Description:
.mcaddon and create a new world with both the Behaviour Pack and Resource Pack applied.Zombie Apocalypse Rising transforms every night cycle into a mounting horde survival challenge. A built-in horde controller watches the clock and, once night begins, periodically spawns waves of 2–5 zombies around each player. Up to 28 horde zombies can be active near any one player at a time — once that cap is hit, the wave system pauses for that player until numbers drop. Thirteen distinct zombie variants populate these waves, each with its own look, stat profile, special on-hit effects, and loot table.
| Variant | Notable Traits | Common Loot |
|---|---|---|
| Normal Zombie | Standard threat; most common in waves | Rotten flesh; rare iron ingot/carrot/potato |
| Baby Zombie | Small, fast (Speed I); spawns in groups | Rotten flesh; rare iron ingot/carrot/potato |
| Running Zombie | Very fast (Speed II) | Rotten flesh; rare iron ingot/carrot/potato |
| Super Zombie | Strength I + Resistance | Rotten flesh; rare iron ingot/carrot/potato |
| Wither Zombie | Strength I; inflicts Wither on hit | Rotten flesh; rare iron ingot/carrot/potato |
| Military Zombie | High resistance (Resistance I); spawns in squads | Rotten flesh; rare iron ingot/carrot/potato |
| Mutiny Zombie | Speed I + Strength; fast and hits hard | Rotten flesh; rare iron ingot/carrot/potato |
| Mutant Zombie | Strength II + Resistance I; rare heavy hitter | Rotten flesh; rare iron ingot/carrot/potato |
| Skeleton Zombie | Speed; always drops a bow; chance for leather armour | Bow; leather helmet/chestplate (chance) |
| Creepy Zombie | Invisible (Invisibility); inflicts Blindness on hit | Rotten flesh; rare iron ingot/carrot/potato |
| Crawling Zombie | Low profile, spider-like movement, Speed I | String; spider eye (killed by player) |
| Tank Zombie | Extreme Resistance III + Strength II, slow; deals bonus damage | Rotten flesh (1–3) |
| Iron Golem Zombie | Maximum Resistance IV + Strength III; rarest; deals bonus damage | Saddle (killed by player) |
All variants also naturally spawn at night in monster-biomes via the world's normal mob-spawning system, in addition to appearing in scripted horde waves.
Night runs from roughly day-tick 12500 to 23500. During this window the horde controller fires every few seconds, spawning a small cluster of zombies at a random angle 24–46 blocks from you. Keep an eye on the action bar — the horde counter tells you how crowded things are getting. When the count approaches 28, the waves pause; thinning the horde resumes spawning.
Zombie Apocalypse Rising | Night horde nearby: 14
The green/red colour-coded text updates live. Use it to judge when to fall back, build, or push aggressively.
Every variant has a dedicated Spawn Egg available in the Creative inventory. Use them to:
Several variants apply debuffs the moment they land a hit:
| Zombie | Debuff Applied to Player |
|---|---|
| Wither Zombie | Wither (7 seconds) |
| Creepy Zombie | Blindness (4 seconds) |
| Tank Zombie | Extra damage (bonus hit on top of normal attack) |
| Iron Golem Zombie | Extra damage (bonus hit on top of normal attack) |
The horde system counts all horde-tagged zombies within 72 blocks of a player. If that count exceeds 28, no new wave spawns for that player until the number falls. This prevents runaway lag while still keeping pressure high.
Baby Zombies (and some other humanoid variants) will convert into Drowned if submerged in water long enough — so flooded bases are not a safe refuge.
Early nights — Normal and Baby Zombies dominate. A sword and basic shelter will carry you. Light up your base perimeter to reduce ambient spawning.
Mid nights — Running, Military, Mutiny, and Wither Zombies appear more frequently. Prioritise milk buckets to cleanse Wither, and consider iron armour before nightfall. Ranged attacks help with runners.
Heavy threats — Mutant, Tank, and Iron Golem Zombies are rare but devastating. Tank and Iron Golem Zombies deal a bonus hit on every attack, so never tank their hits in iron gear. Kite them, use ranged attacks, or lure them into environmental hazards.
Creepy Zombie — Nearly invisible and inflicts Blindness. Listen for footsteps and use area-of-effect damage (splash potions, sweeping sword attacks) to catch what you cannot clearly see.
Skeleton Zombie — Always drops a bow on death, making it a priority target if you need ranged ammunition. It spawns in smaller groups than most variants.
Looting enchantment pays off significantly: most variants have rare-drop tables (iron ingots, food) gated behind a Looting check, and several drops scale with Looting level.
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.