Description
Carcer Bloodmoon Onslaught transforms your world into a relentless zombie apocalypse centered on a new, searchable custom biome: com_carcer_bloodmoon_onslaught_hgv7rtf4:carcer_city (find it with /locate biome com_carcer_bloodmoon_onslaught_hgv7rtf4:carcer_city). The biome replaces overworld terrain with Blood Asphalt, Blood Weed vegetation, and ruined fortified safe-house structures, while a script-driven apocalypse converts passive mobs and villagers into zombies and spawns dense onslaughts of up to roughly 100 mutated monsters near players. A 9-tier blood moon advances every 5 days (shown in an action-bar HUD) and triggers large evolution steps on day 5 and day 12, with extreme mutation scaling by day 999; new enemy types join over time (Screamers from day 15, Bloaters from day 20, Ferals from day 30) for escalating variety and challenge. Scavenge Carcer City safe houses for military loot—including a Military Rifle (aimed damage) and Medkit (healing and temporary shielding)—and survive the evolving hordes while hunting better gear and shelter.
Mod Wiki
Carcer Bloodmoon Onslaught
Quickstart
- Load your world and watch your action bar — it shows your current Blood Moon tier, the day count, and the current mutation strength of enemies.
- Run
/locate biome com_carcer_bloodmoon_onslaught_hgv7rtf4:carcer_cityto find Carcer City, the mod's central biome. Travel there and loot the ruined safe-house structures for a Military Rifle and Medkits. - If you want to craft your own gear right away, open a crafting table. Collecting iron ingots unlocks the Military Rifle recipe; picking up a honey bottle unlocks the Medkit recipe.
- Equip the Military Rifle, aim at a zombie, and use the item to fire a shot. Use a Medkit to heal in a pinch.
- Survive as long as you can — every 5 days the Blood Moon advances a tier, enemies grow stronger, and new zombie types join the horde.
Overview
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.
What It Adds
Blocks & Terrain
| 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. |
New Enemy Types
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.
New Items
| 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. |
How To Use
Military Rifle
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.
Medkit
Hold a Medkit and use it (takes about 1 second, slows movement while using). On completion it applies:
- Regeneration II for 6 seconds
- Absorption II for 30 seconds (temporary extra hearts)
Medkits also have an 8% chance to drop into your off-hand slot when you kill any zombie.
Crafting And Obtaining
Both items can be crafted at a crafting table or found by looting Carcer City safe-house structures.
Military Rifle


Medkit


Abilities And Mechanics
Passive-to-Zombie Conversion
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.
Mutation System
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.
Blood Moon Tier & HUD
Your action bar always shows:
- Blood Moon X/9 — current tier (advances every 5 days, caps at tier 9)
- Day N — current world day
- Mutation X% — current multiplier as a percentage
- A reminder of the
/locatecommand to find Carcer City
Wave Spawning
Every 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) |
Progression And Strategy
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:
- The Military Rifle's damage increases each Blood Moon tier, so it stays relevant throughout the entire run.
- Looting-enchanted weapons improve the rare item drop chances from custom zombies.
- All three custom zombie types can break doors — reinforce your shelter accordingly.
- Zombies that enter water will eventually transform into Drowned, adding another threat.
How to install
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.