Description:
/locate biome com_carcer_bloodmoon_onslaught_hgv7rtf4:carcer_city to find Carcer City, the mod's central biome. Travel there and loot the ruined safe-house structures for a Military Rifle and Medkits.Carcer Bloodmoon Onslaught turns the overworld into a relentless zombie apocalypse. A custom biome called Carcer City replaces normal terrain with dark Blood Asphalt streets, Blood Weed vegetation, and the ruins of fortified safe-houses. Outside and inside that biome, passive animals and villagers no longer exist — every spawned creature becomes a zombie. A scripted system continuously spawns waves of mutated monsters near players and ramps up their speed, strength, and toughness over a 9-tier Blood Moon progression tied to in-game days.
| Block | Description |
|---|---|
| Blood Asphalt | Dark, road-like ground block that replaces normal terrain in Carcer City. Can be mined and dropped. |
| Blood Weed | Atmospheric vegetation that grows across the city streets. |
All three custom zombies spawn naturally in Carcer City (surface and underground, darkness only) and are also spawned in scripted waves near any player worldwide. They can break doors, climb, and swim.
| Enemy | Unlocks | Notes |
|---|---|---|
| Screamer Zombie | Day 15 | High spawn weight in Carcer City |
| Bloater Zombie | Day 20 | Spawns in groups of 2–4 |
| Feral Zombie | Day 30 | Highest spawn weight of the three |
All custom zombies drop Rotten Flesh and have a small chance to drop iron ingots, carrots, or potatoes when killed by a player.
| Item | Use |
|---|---|
| Military Rifle | Ranged weapon; aim-fires at the nearest monster within 32 blocks in your crosshair. Damage scales with Blood Moon tier. |
| Medkit | Usable healing item; grants Regeneration and Absorption on use. Stacks up to 16. |
Hold the rifle and use (right-click / hold use button) to fire. The shot targets the closest monster in your line of sight up to 32 blocks away. The base hit deals 12 damage plus 2 per Blood Moon tier, so later tiers make it significantly more powerful. The rifle does not consume ammunition.
Hold a Medkit and use it (takes about 1 second, slows movement while using). On completion it applies:
Medkits also have an 8% chance to drop into your off-hand slot when you kill any zombie.
Both items can be crafted at a crafting table or found by looting Carcer City safe-house structures.
Military Rifle


Medkit


Any cow, pig, sheep, chicken, horse, rabbit, cat, wolf, or villager that spawns in your world is immediately replaced by a random zombie type. There are no passive animals in a Carcer Bloodmoon Onslaught world.
Every zombie that spawns — custom or vanilla — is mutated based on the current Blood Moon tier and day count:
| Day Range | Mutation Scale | Effect |
|---|---|---|
| Day 0–4 | ×1.0 | Base stats |
| Day 5–11 | ~×2.0 | First major leap in strength/speed |
| Day 12–998 | Scales with days ÷ 25 | Gradual escalation |
| Day 999+ | ×40.0 | Extreme — near-maximum effects |
Mutation applies Strength, Speed, and Resistance effects to all zombies, with amplifiers that grow alongside the tier.
Your action bar always shows:
/locate command to find Carcer CityEvery 10 seconds, the game checks the number of monsters within 48 blocks of each player. If fewer than 100 are present, a new wave of 10–26 zombies spawns in a ring 18–42 blocks away. The pool of possible spawns grows as days pass:
| Days | Available Spawns |
|---|---|
| 0–14 | Vanilla Zombie only |
| 15–19 | Vanilla Zombie + Screamer Zombie |
| 20–29 | Vanilla Zombie + Screamer + Bloater |
| 30+ | All four types (including Feral Zombie) |
Early game (Days 0–14): Zombies are weak but numerous. Your first priority is collecting iron to craft a Military Rifle. Use the /locate biome command immediately and start traveling — Carcer City safe-houses contain military loot that gives you a significant head start.
Mid game (Days 15–29): Screamers and Bloaters join the horde. Mutations begin scaling noticeably after day 12. Keep a stack of Medkits on hand at all times. Craft spares and store them in a secured shelter.
Late game (Day 30+): All zombie types are present. Mutation scaling becomes severe, and by day 999 enemies reach their peak power. Finding and fortifying a Carcer City safe-house as your base is strongly recommended — the surrounding Blood Asphalt terrain offers recognizable landmarks, and the structures provide natural chokepoints for defense.
Key tips:
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.