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Raboy's Zombie Apocalypse v1.2.3 | 4 New Turrets and Zombies + More!

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Immerse yourself with the most realistic and vanilla-friendly Zombie Apocalypse addon for Minecraft Bedrock! This addon adds a bunch of new mechanics to the vanilla game and an apocalyptic landscape and ambience to truly immerse yourself in a post-apocalyptic environment where tons of zombies roam around the land.

Welcome to Raboy's Zombie Apocalypse addon, the ultimate zombie survival experience for Minecraft Bedrock and MCPE players! Dive into a world overrun by the undead and put your survival skills to the test in this immersive, intense, and thrilling zombie apocalypse!

⚠️WARNING!

Be sure to enable the following experimental features, otherwise, this add-on won't work.

Required Experiments for Raboy's Zombie Apocalypse Addon

FEATURES:

Raboy's Zombie Apocalypse adds the following unique features to the game:

Apocalyptic Ambience
  • Less vegetation: dead trees are everywhere and no grass.
  • New subtle fog setting for an apocalyptic atmosphere.

Raboy's Zombie Apocalypse (Screenshot 1)

Raboy's Zombie Apocalypse (Screenshot 2)

New Game Mechanics
  • Rare zombies will have a higher chance spawning when the moon is full.
  • Zombie horde size and spawn rate is low on easy difficulty.
  • Zombie horde size and spawn rate is normal on normal difficulty.
  • Zombie horde size and spawn rate is high on hard difficulty.
  • Huge zombie hordes and fast spawn rate when the moon is full.
  • Increased rare zombie spawn rate when the moon is full.
  • Zombies mutate starting at day 60.
New Vanilla Game Mechanics
  • Illagers now spawn naturally within a villager along with iron golems
  • Animals are now only found in villages
  • All neutral and friendly mobs (except for animals) now don't take damage from turrets
  • Turrets and the turret base are now available for trading from the weaponsmith villager and only available on max level
  • Price for turrets and turret base can be discounted when a cured zombie villager becomes a weaponsmith or is already a weaponsmith
New Vanilla Mob Mechanics

Iron Golem:

  • Can be given TNT that will enable it to explode upon death.
  • Immune to explosions.
  • Iron golem and its variants will now avoid attacking zombie villagers and illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.

Illagers:

  • Illagers now attack zombies and vice versa.
  • Illagers are now friendly towards villagers.
  • Illagers are now neutral towards players.
  • Illagers are now friendly towards iron golems and vice versa.
  • Illagers now stay in a village when there is at least a villager in it to activate the village.
  • Illagers now drink potions depending on certain conditions.
  • Illagers now temporarily withdraw from battle when they lost enough health and replenish by drinking a health potion.
  • Illagers can now mingle with one another and villagers around the village bell during the day.
  • Illagers will now avoid attacking zombie villagers and Illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.

Vindicator:

  • Vindicator now has a 30% chance of spawming with a diamond axe.
  • Illager captain vindicator now has a 70% chance of spawning with a diamond axe.

Pillager:

  • Pillager now switch to melee mode with an iron sword when cornered or outnumbered.
  • Pillager now has a 30% chance of spawning with a diamond sword as a secondary melee weapon.
  • Illager captain pillager now has a 70% chance of spawning with a diamond sword as a secondary melee weapon.
  • Tower guard pillagers now have significantly longer range (48 blocks) than settler pillagers.

Evoker:

  • Evoker now heals the ravager and iron golem and its variant when it reaches a low health threshold, and it will also heal them to max health when it doesn't have a target.

Ravager:

  • Ravagers are now friendly towards iron golems and players and vice versa.
  • Doesn't break blocks around it anymore.
  • Ravagers now enter a rampage by constantly roaring when they are very low on health.

Wandering Trader:

  • Now fights zombies by throwing potions at them like the witch.
  • Now drinks potions depending on certain conditions.
  • Significantly improved trades.

Villager:

  • Villagers now drink potions depending on various conditions.
  • Adult villagers now fight zombies by throwing different potions at them.
  • Villagers now heal the ravager and iron golem and its variant when it reaches a low health threshold by throwing a splash potion of regeneration at them.
  • Villagers will now throw potions of weakness at zombie villagers and Illagers that don't have the weakness status effect.
  • Villagers will now avoid attacking zombie villagers and Illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.

Wolf:

  • Wolf now automatically attacks zombies when tamed.
Zombie Types
Walker

Walker Zombie

  • Spawns both during day time and night time and only on the surface.
  • 15 hitpoints.
  • 3 attack damage.
  • Spots targets from 24 blocks away.
  • Has a 3% chance of becoming a runner zombie on easy difficulty when not on a full moon, and 5% chance on a full moon.
  • Has a 15% chance of becoming a runner zombie on normal difficulty when not on a full moon, and 25% chance on a full moon.
  • Has a 25% chance of becoming a runner zombie on hard difficulty when not on a full moon, and 50% chance on a full moon.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
Runner

Runner Zombie

  • Spawns both during day time and night time and only on the surface.
  • Almost as fast as a feral.
  • 15 hitpoints.
  • 3 attack damage.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
Player Walker Variants (Special Zombie)

Player Walker (Variant 1)

Player Walker (Variant 2)

  • Raboy13's cameo and patron zombified skins (all of Raboy13's patrons will have the option if they want a cameo of their skin in the addon as a zombie).
  • Spawns both during day time and night time and only on the surface.
  • 15 hitpoints.
  • 3 attack damage.
  • Can pick up items on the ground.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
Feral (Rare Zombie)

Feral Zombie

  • Spawns very rarely both day time and night time, but more often during full moon and when the player doesn't sleep enough. Can only spawn on the surface.
  • Doesn't spawn in easy difficulty.
  • 25 hitpoints.
  • 3 attack damage.
  • The fastest zombie in the addon.
  • Can climb walls.
  • Immune to fall damage.
  • Smarter than walker zombie (avoids lava).
  • Breaks blocks above it when climbing and trying to reach targets.
  • Can spot targets from up to 64 blocks away.
  • Alerts other ferals when the target acquired is a turret.
  • Alerts all zombie types when the target is acquired is not a turret.
Miner (Rare Zombie)

Miner Zombie

  • Spawns only underground.
  • 30 hitpoints.
  • 4 attack damage.
  • Smarter than walker zombie (avoids lava).
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
Spitter (Rare Zombie)

Spitter Zombie

  • 10 hitpoints.
  • Spits acid at its targets that periodically damages them and causes nausea.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Attacks turrets.
Alpha Zombie (Rare Zombie)

Alpha Zombie

  • Large in size.
  • 100 hitpoints.
  • 8 attack damage.
  • Strengthens zombies nearby.
  • Mutates unmutated zombies if itself is mutated.
Zombie Illagers (Rare Zombies)
Zombie Evoker

Zombie Evoker

  • 15 hitpoints.
  • Summons zombies.
  • 3 attack damage.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
  • Can be cured the same way as a zombie villager.
Zombie Pillager

Zombie Pillager

  • 15 hitpoints.
  • 3 attack damage.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
  • Can be cured the same way as a zombie villager.
  • Has a 70% chance of having a diamond sword as a secondary weapon when cured.
Zombie Vindicator

Zombie Vindicator

  • 15 hitpoints.
  • The same damage as a vindicator.
  • Spots targets from 24 blocks away.
  • Alerts all zombie types when a target is acquired.
  • Passive to turrets.
  • Can be cured the same way as a zombie villager.
Zombie Drops

Walker:

  • Transferred every hostile mob drops in the overworld to walker zombies except for the phantom and witch.

Feral:

  • Has the same drops as the witch.

Miner:

  • Gold Nugget
  • Coal
  • Taw Copper
  • Raw Iron
  • TNT
  • Iron Pickaxe

Zombie Evoker:

  • The same drops as the evoker but with added rotten flesh.

Zombie Pillager:

  • The same drops as the pillager but with added rotten flesh.

Zombie Vindicator:

  • Only rotten flesh.
New Mobs
Charged Iron Golem

Charged Iron Golem

  • New iron golem variant when a regular iron golem is given a TNT.
  • Can be upgraded to 3 levels using TNT, the level indicator can be found in its chest.
  • Level 1 Charged Iron Golem has 200 hit points.
  • Level 2 Charged Iron Golem has 400 hit points.
  • Level 3 Charged Iron Golem has 800 hit points.
  • Unique refined texture (no vines).
  • Can be given an enchanted golden apple to turn it into a supercharged iron golem.
  • Has an explosion power of 4.
  • Immune to explosions.
Supercharged Iron Golem

Supercharged Iron Golem

  • The most powerful version of the iron golem.
  • 1200 hit points.
  • New smash attack to damage multiple targets at once.
  • Has an explosion power of 4.
  • Immune to explosions.
New Structures
Abandoned Houses

Abandoned House (Screenshot 1)

Abandoned House (Screenshot 2)

Abandoned House (Screenshot 3)

Abandoned House (Screenshot 4)

  • Small houses found commonly on wooded areas.
  • Only spawn on wooded areas.
  • Has good loot.
  • Be careful, there are zombies inside them.
Illager Settlement

Illager Settlement (Screenshot 1)

Illager Settlement (Screenshot 2)

Illager Settlement (Screenshot 3)

  • A large, protected village that is 105 by 102 blocks in size where villagers and illagers coexist.
  • Surrounded by a wall with 8 towers and a bunch of arrow turrets.
  • Has large amounts of loot.
Turrets
Arrow Turret

Arrow Turret

  • Shoots fast arrows up to 48 blocks away and can be repaired using iron ingot or string.
  • Only targets walkers, miners, and ferals.
  • Has 200 health points.
  • Only works when placed on a turret base.

INGREDIENTS

Final Product:

  • 3 iron ingots
  • 1 observer
  • 1 crossbow
  • 1 sticky piston

CRAFTING

Arrow Turret Recipe

Pyro Charger

Pyro Charger

  • Burns every target within a 32-block radius.
  • Only targets walkers, miners, and ferals that are outside a villager and at least 8 blocks away from the turret, doesn't target zombies that are already on fire.
  • Has 200 health points.
  • Immune to fire damage.
  • Starts to overheat within 20 seconds after acquiring a target.
  • Has a 15-second cooldown when overheated.
  • Only works when placed on a turret base.

INGREDIENTS

Pre-requisite Item:

  • 2 iron ingots
  • 1 blaze powder
  • 1 lava bucket
  • 1 observer
  • 1 iron block
  • 1 sticky piston

Final Product:

  • 2 iron ingots
  • 1 pyro charger machine
  • 1 dispenser
  • 1 iron block

CRAFTING

Pyro Charger Machine Recipe

Pyro Charger Recipe

Sonic Cannon

Sonic Cannon

  • Fires a sonic charge every 2.5 blocks up to 48 blocks away.
  • Sonic charge does 8 damage within a 6-block radius every tick.
  • Can one-hit any zombie with a direct hit.
  • Only targets walkers, miners, and ferals.
  • Has 200 health points.
  • Only works when placed on a turret base.

INGREDIENTS

Pre-requisite Item:

  • 2 iron ingots
  • 1 hopper
  • 1 trapped chest
  • 1 sculk shrieker
  • 1 iron block
  • 1 sticky piston

Final Product:

  • 3 bone blocks
  • 1 sonic compressor
  • 1 observer
  • 1 dispenser

CRAFTING

Sonic Compressor Recipe

Sonic Cannon Recipe

Repair Array

Repair Array

  • Monitors a 32-block radius for damaged entities, including turrets, drones, and player gear.
  • Initiates automatic repairs on detected damage, prioritizing critical systems.
  • Has 200 health points.
  • Only works when placed on a turret base.

INGREDIENTS

Pre-requisite Items:

  • Emerald Rod
    • 3 emeralds
  • Emerald Controller
    • 1 emerald rod
    • 2 iron blocks
    • 6 iron ingots
  • Energy Director
    • 1 nether star
    • 8 lime stained glass

Final Product:

  • 1 energy director
  • 1 emerald controller

CRAFTING

Emerald Rod Recipe

Emerald Controller Recipe

Energy Director Recipe

Repair Array Recipe

Pulsar System

Pulsar System

  • A versatile turret system that converts unwanted items into useful resources.
  • Continuously scans the surrounding area for items to process within its pulse radius.
  • Generates resource pulses that convert collected items into predefined resources.
  • Weakens zombies and strengthens players within the pulse radius for a few seconds.
  • Has 200 health points.
  • Only works when placed on a turret base.

INGREDIENTS

Final Product:

  • 4 dispensers
  • 4 blaze rods
  • 1 beacon

CRAFTING

Pulsar System Recipe

Storm Weaver

Storm Weaver

  • Strikes enemies with chain lightning attacks.
  • Lightning can chain to nearby enemies within a certain radius.
  • Configurable settings to prioritize enemy types.
  • Has 200 health points.
  • Effective Range: 32 blocks.
  • Damage: 10 per lightning strike.
  • Chain Lightning Radius: 5 blocks.
  • Cooldown Time: 7 seconds.
  • Only works when placed on a turret base.

INGREDIENTS

Pre-requisite items:

  • Electron Channeler
    • 1 redstone block
    • 7 chains
    • 2 iron ingots
  • Electron Reactor Core
    • 4 prismarine crystals
    • 2 amethyst shards
    • 1 lightning rod
    • 2 pistons
    • Activate the Electron Reactor Core by placing it on the ground and place a lightning rod above it and wait for a thunderstorm and a lightning to strike the lightning rod, or throw a trident with a channeling enchantment to manually spawn the lightning on the lightning rod.
  • Electron Magnifier
    • 1 active electron reactor core
    • 6 sticky pistons
    • 2 iron blocks

Final Product:

  • 1 electron magnifier
  • 1 electron channeler

CRAFTING

Electron Channeler Recipe

Electron Reactor Core Recipe

Activating Electron Reactor Core

Electron Magnifier Recipe

Storm Weaver Recipe

Witherator

Witherator

  • Fires wither skulls that inflict damage and apply wither effects to zombies.
  • Configurable targeting options to prioritize specific zombie types or threat levels.
  • Configurable settings to prioritize enemy types.
  • Has 200 health points.
  • Effective Range: 24 blocks.
  • Damage: 12 per wither skull.
  • Wither Effect Duration: 5 seconds.
  • Cooldown Time: 10 seconds.
  • Only works when placed on a turret base.

INGREDIENTS

Pre-requisite item:

  • Wither Core
    • 4 redstone repeaters
    • 4 restone comparators
    • 1 observer

Final Product:

  • 1 wither core
  • 8 wither skeleton skulls

CRAFTING

Wither Core Recipe

Witherator Recipe

Blocks
Turret Base

Turret Base

  • Required for all turrets to work.

INGREDIENTS

  • 3 sticks
  • 3 smooth stone slabs

CRAFTING

Turret Base Recipe

Electron Reactor Core

Electron Reactor Core

  • Crafting ingredient for the storm weaver turret.
  • Can be activated by placing it on the ground and place a lightning rod above it and wait for a thunderstorm and a lightning to strike the lightning rod, or throw a trident with a channeling enchantment to manually spawn the lightning on the lightning rod.

Activating Electron Reactor Core

INGREDIENTS

  • 4 prismarine crystals
  • 2 amethyst shards
  • 1 lightning rod
  • 2 pistons

CRAFTING

Electron Reactor Core Recipe

Visuals
  • Realistic Animations
  • Realistic Zombie Death Animations
  • Realistic Particles

Player Walker Zombie Animation 1

Player Walker Zombie Animation 2

Player Walker Zombie Animation 3

Player Walker Zombie Animation 4

Player Walker Zombie Animation 5

Player Walker Zombie Animation 6

Player Walker Zombie Animation 7

Player Walker Zombie Animation 8

Player Walker Zombie Animation 9

Player Walker Zombie Animation 10

Feral Zombie Animation 1

Feral Zombie Animation 2

Feral Zombie Animation 3

Feral Zombie Animation 4

Feral Zombie Animation 5

Sounds
  • Realistic zombie death sounds.

KNOWN BUGS:

  • Throwing animation doesn't work on the wandering trader.

MORE AMAZING ADDONS AND RESOURCE PACKS:

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My YouTube: Raboy13

SUPPORT ME:

Support me on my Minecraft endeavors and get early access to in-development projects, or my addons in plaintext for your personal modifications or even generally learn about how something was implemented! See you there! Cheers! ❮3 ☕

🔷For more information, check out my Patreon page now: Patreon

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🤝 Contributing

This project is protected under copyright. Modifications are only permitted for personal use.

⚖️ License

© 2024 Raboy13. All rights reserved.

Usage Terms:

  • No public modifications.
  • No unauthorized redistribution.
  • Credit required for content creation.
  • Personal use modifications allowed.

This project is now open source!

Github Links

🤖Join my Discord for updates: Raboy13's Paradise

Updated on November 28, 2024

Raboy's Zombie Apocalypse v1.2.3

CHANGES AND ADDITIONS:

Zombies:

  • NEW ZOMBIE BEHAVIORS: Mutated Zombies
    • Existing and new zombie types now have a chance to have a unique mutation on the 60th day. Mutated zombies also drop more XP than regular ones and have a distinguishable red glowing eyes!
    • Ferals now don't break blocks.
    • Reduced feral detection range from 128 blocks to 96 blocks.
    • Improved feral behavior: ferals now doesn't switch between turrets and other attackables (players, villagers and illagers) as targets every tick.
    • Other zombies now doesn't alert the feral when they acquire a target.
    • After 30 minecraft days, miner zombies will now have a chance to become a TNT throwing miner and will throw TNT at targets.
    • When not on a full moon, the walker zombie now has a 10% chance of becoming a mutated walker which has more health, moves faster, and slightly has more damage on easy difficulty, 20% on normal, and 40% on hard difficulty. When on a full moon, it has a 25% chance to mutate on easy difficulty, 40% on normal, and 60% chance on hard difficulty on spawn.
    • When not on a full moon, the miner zombie now has a 3% chance of becoming a mutated miner which is a TNT throwing miner, has more health and moves faster on easy difficulty, 8% on normal, and 12% on hard difficulty. When on a full moon, it has an 8% chance to mutate on easy difficulty, 16% chance on normal, and 30% on hard on spawn.
    • When not on a full moon, the feral zombie now has a 10% chance of becoming a mutated feral which has the ability to leap really high, more health, slightly has more damage, and a chance to headbutt its target on easy difficulty, 20% on normal, and 40% on hard difficulty. When on a full moon, it has a 25% chance to mutate on easy difficulty, 40% on normal, and 60% chance on hard difficulty on spawn.
  • NEW ZOMBIE: The Spitter
    • A tall, slender, low health and ranged zombie that spits balls of acid that explode on impact and leaves an area of effect that damages and poisons nearby entities for 10 seconds.
    • Starts spawning on day 15.
    • Minimum firing range is 8 blocks, if its target is less than that, it will move away first before shooting.
    • Targets: players, villagers, illagers, golems and turrets - turrets are the least prioritized targets.
    • Acid projectiles that directly hit the player gives them nausea for 3 seconds.
    • Normal spitters have 10 hitpoints, movement speed the same as a normal miner, have a maximum firing range of 12 blocks and their acid puddle effect radius is 3 blocks, damage per tick is 2 and inflicts poison I effect to entities that are not zombies.
    • Mutated spitters have 20 hitpoints, movement speed the same as a mutated walker, have a maximum firing range of 24 blocks and their acid puddle effect radius is 5 blocks, damage per tick is 4 and inflicts poison II effect to entities that are not zombies.
  • NEW ZOMBIE: The Alpha
    • A giant zombie that applies buff to nearby zombies, but not its own kind. Actively avoids players until it reaches half of its health.
    • Starts spawning on Day 70.
    • Attack Type: Melee.
    • Mutation:
    • Normal:
      • HP: 100.
      • Speed: 0.25.
      • Damage: 8.
      • Zombie Buff Application Radius: 8 blocks.
      • Zombie Buffs:
        • Resistance 1 - Duration: 1 minute.
        • Regeneration 1 - Duration: 1 minute.
        • Strength 1 - Duration: 1 minute.
    • Mutated:
      • HP: 160.
      • Speed: 0.25 multiplied by 1.7 when it has a target (70% faster).
      • Damage: 12.
      • Zombie Buff Application Radius: 8 blocks.
      • Zombie Buffs:
        • Resistance 2 - Duration: 2 minutes.
        • Regeneration 2 - Duration: 2 minutes.
        • Strength 1 - Duration: 2 minutes.
      • Mutates zombies within its radius except its own kind.
      • Drops: Drops a golden apple and a chance to drop a notch.

Turrets:

  • NEW TURRET FEATURE:
    • Turrets are now configurable to what zombie type they should prioritize targeting!
    • Right click on the turret that you want to configure and select the zombie types and mutant priority to your liking.
  • Turret Priorities:
    • Don't Prioritize Mutants: Will target a zombie that is nearest to the turret within its detection range.
    • Prioritize Mutants: Will target the nearest mutated zombie within its detection range - will still target unmutated zombies if there are not any mutated ones inside its detection range.
    • All Zombies: Targets any zombie that is nearest to the turret within the turret's detection range.
    • Walkers: Only targets walkers.
    • Miners: Only targets miners.
    • Ferals: Only targets ferals.
  • NEW TURRET: The Storm Weaver
    • Fires a bolt of lightning that bounces off zombies!
    • Rate of fire: 10 seconds.
    • Detection range: is 24 blocks.
    • Firing range: 24 blocks.
    • Hitpoints: 200.
    • Configurable.
  • NEW TURRET: The Pulsar System
    • A turret that emits a strong radial pulse that gradually increases in size which converts items on the ground to either charcoal or XP orbs, the pulse also temporarily slows down zombies for 5 seconds and gives players the following buffs for 10 seconds: haste, regeneration, and strength.
    • Rate of fire: 10 seconds.
    • Firing range: 48 blocks.
    • Hitpoints: 200.
    • Converts items within the pulse radius except for all netherite items and the following rare items: Totem of Undying, Golden Apple, Golden Carrot, Enchanted Apple, Nether Star and the Beacon.
    • Strengthens players and weakens zombies within the pulse radius for a few seconds.
    • Configurable.
  • NEW TURRET: The Witherator
    • Fires 8 homing wither skulls that target nearby zombies.
    • Rate of Fire: 5 seconds.
    • Detection Range: 48 blocks.
    • Firing Range: 96 blocks.
    • Hitpoints: 200.
    • Chance to fire a Dangerous Skull: 28%.
    • Normal Skull Explosion Radius: 2.
    • Normal Skull Damage: 6.
    • Normal Skull Wither Effect Duration: 3 seconds.
    • Normal Skull Wither Effect Amplifier: 1.
    • Dangerous Skull Explosion Radius: 4.
    • Dangerous Skull Damage: 9.
    • Dangerous Skull Wither Effect Duration: 4 seconds.
    • Dangerous Skull Wither Effect Amplifier: 2.
    • Configurable.
  • NEW TURRET: The Repair Array
    • Repairs nearby turrets, damaged player equipment and drones. Can also repair turrets of the same type but not itself.
    • Rate of Fire: 2 seconds.
    • Detection Range: 32 blocks.
    • Firing Range: 32 blocks.
    • Hitpoints: 200.
    • Repairs up to 5 turrets, drones and players with damaged equipment at the same time.
    • Repair amount for turrets and drones: 4.
    • Repair amount for each piece of damage player equipment: 2.
  • Other Turret Changes:
    • The sonic cannon now fires its sonic blast similar to the warden.
    • Zombies now get pushed back by the sonic blast of the sonic cannon.
    • Reduced sonic cannon firing rate.
    • Slightly reduced sonic cannon damage.
    • Improved pyro charger particle physics.
    • Pyro charger now only burns zombies.

Utility:

  • NEW UTILITY ENTITY: The Collector Drone
    • An incredibly useful tool for the player when they want to collect items and XP in the area but there are too many zombies
    • The drone can collect whether items or XPs within a radius of 64 blocks.
    • Fully configurable by the player by right clicking it.
    • It also has a remote control that the player can use to whether set between two modes: Collection Mode and Follow Owner.
    • When first spawning the drone, you have to set it to active first before it can start collecting anything by right clicking and setting the active toggle to on.
    • In the configuration UI, there are 2 collection modes for the drone: Auto Collect - collects nearby items or XPs until it reaches full capacity, delivers the collected items to the player owner and repeat the same process. Manual Collection - Collects nearby items or XPs until full capacity, delivers the collected items/XPs to the player owner and deactivates, but can be reactivated again.
    • There is an optional delivery location for items: Player owner or a player-owned hopper.
    • Health points: 100.
    • There can only be a maximum of 3 drones for each player to avoid lag.

Mechanics:

  • NEW MECHANIC: Sweep Attack
    • Any entity that's holding a sword or an axe now have a sweeping attack by default, similar to the Java version.
    • The sweep attack has a cooldown of 1 second.
    • Base damage is 1 if it does not have a sharpness enchantment.
    • If it has a sharpness enchantment, the damage is based on the enchantment level.
    • Entities will always have a sweep attack damage of 1 regardless if whether their weapon has a sharpness enchantment or not.

Loot Drops:

  • Ferrals now have a chance to drop a phantom membrane when killed.

Visuals:

  • Added 5 new zombie idle and walk animations that are played randomly.

Bug Fixes:

  • Miner zombies now don't overpopulate caves.
v1.2.2 / November 07 / Old Update
  • Zombies now spawn on grass blocks.
v1.2.1 / October 18 / Old Update

Raboy's Zombie Apocalypse v1.2.1

BUG FIXES:

  • All tree types now grow with leaves.
  • Fixed supercharged iron golem splash attack sometimes being above its head.
  • Fixed supercharged iron golem sometimes unable to move for no reason.
  • Fixed zombie villager still burning in daylight.

GAME MECHANICS:

  • Rebalanced zombie spawning:
    • There will now be no zombies that will spawn on the first day, although some will spawn on the first night. After day one, zombie spawn rate will return back to normal.
    • Miners will now start spawning around day 6.
    • Ferals will now start spawning around day 8.
    • Walker zombie spawn rate during full moon now depends on the difficulty(lower difficulty, lower zombie spawn rate but still a higher spawn rate when it's not full moon in the same difficulty, same logic applies on higher difficulties).
    • Disabled phantoms and phantoms into ferals.
    • Walker zombie now has a 3% chance of becoming a runner zombie on easy difficulty when not on a full moon, and 5% chance on a full moon.
    • Walker zombie now has a 15% chance of becoming a runner zombie on normal difficulty when not on a full moon, and 25% chance on a full moon.
    • Walker zombie now has a 25% chance of becoming a runner zombie on hard difficulty when not on a full moon, and 50% chance on a full moon.
  • Iron golem splash damage now occurs in front of the supercharged iron golem rather than the middle.
  • Illagers now spawn naturally within a village when an iron golem spawns.
  • Illagers now stay in a village when there is at least a villager in it to activate the village.
  • Zombies now actually move and stay into an active village (at least one villager is linked to a bed); otherwise, they will just wander around.
  • Vindicator now have a 30% chance of spawming with a diamond axe.
  • Illager captain vindicator now have a 70% chance of spawning with a diamond axe.
  • Pillager now has a 30% chance of spawning with a diamond sword as a secondary melee weapon.
  • Illager captain pillager now has a 70% chance of spawning with a diamond sword as a secondary melee weapon.
  • Curing a zombie pillager holding a crossbow now has a 70% chance of having diamond sword as secondary weapon.

TURRETS:

  • Added Arrow Turret:
    • Shoots fast arrows up to 48 blocks away and can be repaired using iron ingot or string.
    • Only targets walkers, miners, and ferals.
    • Has 200 health points.
    • Only works when placed on a turret base.
  • Added Pyro Charger:
    • Burns every target within a 32-block radius.
    • Only targets walkers, miners, and ferals that are outside a villager and at least 8 blocks away from the turret, doesn't target zombies that are already on fire.
    • Has 200 health points.
    • Immune to fire damage.
    • Starts to overheat within 20 seconds after acquiring a target.
    • Has a 15-second cooldown when overheated.
    • Only works when placed on a turret base.
  • Added Sonic Cannon:
    • Fires a sonic charge every 2.5 seconds up to 48 blocks away.
    • Sonic charge does 8 damage within a 6-block radius every tick.
    • Can one-hit any target with a direct hit.
    • Only targets walkers, miners, and ferals.
    • Has 200 health points.
    • Only works when placed on a turret base.

BLOCKS:

  • Added Turret Base block.

ITEMS:

  • Added Turret Base item.
  • Added Arrow Turret item.
  • Added Pyro Charger item.
  • Added Sonic Cannon item.

RECIPES:

  • Added turret base recipe.
  • Added arrow turret recipe.
  • Added pyro charger pre-requisite recipe.
  • Added pyro charger final recipe.
  • Added sonic cannon pre-requisite recipe.
  • Added sonic cannon final recipe.

ZOMBIES:

  • Added the runner zombie which runs almost as fast as a feral.
  • Ferals now attack turrets.
  • Ferals can now spot a turret from 64 blocks away.
  • All zombies except for ferals are passive to turrets.
  • Zombies now only spawn on dirt and stone blocks.
  • Ferals and miner zombies now drop more XP than walker zombies.
  • Zombie illagers can now be cured using the same mechanics as curing a zombie villager.
  • Zombie villagers and illagers can now be cured within 30 seconds after curing process.
  • Zombie evoker now summons zombies instead of evocation fangs.
  • Ferals now break blocks above them when trying to reach a target.
  • Zombie villagers and illagers now be passive when they have the weakness effect, except for the player.

MOBS:

  • All neutral and friendly mobs (except for animals) now don't take damage from turrets.
  • All new iron golems now have the same explosion power when killed.
  • Changed level charged iron golem health to 200.
  • Changed leve2 charged iron golem health to 400.
  • Changed leve3 charged iron golem health to 800.
  • Improved supercharged iron golem smash attack.
  • Villagers now drink potions depending on various conditions.
  • Illagers can now mingle with one another and villagers around the village bell during the day.
  • Illagers now temporarily withdraw from battle when they lost enough health and replenish by drinking a health potion.
  • Adult villagers now fight zombies by throwing different potions at them.
  • Villagers now heal the ravager and iron golem and its variant when it reaches a low health threshold by throwing a splash potion of regeneration at them.
  • Evoker now heals the ravager and iron golem and its variant when it reaches a low health threshold, and it will also heal them to max health when it doesn't have a target.
  • Pillagers now switch to melee mode with an iron sword when cornered or outnumbered.
  • Tower guard pillagers now have significantly longer range (48 blocks) than settler pillagers.
  • Ravager now roars during battle when its health reaches a low health threshold.
  • Ravager now doesn't break blocks around it.
  • Wolf now attacks zombies when tamed.
  • Added village defender dweller type on illagers.
  • Illagers will now avoid attacking zombie villagers and illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.
  • Villagers will now avoid attacking zombie villagers and illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.
  • Iron golem and its variants will now avoid attacking zombie villagers and illagers with the weakness status effect but will still attack them if they were already targeted without the weakness effect first.
  • Villagers will now throw potions of weakness at zombie villagers and illagers that don't have the weakness status effect.

ZOMBIE LOOT:

  • Reduced feral loot drop chance.
  • Reduced walker loot drop chance.

STRUCTURES:

  • Added Illager Settlement - a large, protected village that is 105 by 102 blocks in size, it is surrounded by a wall with 8 towers and a bunch of arrow turrets.
  • Illager settlement now spawns naturally but rarely.

STRUCTURE LOOT:

  • Slightly reduced the loot count on each chest inside abandoned houses.
  • All sapling types can now be found in chests inside abndoned houses.
  • Cherry saplings can now be found in chests inside abandoned houses.
  • Bamboo saplings can now be found in chests inside abandoned houses.
  • Mangrove propagules can now be found in chests inside abandoned houses.
  • Sugarcane can now be found in chests inside abandoned houses.
  • Quartz can now be found in chests inside abandoned houses.
  • Slime ball can now be found in chests inside abandoned houses.
  • Arrow Turret and the turret base can now be found in chests inside abandoned houses but are very rare.
  • Increased loot spawn rate inside illager settlements.
  • Increased rare loot found inside illager settlements.

TRADING:

  • Turrets and the turret base are now available for trading from the weaponsmith villager and only available on max level.
  • Price for turrets and turret base can be discounted when a cured zombie villager becomes a weaponsmith or is already a weaponsmith.

VISUALS:

  • Leaves and grass block top part are now green in color except for grass and tall grass.
  • Improved zombie blood particle effect.
  • Added 2 new general zombie death animations.
  • Added a new feral death animation.
  • Added a new villager throwing animation.
  • Added a new wandering trader throwing animation.
  • Improved villager animations.
  • Improved wandering trader animations.
  • Improved evoker animations.
  • Improved pillager animations.
  • Improved vindicator animations.
  • Improved ravager animations.
  • Improved supercharged iron golem particles.

SOUNDS:

  • Added blood splatter sound effects.
v1.1.2 / September 28 / Old Update

Raboy's Zombie Apocalypse v1.1.2

  • Fixed a bug after 1.20.30 update where custom structures won't spawn naturally.
v1.1.0 / August 08 / Old Update

Raboy's Zombie Apocalypse v1.1.0

COMPATIBILITY:

  • Full 1.20 support.

GAMEPLAY:

  • Fixed saplings don't grow with leaves (only works with oak saplings for now).
  • Charged and supercharged iron golems now destroy blocks when exploding.
  • Significantly improved wandering trader trades.

WORLD GENERATION:

  • Removed flowers that generate on some parts of the world.
  • Slightly tweaked world generation.
  • Added abandoned houses (which only spawn in wooded areas).

VISUALS:

  • Improved zombie walking animation speed (walk animation speed now depends on how fast the zombie is moving).
  • Added sponge with gun zombie variant (patron skin).

MOBS:

  • Zombies now drop XP when killed.
  • Zombies are now slightly faster, except for the miner zombies.
  • Zombies now attack faster.
  • Match zombie villager behaviors to other zombies.
  • Improved zombie villager animations.
  • Illagers now attack zombies, and vice versa.
  • Illagers are now friendly towards villagers.
  • Illagers are now neutral towards players.
  • Illagers are now friendly towards iron golems, and vice versa.
  • Pillagers will now try to avoid zombies.
  • Ravagers are now friendly towards iron golems and players, and vice versa.
  • Added zombie evoker (only summons evocation fangs).
  • Added zombie pillager.
  • Added zombie vindicator.
  • Changed charged iron golem health from 100 to 600.
  • Changed supercharged iron golem health from 300 to 1200.
  • Wandering trader now fights back when attacked by players.
  • Wandering trader now fights zombies by throwing potions at them like the witch.
  • Wandering trader now drinks potions depending on the circumstance.
  • Wandering trader now runs faster when avoiding zombies.
Download links
Raboy's Zombie Apocalypse BP
Raboy's Zombie Apocalypse RP
Raboy's Zombie Apocalypse Structures
Supported versions
1.21.40
Tags
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37 comments
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  1. No avatar image mashal
    Very beautiful
  2. No avatar image Guest Sanane
    Yarrak kafalı
    mod
  3. No avatar image Kvas
    The turret bases in the structures are broken.
  4. No avatar image MansonGamingz3650
    I was excited to see an update to the Raboy's Zombie Apocalypse cause I have been for it for a long time since the latest before this .
  5. No avatar image กยกนไบไ
    กยำรไยไบ
  6. No avatar image Dika
    Good
  7. Qfdaa aku tak pernah merasa
  8. No avatar image Aung min khant
    Good
  9. No avatar image Nisar
    473849
  10. No avatar image Limox
    Mod zombies
  11. No avatar image rendi
    Ytta
  12. No avatar image bunty1b
    Zombies Mode
  13. No avatar image cjthegoat653
    hello can you play this in 1.20.51 version
  14. No avatar image cristian
    Como instalar?
  15. No avatar image hg raw agent
    How to download