Description
Survive a tense ten-day horror loop where eerie grey, black‑eyed zombies adapt to your tactics—growing tougher each day and, from around day 3, actively breaking dirt, planks, glass, and cobblestone to get to you; five adapted zombie variants (Basic, Speedster, Tank, Poisoner who throws poison splash potions, and the rarer Batter that stuns briefly using mining fatigue, weakness, and blindness) spawn with rising local caps and spawn eggs, while Aimer archer allies (up to three, low damage) can sometimes assist. New major threats include a two‑block‑tall Giant Sword Zombie (50 hearts, immune to fire and daylight, drops a powerful giant sword that grants speed, strength, and regeneration), the relentless Jumpscarer that chases you and flashes RUN, and the aerial They Flyer that patrols and dives; adapted zombies no longer hold rotten flesh and every player receives Cory’s Katana on first entry, so success hinges on mobility, kiting, clever ally use, and fortifying barriers as the nightmare escalates. Three new hostile variants expand the challenge: the Caver spawns in caves wielding a custom pickaxe (breaks blocks/doors faster, deals about 1 heart per hit, up to two can appear), The Wood wields a custom axe (slower at breaking blocks but hits harder for about 2 hearts, two-at-a-time cap), and the Swimmer prowls oceans with a custom trident (deals ~2.5 hearts, moves faster in water, burns in daylight, one-at-a-time cap). All custom weapons (Caver Pickaxe, The Wood’s Axe, and Swimmer Trident) are obtainable as loot drops, letting you use enemy gear against the nightmare as you progress.
Mod Wiki
Black Eyed Adaptation
Quickstart
- Install the
.mcaddonand create or load a world on Easy difficulty or higher. - The moment you enter the world, you automatically receive Cory's Katana — your primary weapon throughout the experience.
- Black-eyed zombie variants begin spawning around you immediately. At night the threat is highest; during the day it eases but never fully stops.
- Survive as many in-game days as you can. Every two days enemies gain more Strength; after day 3 they also gain Resistance and begin breaking dirt, planks, glass, and cobblestone to reach you.
- Each day a Giant Sword Zombie spawns near you. Kill it to loot the Giant Zombie Sword, a powerful upgrade to Cory's Katana.
- Watch for the Jumpscarer — when it flashes RUN, sprint away immediately. Watch the sky for the They Flyer. Explore caves cautiously; the Caver and The Wood lurk underground.
Overview
Black Eyed Adaptation is a ten-day survival horror experience. Eerie grey, black-eyed zombie variants hunt you relentlessly, growing stronger with each passing day. They learn to break through your barriers, throw poison, stun you, or simply outrun you. Your goal is to endure the escalating nightmare using mobility, clever use of your starting weapon, improvised fortifications, and occasional support from allied archers.
What It Adds
Custom Weapons & Items
| Item | Damage | Durability | Source |
|---|---|---|---|
| Cory's Katana | 9 | 1,200 | Given to every player on first entry |
| Giant Zombie Sword | 8 | 900 | Dropped by Giant Sword Zombie (100% chance) |
| Caver Pickaxe | 2 | 350 | Dropped by Caver |
| The Wood's Axe | 4 | 350 | Dropped by The Wood |
| Swimmer Trident | 5 | 450 | Dropped by Swimmer |
| Batter's Bat | 6 | 450 | Used by Batter (not a player drop) |
All custom weapons appear in the Equipment tab of your inventory when obtained.
Enemies
Adapted Black-Eyed Zombies (Surface)
These are the core threat. All variants gain Strength every two days, and from day 4 onward they also gain Resistance, making them progressively harder to kill.
| Variant | Behaviour | Notable Trait |
|---|---|---|
| Basic Black-Eyed Zombie | Standard melee pursuer | Most common; spawns in groups |
| Speedster Black-Eyed Zombie | Fast melee attacker | Harder to kite as days go on |
| Tank Black-Eyed Zombie | Heavy melee attacker | Rare but extremely durable |
| Poisoner Black-Eyed Zombie | Throws poison splash potions | Keep distance; poison drains health over time |
| Batter Black-Eyed Zombie | Melee with Batter's Bat | Inflicts Mining Fatigue, Weakness, and Blindness on hit (brief stun) |
| Aimer | Ranged archer | Fires arrows from up to 18 blocks; low individual damage but dangerous in groups |
Major Threats
| Entity | Health | Behaviour |
|---|---|---|
| Giant Sword Zombie | 50 hearts | Two blocks tall; immune to fire and daylight; one spawns per day near the player; drops the Giant Zombie Sword |
| Jumpscarer | 15 hearts | Relentlessly chases you; flashes RUN when it locks on; can break doors |
| They Flyer | — | Aerial hunter; spawns in the sky around you at night; dives to attack |
Environment-Specific Threats
| Entity | Habitat | Weapon | Damage | Cap | Daylight Burn |
|---|---|---|---|---|---|
| Caver | Underground caves | Caver Pickaxe (fast block-breaking) | ~1 heart | 2 at a time | No |
| The Wood | Underground | The Wood's Axe (slower, harder hits) | ~2 hearts | 2 at a time | No |
| Swimmer | Oceans | Swimmer Trident | ~2.5 hearts | 1 at a time | Yes |
The Caver and The Wood only spawn underground in darkness. The Swimmer only spawns in ocean biomes and is faster in water but burns in sunlight.
Allies
Aimers can spawn on your side (up to 3 near you at a time). They carry bows, target the same monsters you fight, and deal low damage — but their arrows provide a welcome distraction in large fights.
There is also a named ally, Cory, referenced by the katana lore. Cory is not a regular spawning entity but may appear in special circumstances.
Abilities And Mechanics
The Ten-Day Adaptation Loop
- Days 1–2: Enemies have base Strength. Manageable numbers.
- Day 3+: Adapted zombies begin actively breaking soft blocks (dirt, planks, glass, cobblestone) to reach you. Fortifications must use harder materials.
- Day 4+: Enemies gain Resistance in addition to Strength. Raw DPS becomes less effective; kiting and positioning matter more.
- Every two days, enemy Strength scales up (capped at Strength V). Every three days past day 4, Resistance scales up (capped at Resistance III).
- Spawn rates are higher at night. Caver and The Wood only appear at night underground. The Swimmer only appears at night in oceans.
Giant Sword Zombie — Daily Boss
One Giant Sword Zombie spawns near a random player each in-game day, guaranteed. It is immune to fire and daylight (it will not burn). Defeating it always drops the Giant Zombie Sword. The sword provides Speed, Strength, and Regeneration effects to the wielder, making it a key power spike each day.
Jumpscarer
The Jumpscarer locks onto players and flashes the word RUN as a warning. It has a fast pursuit speed and can break doors. It drops a higher-value loot pool than standard zombies, with a notable chance for emeralds — reward the risk of standing to fight it.
They Flyer
Spawns high in the sky around you at night. It patrols and then dives. Because it approaches from above, standard wall fortifications provide no protection — keep an eye on the sky.
Custom Weapon Effects (Giant Zombie Sword)
The Giant Zombie Sword grants the player Speed, Strength, and Regeneration while equipped, making it significantly more powerful than Cory's Katana for raw combat. Its 900-durability pool means it will last through several days of heavy use.
Enemy Weapon Drops
The Caver, The Wood, and the Swimmer each have a chance to drop their custom weapon on death. These tools are functional and can be used by the player:
- Caver Pickaxe — efficient pickaxe-speed tool, useful for rapid mining.
- The Wood's Axe — axe-speed tool, slower than the pickaxe but hits harder.
- Swimmer Trident — highest-damage of the three looted weapons.
Progression And Strategy
Early days (1–2): Focus on establishing a shelter using stone or stronger materials. Cory's Katana deals 9 damage and has high durability — use it freely. Kill the daily Giant Sword Zombie as soon as possible for the power boost its sword provides.
Day 3 transition: Switch your walls to materials that resist the zombies' block-breaking (stone, deepslate, obsidian). Dirt, wood, and glass shelters will be torn apart.
Mid days (4–6): Resistance on enemies means fights drag longer. Prioritise the Poisoner (keep distance or close fast before it throws) and the Batter (avoid letting it hit you — the blindness makes escaping follow-up attacks very dangerous). Use Aimers as distractions; let them draw aggro while you pick off enemies.
Late days (7–10): Enemy strength and resistance are near their caps. Mobility is your best tool — never stand still in large groups. Keep the Giant Zombie Sword active for its regeneration, and loot the Caver Pickaxe or Swimmer Trident to have backup weapons when the Giant Sword's durability runs low.
Underground tips: The Caver breaks blocks faster than The Wood. If you mine, bring your best gear and listen for their sounds. Their weapons are worth looting for the pickaxe speed alone.
Ocean tips: The Swimmer moves quickly underwater and hits hard. Fight it during daylight from the surface — it burns in sunlight — or bait it to the surface with ranged attacks. Its trident is a useful reward.
How to install
Download the mod and follow the step-by-step installation guide.
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This mod is licensed under the CreativeMode Mods License.




