
ZombieApocalypse999
Zombie Apocalypse 999 is a comprehensive zombie survival plugin that introduces unique zombie mutations, an evolving threat system, player infection, custom crafting, safezones, and configurable gameplay mechanics.
New Features
- Ruined Hospital Structure — A new 2-story white concrete hospital that generates naturally in the world
- Features a "HOSPIT L" sign on the front with a missing letter and a red cross symbol
- Contains multiple patient rooms across both floors, each with a bed and a loot barrel
- Two storage rooms on the first floor with higher-value loot barrels
- Redstone dust scattered on floors throughout the building to simulate blood
- Vines growing on the exterior walls for an abandoned look
- Cobwebs in corners and ceilings
- Random structural damage — missing blocks in walls, floors, and ceilings
- Two zombie spawners hidden underground beneath the first floor
- Staircase connecting the first and second floors
- Configurable spawn chance, biome restrictions, and Y-range in
structures.yml
Hospital Loot
- Patient Room Barrels — Each contains a random amount of: Rotten Flesh (0-4), Cobwebs (0-5), Redstone (0-3). Each possible amount has an equal chance of being selected, including 0
- Storage Room Barrels — Each contains a random amount of: Iron Ingots (0-8), Diamonds (0-3), Mending Book (0-1), Cobwebs (0-8). Same equal-chance system for all amounts
- All loot is scattered randomly across barrel slots rather than stacked in order
- Ruined Hospital Structure — A new 2-story white concrete hospital that generates naturally in the world
New Features
- Crafting Menu GUI — New
/zombieapocalypse999 craftingcommand (aliases:/za crafting,/za999 crafting) opens a crafting menu with two recipe buttons and a close button - Zombie Heart Drop — All managed zombies now have a 5% chance to drop a custom "Zombie Heart" item (rotten flesh with custom NBT, stacks to 64)
- Purified Zombie Heart — New craftable item made from 8 Zombie Hearts and 1 Cure Potion in a crafting GUI. Eating it permanently grants +2 extra hearts
- Permanent Extra Hearts — Extra hearts from Purified Zombie Hearts persist through infection, mutation, curing, and all gameplay events
- Zombie Heart drop chance is configurable in
config.ymlundercustom_drops.zombie_heart
Changes
- Removed the standalone
/curecommand — the Cure Potion recipe is now accessed through the Crafting Menu GUI - Added
/zombieapocalypse999command with alias/za999as an additional way to access plugin commands - Updated help menu to include the new crafting command
Bug Fixes
- Fixed hearts not restoring after curing infection — Players who were fully infected and used a Cure Potion would remain at reduced max health because the infection was cleared before checking if the player needed full restoration. Hearts, potion effects, and metadata are now properly restored
- Crafting Menu GUI — New
New Features
- Added
/za cure give <player> <amount>so admins can directly distribute cure potions. - Added per-world mutation allow/deny behavior using
enabled_mutationsanddisabled_mutations. - Added scheduled blood moon windows with day-pattern matching and configurable spawn/mutation multipliers.
- Added a new world structure:
RuinedHouse2(two floors, ruined oak style, vines, cobwebs, top-floor bed, underground zombie spawner).
Changes
- Blood moon behavior now supports configurable multipliers for spawn pressure and mutation rate.
- Blood moon scheduling can run independently from simple periodic intervals when enabled.
- Spawned mutation selection now consistently follows per-world mutation restrictions.
Bug Fixes
- Zombified piglins are no longer affected by zombie-specific apocalypse systems and keep vanilla aggro behavior.
- Added
- Added one custom structure with configurable generation options in structures.yml
- Added per-world settings support
- Forgot everything else I added sorry
New Features
- Added /cure command that opens a custom GUI for crafting Cure potions
- Implemented Cure potion recipe system with custom crafting interface
- Added Cure potion item that can cure infection and revert zombies back to players
- Created GUI interface showing the recipe: water bottle in center, rotten flesh on sides, diamond blocks above and below
- Added crafting functionality that checks for required materials (1 water bottle, 2 rotten flesh, 2 diamond blocks)
- Implemented infection reset functionality that sets infection level to 0 when using Cure potion
- Added system to revert fully infected players (zombies) back to normal players when using Cure potion
- Integrated Cure potion with existing infection system for proper functionality
New Features
- Added configurable zombie sunlight burning behavior (
burn_in_sunlight: true/false) - Added configurable drop chances for all zombie types (normal, tank, charger, assassin, etc.)
- Added loot drops for normal zombies with configurable drop chance
- Added support for individual item drop chances within each zombie type
- Added protection to prevent custom zombies from transforming into drowned when underwater
Changes
- All zombie types now support configurable drop chances in the configuration file
- Normal zombies can now drop items based on the new loot drop system
- Sunlight burning behavior can now be toggled via configuration
- Loot drops now support both simple format (common chance) and detailed format (individual chances)
Configuration Updates
- Added
zombies.burn_in_sunlightoption to control if zombies burn in sunlight - Added
item_drop_chanceoption for common chance across all items in a type - Added
detailed_itemsoption for individual item drop chances - Added
normalzombie type to the loot_drops configuration
- Added configurable zombie sunlight burning behavior (
Added
- Added configurable zombie spawn distances with
closest_to_playerandfurthest_from_playeroptions - Added explanatory comments for the new spawn distance configuration options
Changed
- Zombies now spawn within a configurable distance range from players instead of a fixed range
- Default closest spawn distance is set to 2 blocks from player
- Default furthest spawn distance is set to 30 blocks from player
- Added configurable zombie spawn distances with
New Features
-
Dynamic Zombie Evolution System: Zombies now gain experience from kills and level up to become stronger
- Zombies gain 1 EXP per passive mob killed, 10 EXP per player killed
- Each level provides 1% more speed, HP, and damage
- Zombies display their level as "LV(number)" when nameplates are enabled
- Max level is 10, where normal zombies gain a mutation and mutated zombies gain a second mutation
- Experience required per level: 10 × level (e.g., 10 EXP for level 1→2, 20 EXP for level 2→3)
-
New Commands:
/za clearzombies <radius>- Removes all custom zombie mutations within a specified radius around the player/za event <start/stop> <bloodmoon>- Manually trigger or stop special events like blood moons
-
Enhanced Event System:
- Blood moon events can now be manually controlled
-
Configurable Evolution System:
- Enable/disable evolution system entirely
- Configure EXP rewards for different kill types
- Set maximum level cap
- All settings reloadable at runtime
-
- Fixed A Bug That Was Causing All Config Changes To Be Overwritten
- Fixed More Minors Bugs
- Fixed Minor Bug For Task Exception #10
- Added World-Whitelist Configuration Option
- Fixed issue where it wasn't working on multiple worlds
- Added /za forcestopbloodmoon command to stop bloodmoons
- Fixed issue where config values were missing
- Added a /za killzombies command
- Added a config option in the config.yml for you to enable/disable the Bloodmoon
New Mutation: The Leech
- A new zombie mutation, "The Leech," has been added.
- The Leech has a chance to spawn based on the
spawn_chancesetting in theconfig.ymlfile. - Abilities:
- Leeching Aura: The Leech has a passive aura that drains health from nearby players and zombies, healing itself in the process.
- On-Hit Heal: When The Leech damages a player, it heals for a portion of the damage dealt.
- Death Heal: When The Leech dies, it releases a burst of healing energy that heals other nearby zombies.
Bug Fixes
- Fixed a bug where the day cycle and mutation rate would increase even when no players were online.
New Mutations
- Added Cryo Zombie: A frost-based zombie with abilities focused on slowing and freezing players.
- Added Inferno Zombie: A fire-based zombie that creates environmental hazards and attacks from a distance.
Configuration Rework
- Modular Mutations: The
config.ymlfile has been restructured to make all mutations modular. Each mutation type now has its own subsection for easier management. - Customizable Abilities: All abilities for the new Cryo and Inferno zombies (e.g., freeze chance, fireball cooldown) are now fully customizable in the config.
- Simplified Disabling: Mutations can now be disabled by setting their
spawn_chanceto0. The separateenabledflag has been removed. - Configuration Warning: The server console will now display a warning message on startup for each mutation that has a spawn chance of 0, to alert server owners of intentionally or accidentally disabled mutations.
Command Updates
- The
/za spawncommand has been updated to allow for manual spawning ofcryoandinfernozombies. - The help message for the command now lists the new zombie types.
Zombie Population Control
- Worldwide Zombie Limit: Added a configurable
max_worldwideoption (default: 100) to limit the total number of special zombies allowed to exist in the world at one time. - Per-Chunk Zombie Limit: Added a configurable
max_per_chunkoption (default: 20) to prevent too many zombies from spawning in a single chunk. - Dynamic Spawning: The zombie spawning system now respects both the worldwide and per-chunk limits, preventing new spawns if either cap is reached.
Gameplay and Feature Additions
- New Zombie Mutation: Shrieker:
- A new, fast, non-attacking zombie that shrieks to attract other zombies to the player's location.
- Configurable spawn chance (default 10%).
- Drops an Echo Shard on death.
- Configurable Stat Caps:
- Added
max_speedandmax_damageoptions to theconfig.ymlto prevent zombies from becoming infinitely powerful.
- Added
Configuration Changes
- The spawn chances for all existing zombie mutations have been adjusted to accommodate the new Shrieker zombie.
- Added a new
shriekersection to theloot_dropsconfig.
Bug Fixes
- Resolved an issue that caused the plugin to fail to load if the
config.ymlfile was missing.
- New Zombie Mutation: Shrieker:
fixed the issue where mostly Frost Zombies spawned and didn't follow config laws
Added / Updated Values:
Breaking Enabled — Option to turn zombies’ block-breaking behavior on or off.
Breaking Radius — Sets how far zombies can reach to break blocks around their target.
Default Cooldown — The general cooldown between block-breaking attempts for all blocks.
Per-Block Cooldowns — Specific cooldowns for individual blocks, so some blocks can take longer or shorter to break than others.
Behavior Changes:
Zombies will now follow the configured rules instead of hardcoded values.
Any block not listed under per-block cooldowns will use the default cooldown.
Block Breaking System
Zombies can now break blocks in their way.
Config-controlled with block_breaking.enabled, radius, cooldown_ticks, breakable_blocks.
Noise & Light Awareness (Aggro Triggers)
Zombies aggro when players:
Sprint
Eat food
Shoot bows
Place torches/light blocks
Smarter Targeting (Memory System)
Zombies remember their last seen target for a few seconds instead of instantly dropping aggro.
Nearby zombies aggro when one spots a player.
Leader/Follow Behavior
Each group has a leader
Followers move toward their leader when idle.
Blood Moon Enhancements
Doubles zombie spawn counts.
Applies strength buffs.
Adds sounds & particles when triggered.
Smarter safe spawn location checks.
Integrated with time-of-day config (day, night, both).