Description
Zombie Apocalypse overhauls survival by unleashing escalating, evolving zombie hordes: starting on Day 5 the night-time horde controller spawns Bloodrot Zombies (and buffs vanilla zombies) that receive persistent variant numbers which scale their speed and strength as days pass, and you can discover the custom Bloodmoon Wastes biome (twisted water/grass/foliage and fog) with /locate biome com_bloodmoon_zombie_wastes_kworzile:bloodmoon_wastes. Each night the script-driven controller shows an action-bar HUD with the current night, nearby horde count, and next-wave timer, while hordes will damage common defense blocks, spawn eggs let you summon Bloodrot Zombies for testing or farming, and kills yield custom loot. Every seventh night triggers a Blood Moon—locked nighttime, thunder, faster/larger waves and strong zombie buffs—while the apocalypse escalates through named tiers on set days (Day 10: nuclear, Day 15: nuclear mutant, Day 25: mutant nuclear, Day 30: radioactive, Day 45: nuclear Sirenhead, Day 50: Nuclear King Kong boss, Day 75: mutant goatman, Day 99: Chernobyl military shooters) represented by increasingly powerful variant names and effects, rewarding smart defenses, traps, and kiting to survive.
Mod Wiki
Bloodmoon Zombie Evolution
Quickstart
- Install the
.mcaddonand start or load a survival world with the pack applied. - Survive normally until Day 5 — the first horde will strike at nightfall. Watch your action bar for the countdown.
- Build defenses before Day 5. Avoid relying solely on wood planks, cobblestone, dirt, or glass — the horde can break them.
- Kill Bloodrot Zombies for loot. Use a Looting sword to improve rare drop chances.
- To summon Bloodrot Zombies for testing, use the Bloodrot Zombie Spawn Egg from the Creative inventory.
- To find the Bloodmoon Wastes biome, run:
/locate biome com_bloodmoon_zombie_wastes_kworzile:bloodmoon_wastes
Overview
Bloodmoon Zombie Evolution transforms vanilla survival into a relentless zombie apocalypse. Starting on Day 5, waves of Bloodrot Zombies assault you every night, growing faster and deadlier as the days accumulate. Every seventh night a Blood Moon strikes — the sky locks to night, thunder rolls, and the horde doubles in size and ferocity. The apocalypse advances through distinct named tiers, each bringing stronger zombie variants, until Day 99 when Chernobyl military mutants hunt you down.
A persistent action-bar HUD keeps you informed at all times, showing the current day, horde size nearby, and the seconds until the next wave.
What It Adds
Bloodrot Zombie
A custom undead mob that spawns in hordes each night. It shares zombie behaviors — burns in daylight, converts to a Drowned when submerged, can break doors, can pick up weapons, and may rarely spawn as a baby or as a jockey pair. Each Bloodrot Zombie is assigned a permanent variant number (e.g. Bloodrot Zombie #482931) that determines its power level — a small number of very high variants are considered rare and receive an extra buff tier, while an even rarer subset at Day 50+ qualify as bosses with a massive health boost.
Vanilla zombies are also buffed by the same system when they spawn.
Bloodrot Zombie Spawn Egg
Available in the Creative inventory. Spawns a Bloodrot Zombie immediately, useful for testing defenses or farming loot outside of normal nighttime waves.
Bloodmoon Wastes Biome
A custom biome with twisted water, grass, and foliage colours and an eerie fog. Locate it with /locate biome com_bloodmoon_zombie_wastes_kworzile:bloodmoon_wastes.
Action-Bar HUD
Every second your screen shows:
Day <N> [BLOOD MOON] | <Tier Name> | Horde <nearby count> | next <seconds>s
Before Day 5 it reads: Apocalypse begins Day 5.
Abilities And Mechanics
Variant Scaling
Every Bloodrot Zombie (and buffed vanilla zombie) receives a random variant number from 1 to 999,999. This number is permanent. It influences:
- Speed — scales with the current day tier (up to Speed IV).
- Strength — scales with the current day tier (up to Strength V).
- Rare variants (number > 990,000) — gain one extra level of both effects.
- Boss variants (number > 970,000, Day 50+) — gain Health Boost VIII on top of everything else.
Blood Moon Bonuses (every 7th night from Day 5)
- Night is locked; it never becomes day until the Blood Moon ends.
- Constant thunder weather.
- All horde zombies gain Regeneration I and Resistance I.
- Wave size increases by 10 additional zombies per wave.
- Wave interval is reduced to ~55% of normal (waves arrive roughly twice as fast).
- Zombie buffs gain one extra amplifier level.
Wave Spawning
Waves spawn every ~55 seconds normally, or every ~30 seconds during a Blood Moon. Each wave spawns a ring of zombies 18–36 blocks from the player. Wave size scales with the day:
- Base: 8 + (day ÷ 3), capped at 26.
- Blood Moon: +10.
- Day 99+: +8 additional.
Defense Damage
Each Bloodrot Zombie in the overworld has a small chance each second to destroy a nearby block if it is one of the following materials: oak planks, spruce planks, birch planks, cobblestone, dirt, glass, or oak door. The check radius is roughly 2–3 blocks around the zombie. Build with stronger materials (stone bricks, deepslate, obsidian, etc.) to resist this.
Progression And Strategy
The apocalypse advances through named tiers as days pass. Each tier increases the displayed zombie name and amplifies all scaling effects:
| Day Reached | Zombie Tier Name |
|---|---|
| 1–9 | Bloodrot Zombie |
| 10 | Nuclear Zombie |
| 15 | Nuclear Mutant Zombie |
| 25 | Mutant Nuclear Zombie |
| 30 | Radioactive Zombie |
| 45 | Nuclear Sirenhead Zombie |
| 50 | Nuclear King Kong Zombie Boss |
| 75 | Nuclear Mutant Goatman Zombie |
| 99 | Chernobyl Mutant Military Soldier Zombie |
Blood Moon days (multiples of 7 from Day 5 onward): Day 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77, 84, 91, 98…
Tips
- Prioritise strong building materials early. Wood, dirt, cobblestone, and glass all get chewed through. Switch to stone bricks, deepslate, or obsidian before Day 5.
- Watch the action-bar timer. Use the seconds between waves to heal, restock, and reposition.
- Kite during Blood Moons. Waves arrive nearly twice as fast and zombies regenerate health — fighting in a straight line is safer than a fixed kill-box.
- Looting enchantment matters. Bloodrot Zombies have a low chance to drop iron ingots, carrots, or potatoes. Looting increases this chance.
- Plan for Day 50. Boss-variant zombies gain Health Boost VIII — significantly more health than normal enemies. Have diamond or netherite gear ready.
- Traps beat attrition. Falling damage, lava channels, and cactus walls don't trigger the block-damage mechanic, making them reliable passive defenses.
Loot
Bloodrot Zombies drop the following when killed by a player:
| Drop | Quantity | Condition |
|---|---|---|
| Rotten Flesh | 0–2 (+0–1 per Looting level) | Always |
| Iron Ingot or Carrot or Potato | 1 | ~2.5% chance; improved by Looting |
How to install
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.