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Zombie Expansion
Zombie Expansion

Zombie Expansion

A mod that adds various types of zombies, blocks, items, dimensions, mechanics and more

download 7 Downloads · favorite 0 Followers · Updated 4 days ago
Adventure Equipment Magic Mobs Neoforge 1.21.1

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Zombie Expansion 1.3

1.3 · 4 days ago · 5.06 MB

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Neoforge 1.21.1

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About

Zombie Expansion In short this mod basically adds a bunch of zombies, weapons, blocks, dimensions, etc.

It is recommended to install JEI in order to access custom recipes in this mod! And best to use Xaero's minimap to find mobs!

This mod adds many kinds of zombies, 4 dimensions, 19 weapons, 83 blocks, and over. along with multiple structures that contain lore of the factions, or are necessary for progression.

General Tips and Tricks:

Spoiler

If you encounter or summon a boss you cannot handle or have trouble fighting it, trap it in boats and use that to your advantage. However, do take note that as you encounter stronger zombies, they may be able to adapt to the boats.

If you're willing to take the risk, you can smelt Rotten Flesh for Burnt Flesh, which is a great early form of food due to its hunger not being as severe as its unburnt counterpart, and has decent saturation.

There are 7 lore books found in the Apocalyptic realms, they may explain what’s happened here.

Weapons:

Spoiler

Undead Sword Level 1: crafted from 2 super zombie flesh and a stick, it is a key essential tool for the progression of this mod, and is great for fighting off the stronger zombies.

Undead Sword Level 2: a good base upgrade, whenever possible to upgrade it, it's a good steady investment in order to progress further.

Undead Sword Level 3: while the appearance stays consistent, each portion of increased damage becomes ever encroaching as each navigated biome gets more and more difficult.

Undead Sword Level 4: a mid way point between what is needed for an extreme challenge, but otherwise it is perfect for most use against the current threats.

Undead Sword Level 5: an ice breaker to the next challenges, and necessary for one perhaps remembered opponent.

Undead Sword Level 6: a perfect blade against the undead, and a testament to one's journey against the factions.

Fire Sword: a blade that begins igniting others to flame, it is a good consistent weapon.

Inferno Sword: a longsword that on right click fires a fire charge rapidly at a target, dealing fire damage

Super Inferno Sword: a significantly stronger longsword that on right click fires a explosive fireball rapidly at a target dealing devastating support damage and is significantly higher advantage compared to its normal counter part..

Ice Sword: a blade that begins slowing down and freezing others, it is also a good consistent weapon.

Glacial Sword: a greatsword that is a direct boost compared to the ice blade, dealing more damage and giving a stronger effect.

Super Glacial Sword: a greatsword that has a significantly higher advantage compared to its normal counterpart as its effects are nothing short of lethal.

Vampire Sword: a sword that while it would appear weak, it is capable of life steal, allowing a quick healing method in most uses.

Super Vampire Sword: a direct upgrade to the simpler Vampire Sword, dealing more lifesteal and higher healing.

Shaman Sword: a devastatingly powerful sword that applies an effect to its target, dealing sufficient support damage as well.

Super Shaman Sword: as similar to the shamans sword, however, the damage in support it deals is prolonged and strengthened.

Opal Sword: a reliable quick sword dealing good damage.

Undead Bow: an effective bow that deals really good damage towards its target with its ammunition being Super Rotten Flesh.

Shadow Undead Bow: an incredibly effective bow that deals astonishing damage towards its target with its ammunition being Dark Flesh.

Structures:

Spoiler

Apocalyptic:

Spoiler

Villager Hut

Large Villager Hut

Ruined Watchtower

Ruined Villager Hut: an unfortunately tarnished and ruined shelter, with little remaining in it.

Old Well: an old source of hydration when times were more civilized… but if it remains, there must be something at least.

Ruined Armory Elder Grave

Toxic Igloo

Castle Remnants

Apocalyptic Dojo

Apocalyptic Castle

Cesium Infected Dungeon

Apocalyptic Nether:

Apocalyptic Church: the location to where you will find the Toxic Shaman’s Shrine.

Apocalyptic End:

Spoiler

Shadow Outpost: a tower that contains a reward but possible life risking threats, and gives a good view of the surroundings.

Shadow Mines: a rather obscure and difficult location that shows some of the industrial efforts the Dark Zombies have, although it may strangely yet serve as a safe space.

Glacial Chambers

Burning Sanctuary

Mobs:

Spoiler

Outcast Faction

Spoiler

(Found in the Overworld and Nether.)

Bow Zombie - As the name implies, this is a zombie that uses a bow, they can be found in common overworld biomes.

Strong Zombie - moderately more of a hazard than a normal zombie, it's best to take your distance from them, and they are also found commonly.

Stronger Zombie - significantly more of a hazard than a strong zombie, they are thankfully not that common, but you can tell it apart from a strong zombie by its reddened eyes.

Strong Bow Zombie - talented in multiple fields, a jack of all trades.

Sculk Zombie - a mutated remains of a zombie, not yet merged with the sculk completely.

Soul Zombie - a manifestation of the soul sand turned to a rotted husk, somethings embedded in it as well as a vessel.

Zombie Boss - a first major threat, shields and swords up, because it will be unrelenting, and can be found scattered around the world somewhere, or in the nether, fully coated in diamonds.

Zombie Miniboss – A fully armored mob capable of straightforward and rarely ranged damage, though it can only get worse.

Zombie Super Boss – an even further challenge, wielding full netherite and capable of launching players far, its damage and chasing also needs attention.

Warden Zombie - essentially a beast in its own form, it can bring forth zombies mutated from sculk after enough times to unleash a small army, it can be dangerous when not taken care of, and even diamond armor may feel insufficient.

Strong Zombie Miniboss – similar to the normal zombie mini boss, but higher damage, and slightly higher speed

Strong Zombie Boss – more advanced than the normal zombie boss, although it is capable of launching.

Strong Zombie Super Boss – while indeed a superboss, it is also a minion for the shaman, it is completely capable of launching the player dozens of blocks in one strike.

Badlands Zombie

  • a really tough and stronger variant of the zombie, looking as a husk, while uncommon, if they are not dealt with, they will further worsen your travels with how durable they are.

Flesh Hoarder – a zombie that seems to be rather abundant in rare fleshes from stronger zombies, how it obtains these said fleshes is unknown, but certainly helpful, it also has variants of itself scattered throughout, stronger and more well equipped, perhaps its a zombie with its own intentions, or working under someone.

Jungle Zombie - as implied, a special zombie found in the jungle biomes, although they are less tanky.

Muddy Zombie – a slightly heavy zombie, found in the mangrove and normal swamps.

Bandit Zombie - a quick witted zombie, found only in the savannah, using a bow and hiding itself with a scarf, a professional.

Zombie Summoner – a special zombie that can spawn multiple kinds of zombies as summons, it can be very treacherous to fight, but can drop some key items.

Zombie Necromancer – A menacing masked zombie capable of summoning much stronger opponents for assistance, it is like a summoner but much more skilled and tough.

Crimson Zombie - a zombie of the burnt, found either in the crimson forests, or, you can bring one forth from eating burnt flesh at a furnace, it hates the Frozen Zombie, but it is scared of the Glacier Zombie and the Toxic Frozen Zombie.

Frozen Zombie – a zombie that shares its decomposition towards its attacker, since it cannot rot due to freezing, the rot spreads instead, it hates the Crimson Zombies as well, but are afraid of the Inferno Zombies.

Inferno Zombie – a sort of leader among the Crimson Zombies, able to summon them for help, or when dead to get the last laugh, they hate the Glacier Zombies as well.

Glacier Zombie – a sort of leader among the Frozen Zombies, able to summon them for help, or when dead to get the last laugh, they hate the Inferno Zombies as well.

Zombie Melee Deflector - a very unique type of zombie, it resists all melee attacks, requiring a bow, and is very strong

Zombie Anti-Melee Guardian – like the Zombie Miniboss, however, it requires maneuvering and lots of arrow usage to take one down.

Zombie Anti-Melee Boss – an insanely durable and tanky boss, a lot of arrows and a prepared bow is required.

Zombie Shaman – A multi-phased entity that is summoned, it is a final challenge to the overworld's creatures, and may require further equipment in order to handle them, along with a consistent method to heal.

Toxic Faction

Spoiler

(Found in Apocalyptic and Apocalyptic Nether)

Toxic Zombie – reliant and poisonous zombies that depend on each other for strength, they alone are weak, but can rapidly team together.

Toxic Husk – similar to the zombie, they all have a strong reliance, however, they do not infest the player with toxins.

Toxic Frozen Zombie – a zombie that is capable of stunning you in place and deal rather impressive damage, and given the existing harsh climate, it can impact your rate of survival even further.

Toxic Sculk Zombie – more resistant and stronger than the normal overworld counterparts, expect them to be a bit of a barrier.

Toxic Archer – like a Bow Zombie, but less precise.

Toxic Guard – a rare patroller, their damage is consistently stronger, but not impossible.

Toxic Knight – it could be a boss in itself, for even the best equipment can only slowly chip away at it, it is recommended to take great precaution, yet lack of hesitation when confronting one, for any mistake could be costly.

Toxic Zombie Boss – a heavily armored opponent, capable of rather devastating damage.

Toxic Zombie Shaman – a being of great importance that must be called, also one of very few capable of human speech.

Necromancy Faction

Spoiler

(Found in Apocalyptic End)

Corrupted Zombie Summoner – a summoner that's falling from the hands of its origin, and slowly heeding to the dark.

Corrupted Zombie Miniboss – possibly a subjugated being forced to follow their whims, they are strong.

Corrupted Warden Zombie – a naturally falling variant of the Warden Zombie, worsening in its environment compared to its overworld counterpart.

Corrupted Sculk Zombie – a similar story to the Warden Zombie, it is worsening as well.

Gazing Dark Zombie – summoned zombies that are agile, precise, and their vision is their biggest reliance.

Hollowed Necromancer Lord – a fragment of a being that is bound to roam aimlessly, its true power, sealed and locked, residing in somewhere worse than it.

Portal Necromancer – a Necromancer found bound to a portal somewhere in an igloo, it doesn’t seem to possess anything else, but its origin is not determined.

Dark Zombie – a zombie native to the Shadowfilled Darkness, it likely has no idea it exists, but its influence is still present.

Dark Necromancer – A split faced being that despite being rather powerful, is best when it comes to their allies rather than a primary force and dealing adding effects to worsen the players condition.

Gazing Dark Miner – perhaps the only friendly zombie, all it does is exist to dig for equipment.

Cavedwelling Maniac Summoner – basically how the Gazing Dark Miners are being managed, this zombie doesn’t do much, but it could still be a slight problem.

Shadow Samurai – a fast and nimble zombie that can rapidly attack the player and possibly steal its health.

Shadow General – a leader on its own, it can call many of its faction for help, as it relies on its army and comrades to fight.

Necromancy Enforcer – a being that has a book and has a chance to eliminate all of the players health, essentially eroding the player away, and it can convert regular summoners to the Dark Zombie Summoner, it is also one of the strongest in its faction.

Dark Zombie Summoner – of course, every sub faction must have a zombie intelligent enough to bring allies, this has variants that are stronger. The furthest mutation a Zombie Summoner can have, rarely appearing yet more than capable of bringing worse foes to a fight, their damage is not playful either, they can also be created.

Mutated Zombie Summoner – a summoner that alone is allies with the Dark Zombies, however, with help of an enforcer, they can fully transform, otherwise, they can be found in the Shadowfilled Darkness.

Mutated Zombie Boss – a forcefully summoned creature mutated to follow the Dark Zombies goals.

Mutated Warden Zombie – a very strong zombie stolen from the sulk, now bound to the Dark Zombies goals.

Fiery Zombie – the most common zombie found in their respective land, they dual wield fire swords can overwhelm you once very grouped.

Molten Overlord – a rather effect over time support, it can create some hassle as you fend off on the groups of fiery zombies.

Infernal Demon Zombie – a very strong fighter that has yet to kindle its entire potential, but even then, it is fierce, it strangely possesses a pottery shard, perhaps it uses it as a form of training reference.

Magmatic Blazing Demon – a kindled and awakened state of this fighting zombie, able to deal more devastating damage, and is really hard to kill, it also will summon assistance on death.

Gazing Fiery Zombie – a summoned zombie that assists and can set others to flame.

Glacial Frozen Zombie – one of the early zombies, it deals decent damage and can slowly chip away worse with help of later zombies.

Nitrogeous Glacial Zombie – dual wielding, and is better with aiming, it can slowly chill away the player too.

Icy Subzero Husk – a tanky and very effective heavy mob, it is rather strong compared to the others.

Frigid Frost Zombie – an insanely tanky and strong zombie, it can also deal devastating damage with the ice building up.

Gazing Glacial Zombie – a summon from the Frigid Frost Zombie, assisting.

Arctic Explorer Zombie – an in between zombie that is not as common, and is an alternative threat at times, though perhaps more tanky and difficult.

Rotten Zombie – slightly bubbly and acidic, but rather normal looking otherwise.

Bubble Zombie – a very bubbly zombie, and tanky.

Flesh Zombie - is it just, purple decayed skin remaining in this zombie where's the rotted part of it?

Gazing Rotten Zombie – a summon from the Bloodthirsty Rotten Zombie, it is also reliant on its eyes only.

Bloodthirsty Rotten Zombie – a highly lethal version of the zombie, it could be considered dangerous if all the other zombies crowd together, otherwise, it's a decent threat.

Magmatic Underworld Lord – a final front of all flame, summoning the most it can, setting all it can into an expanding inferno, to set you and your pathway to a smothering ember, and an end.

Subzero Glacial Lord – a final front of absolute zero, turning its own environment into frost and entraps the player, impacts with snow that can chill the player in their entirety, halting and chipping their path to a stop.

Zombie Anti-Melee Champion – unique in the sense its like other anti melee bosses, however, what sets it apart is how its summons get benefits, as if it is some sort of motivator for the undead, greatly enhancing their speed to pursue you, and could be considered the most difficult because the lesser zombies get support.

Necromancer Lord of Doom – one of the most crowd heavy bosses yet, it is capable of dark magics that allow it to relentlessly summon more summoners, and even beyond it with uses of illusion, and its defeat will be recognized by something.

Void Zombie – a mutation of the Dark Zombie, turned into a form that's only a surface remembrance of what it was, it walks without reason.

Mutated Necromancer Lord – an awful reconstruction of a Necromancer Lord, their eyes widened to try and see in the void it is to no avail.

Shadow Gazing Void Necromancer – essentially dozens of the summoners dead gazers, no longer free to roam the other realms trapped in one mutated body that is just a shallow and thin husk, and its power increased because of all of the gazers eyes mutated into one to also see in the void.

Undead Lord – the final challenge. It is crucial to have the best equipment available, and 3 items to defend its strongest attacks, the Infernal Flames, the Pickaxe of the Void, and the Voidfilled Shield, along with the best enchantments for each item, and methods to heal.

Cesium Zombies

Spoiler

Cesium Zombie - a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess.

Cesium Husk - a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess, and it mixes its abilities further.

Cesium Crimson Zombie - a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess, its flames and mix of radiation makes it even worse than before, along with its added velocity.

Cesium Frozen Zombie - a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess, multiple forms of harm are to be expected.

Cesium Glacier Zombie - a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess, and given that it is an evolution of the frozen zombie, it is nothing short of cruel.

Cesium Inferno Zombie – a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess, and given that it is an evolution of the crimson zombie, it is nothing short of cruel.

Cesium Jungle Zombie – a zombie that couldn’t be infected by cesium normally, and yet was forced to be mutated, how evil!

Cesium Muddy Zombie – a zombie that couldn’t be infected by cesium normally, and yet was forced to be mutated, how evil!

Cesium Archer – a zombie that couldn’t be infected by cesium normally, and yet was forced to be mutated, how evil!

Cesium Guard – a mutated guard, highly lethal and aggressive, why would you do this to yourself?

Cesium Knight – an absolute unit that without either highly careful preparation or combat experience can end your run if unprepared in either way.

Cesium Zombie Boss – an otherwise neutral boss, it targets summoners and other non cesium zombies before the player, and is only aggressive when provoked, while found early on, its damage is too far high to fight in the beginning, returning to it later.

Cesium Frost Zombie – a zombie that faces a lethal radiation that is beyond toxic, transforming them into a melted mess.

Workbenches:

Spoiler

Zombie Crafting Table: a workbench that can be made early on to see new recipes related to zombie expansion, it is a good basis and has a 5x5 workspace to accommodate any need that can save you when you feel difficulty is too high.

Totem Constructor: a specialized table to restore fragments or totems to an original or new form, crucial for progression to fight the bosses each stage, and, can provide upgrades over time, the zombie crafting table is not specialized enough for it however.

Derottifier: converts rotted fleshes to edible flesh early on.

Detoxifier: converts mutated and radioactive flesh to be more safer to handle.

Flesh Merger: a complex enhancer of flesh that requires both a stack of 64 of the flesh you want to combine, and a singular dark flesh, it is also capable of transforming super gems into a more shinier form, allowing late game equipment and other progression to be accessible.

Necromantic Forge: a specialized form of enchanting that can be used late game to bless items with a new book called Cesium Blessing, not found anywhere else but through this table alone.

Recipes of this workbench can be viewed in the Rotten Knowledge Book. (Note: due to JEI not being able to have items in slots storing NBT, Cesium Blessing I is a tricky item to craft because it takes some digging to find the recipe so here is step by step: step 1: check the recipes of the Zombie Crafting Table with “U” and keep changing pages until you see an enchanted book, a generic enchanted book with no enchants and you found it)

Apocalyptic General Tips and Tricks:

Spoiler

Before entering Apocalyptic, keep in mind that the difficulty of your world determines the difficulty of this mod aswell

On hard mode, you will want to enter Apocalyptic with Apocalyptic Helmet and the other pieces being diamond (use JEI at all times to check descriptions of items you don’t have or you want to know the recipes of)

Avoid Toxic Guards, Knights and Zombie Bosses at the very start and work your way to full Apocalyptic, Nuclear and Atomic armor as fast as you can

Focus on getting ender pearls from Zombie Summoners and ores by mining with a diamond pickaxe.

Be cautious, don’t just head into combat mindlessly then lose to a zombie you haven’t encountered before. Being skilled in pvp is very useful in this mod as you will be able to dodge melee attacks and possibly take down zombies you are not supposed to with weak gear.

If you haven’t yet the moment you obtained Super Rotten Flesh and Enchanted Rotten Flesh, craft the Undead Sword level 2 immediately because an axe will get you killed almost instantly due to the crowding high health zombies in Apocalyptic, but since you are in this dimension might aswell craft level 3 or 4 already to deal with Toxic Guards, Knights and Zombie Bosses

It is recommended to fight the Zombie Shaman after getting atleast Nuclear Armor on hard mode due to the second phase being significantly more difficult than the first one

Apocalyptic Nether is recommended after getting Atomic Armor

Your main goal there is to get to the Apocalyptic Church and get the Shaman Shrine, a block that is used to summon the Toxic Zombie Shaman if you have the Apocalyptic Totem. It requires a netherite pickaxe to be broken

Fighting the Toxic Zombie Shaman is not something the weak can do

If you are not skilled at combat, best to apply protection 4, unbreaking 3 and mending to your armor

Just keep in mind, you will need a separate set of clean Atomic to craft the Reinforced Atomic armor due to magic not working with the Zombie Crafting Table

It’s best to keep your Atomic armor anyways to make sure you still get the damage bonuses to your Undead Sword when you are not exploring Apocalyptic End

Make sure you have crafted the Undead Sword 5 before fighting the Toxic Zombie Shaman, you will regret it if you haven’t

After defeating the Toxic Zombie Shaman, you will need to work your way to getting to Apocalyptic End, by getting the Reinforced Atomic helmet

Once you made it to Apocalyptic End, you must farm all the materials to get the rest of the Reinforced Atomic pieces, Undead Sword level 6 and the 3 items that will help you defeat the Undead Lord

You will die almost instantly if you try to fight the Undead Lord without having even one of those items

Remember to apply protection 4 and unbreaking 3

Mending does not matter during this fight as the Undead Lord does not summon allies

So you must brew atleast 2 Void Flasks before this fight otherwise your armor will break by the end of phase 3, the helmet will likely be the first and you will be obliterated if you are fighting him in Apocalyptic End (recommended due to an attack being extremely destructive in other dimensions)

It is best whenever possible to use fortune for some of the items, or special tools to enhance yield, this way it's much faster to progress in the mod.

Whenever possible, enchant your items as much as you can to prevent them from breaking from the crowds of zombies, and dealing higher damage more consistently increases your rates of survival.

Effects:

Spoiler

Melting (when you enter acid without proper equipment, Apocalyptic or better leggings, you start melting slowly)

Radiation (when you eat Apocalyptic/Apocalyptic Frozen Flesh without Apocalyptic or better boots, you will rot away and will be unable to breathe due to high dose of radiation)

Apocalyptic Atmosphere (when you enter Apocalyptic without Apocalyptic or better helmet, you will slowly experience the deadly atmosphere and die)

Nuclear Poison (a rare effect but if you make suspicious stew out of Nuclear Flowers or Rotten Flowers you can get it or just eating Nuclear Flesh without Nuclear or better boots on)

Apocalyptic Nether Atmosphere (similar to Nuclear Poison but it’s in the air of Apocalyptic Nether, a much more deadly version of the Apocalyptic Atmosphere)

Shaman Poison (an effect that only the Zombie Shaman or Toxic Zombie Shaman or whoever is holding the Shaman Sword can afflict it on an entity, full Atomic armor halves the damage and full Reinforced Atomic negates all damage from Shaman Poison)

Freezing (self explanatory, afflicted by frozen mobs of the overworld and Apocalyptic or Apocalyptic Nether)

Subzero Freezing (not so self explanatory, afflicted by the Undead Lord during his boss fight or the Glacial Zombies of Apocalyptic End, can be negated by Reinforced Atomic chestplate)

Dark Poison (afflicted by the necromancers of shadowfilled darkness, effect can be negated by Reinforced Atomic Chestplate or the full set when fighting undead lord)

Infernal Burning (a stronger version of being set on fire by Crimson Zombies and Inferno Zombies, can be negated by Reinforced Atomic chestplate)

Cesium Poison (afflicted by Cesium Zombies, can be negated by Reinforced Atomic chestplate but only if mobs afflict it, all sources are blocked by the boots)

Undead Nullification (an effect only afflicted by the undead lord during the boss fight, temporarily disables defense and makes the affected more vulnerable to attacks)

Necromantic Radiation (an effect once again only afflicted by the Undead Lord, it only applies to players when they are not wearing full Reinforced Atomic armor during the boss fight)

Apocalyptic End Obliteration (the player gets obliterated in Apocalyptic End without the Reinforced Atomic Helmet)

Stale Hunger (Does not affect the player neither negatively or positively but it is used in the brewing recipe of the Rotting Hunger I

Rotting Hunger (Like hunger but much faster and it is intended to be used when farming zombie summon counts)

Biomes:

Spoiler

Apocalyptic:

Spoiler

Zombified Woods: one of the more common biomes, or what remains of a biome in the Apocalyptic, as there is only rotted remains of trees and new mutations of zombies scattered throughout.

Nuclear Lands

Nuclear Sculk Valley: due to grand decompositions of life happening throughout, the sculk found its way to the surface, and slowly devours away at the Apocalyptic as well.

Toxic Mountains: an alarmingly more hostile environment, as the deceased Toxic Zombies adapted to the climate, and combination of the radiation makes it more harsh if it was not enough already.

Rotten Desert: one of the other more common biomes, and due to the deserted or little life that often exists in a desert, it might be one of the most preserved locations, aside from being taken by the Toxic Zombies and the Toxic Husks.

Shadow Lands: one of the most tampered yet rampant biomes throughout the Apocalyptic, influenced by summoners of strangely stronger origin, and an infestation of Cesium that could perhaps have significance later on.

Apocalyptic Nether:

Spoiler

Rotten Tundra: a remnant of the warped forest where only the ground remains, it is still cold and lethal.

Volcanic Toxic Valley: a remnant of the crimson forest, however, churches may be built here at times hidden away, it's also surprisingly populated.

Toxic Wastes: an eerily recognizable yet abandoned remnant of the Apocalyptic Nether, as the influence and dread it carries is silenced by something worse.

Apocalyptic End:

Spoiler

Shadowfilled Darkness: an ore abundant cave heavy biome with some outposts to assist the rather militaristic sub faction of zombies found here.

Rotting End Valley: a lore more of a vacant space that however houses more group oriented mobs, they aren’t the most advanced, but the terrain is less friendly as it can mix other faction zombies easily into the mess.

Frozen End Glaciers: the coldest location recognizable, where each mutated mob is as if they were one with the snow that burrows everything, and as all things in the universe, heat has to fade away eventually.

Infernal End Blazings: the hottest location recognizable, where each Zombie serves as an embodiment to the Infernal Flame, as until otherwise done, it does not extinguish under mere cold, and it is no comfort.

Apocalyptic Void:

Spoiler

Voidfilled Darkness: A desolated, torture-filled biome where the dead necromancers of Apocalyptic End end up as much stronger yet mutated and likely fused together into a necromantic cesspool of suffering.

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