mod adds it.
-
A modded zombie lost its sword. Run
/za compatibility equipment on. -
Modded zombies are too strong. They may be getting this mod's scaling on top of their own. Run
/za compatibility difficulty off, or exclude them. -
A boss is being cleaned up by
/za kill. Add it toexcludedZombieEntityTypes. - Something else conflicts. Use the bug report form with the full mod list.
Zombie Apocalypse Addon by Rique | Repository | Issues
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Setup guides
- Casual Co-op
- Hardcore Apocalypse
- Night-Only Zombies
- Event Nights
- Siege and Base Defense
- Slow-Burn World
- Big Server Performance
- Modpacks
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