Description:
Blood Moon Zombie States transforms your entire Bedrock world into a zombie apocalypse scenario set across a US-scale map. Every hostile mob that would normally spawn is replaced by a Blood Moon Zombie — a custom undead enemy that grows stronger with every passing in-game day. A persistent HUD tracks the threat level, a new Ruined City biome scars the overworld, and a deterministic safe house gives each player a named city headquarters to defend and return to.
A custom zombie that replaces every vanilla hostile mob (skeletons, spiders, creepers, endermen, witches, husks, drowned, strays, pillagers, vindicators, ravagers, zombie villagers, zoglins, and phantoms all convert on spawn). It has the same basic profile as a standard zombie but receives escalating potion buffs tied to the in-game day counter. It can break doors, climb, and pick up weapons it finds on the ground. Baby variants also exist. When underwater for 30 seconds, it converts into a standard Drowned.
Drops: 0–2 Rotten Flesh. On player kill there is a small chance to also drop an Iron Ingot, Carrot, or Potato (improved slightly with Looting).
A new overworld biome that generates in place of plains and sunflower plains. Its surface is covered in Cracked Asphalt (a grey stone-like block mineable with a pickaxe) and dotted with Roadside Weeds (a decorative cross-shaped plant). Use /locate biome ruined_city to find one.
A full set of custom equipment available from your safe house chest and given directly to you on first spawn.
| Item | Slot | Protection / Damage | Durability |
|---|---|---|---|
| Military Helmet | Head | 4 | 480 |
| Military Chestplate | Chest | 9 | 720 |
| Military Leggings | Legs | 7 | 660 |
| Military Boots | Feet | 4 | 540 |
| Military Rifle | Main Hand | 9 damage | 650 |
All military armor and the rifle are enchantable.
Six named safe houses exist across the world, one assigned to each player based on their username:
| Safe House | Coordinates |
|---|---|
| New York Safe House | X 800, Z 1200 |
| Los Angeles Safe House | X −1400, Z 900 |
| Chicago Safe House | X 300, Z −1300 |
| Houston Safe House | X −900, Z −850 |
| Phoenix Safe House | X 1500, Z −350 |
| Seattle Safe House | X −1600, Z 1500 |
Each safe house is an iron-block bunker with a polished deepslate floor, iron door, chest with loot, bed, crafting table, and furnace — built at Y 96.
Your action bar permanently displays:
From Day 2 onward, during nighttime (roughly 12,500–23,000 game ticks), Blood Moon Zombies have an additional chance to spawn directly around each player at a distance of 18–32 blocks, regardless of your current biome. This is on top of normal ambient spawning.
Your safe house is only built once. If you wander far, navigate back using the coordinates in the table above (your city is always the same for your username). The bunker will still be there.
Day counter drives all zombie strength. Evolution percentage and corresponding buffs:
| Day Range | Evolution % | Active Effects |
|---|---|---|
| Day 1 | 0% | Base stats only |
| Days 2–29 | +12% per day (up to 120%) | Strength, Speed, Resistance scale up |
| Days 30–98 | 120% | Strength, Speed, Resistance at max |
| Days 99–110 | 120% (spike period) | Same as above |
| Day 67+ | 120% | Jump Boost added (mutations active) |
| Day 500+ | 999% | All above + Regeneration IV — zombies heal constantly |
The internal effect amplifier scales with evolution percentage. Speed is capped at amplifier 4, Resistance at amplifier 4, Strength at amplifier 9. At Day 500, zombies are effectively unkillable without sustained high damage output.
Blood Moon Zombies can break wooden doors, just like vanilla zombies. Iron doors (like the one on your safe house) will hold them back.
Baby Blood Moon Zombies can mount adult ones, creating jockey pairs that move faster.
Days 1–10: Your starter military gear is strong enough to handle early-game zombies. Focus on gathering food, wood, and stone. The safe house bunker is your best defense — sleep each night to reset the time.
Days 11–66: Zombie speed and strength climb steadily. Reinforce any secondary bases with iron doors. Looting enchantments on your weapon help wring more drops out of zombie kills. Farm food consistently — bread from your starter chest won't last forever.
Days 67–99: Mutations become active. Zombies now leap, making them harder to kite and easier for them to scale obstacles. Prioritize ranged combat with your rifle and arrows.
Days 100–499: Evolution is capped at 120% but zombies are formidable. The main challenge shifts to resource sustainability — keeping armor repaired, maintaining arrow supplies, and securing a permanent fortified base.
Day 500+: Zombie Regeneration IV activates. This is the catastrophic phase. Only high-DPS weapons, fire, or sustained burst damage can kill them before they heal. This is the true endgame survival challenge — prepare heavily before reaching this threshold.
Tip: Use
/locate biome ruined_cityearly on to find the Ruined City biome. Exploring it can yield cracked asphalt blocks for building a distinctive apocalyptic base, but Blood Moon Zombies spawn there in groups of 2–4 so always go armed.
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.