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Smart Zombies
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Smart Zombies

by A0Dream · on Modrinth

Fabric‑based 1.21.1 mod making zombies intelligent: wall‑breaking, gap‑parkour, horde spawning, skeleton turrets, creeper‑throwing, emergency escape…

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Smart Zombies — screenshot 1Smart Zombies — screenshot 2Smart Zombies — screenshot 3

Smart Zombie

A Minecraft Fabric mod that gives zombies brains (1.21.1) — zombies are no longer mindless targets that just chase you. They will mine through walls in their way, parkour across gaps, spawn in hordes, carry skeletons as turrets, hurl creepers at you, flee for their lives when a creeper ignites, call for backup the moment one of them spots you, pick up weapons and food off the ground, smash your torches, trample your crops, and attack your livestock — all with randomized size and combat stats.

💡 Tip: You'd better build a house to protect yourself (zombies won't destroy most building blocks).

Key Features


Features

🧱 Core AI

Feature Description Toggle
Wall Mining When blocked by an obstacle, zombies raycast toward their target and auto-mine (stone needs a pickaxe, dirt is free — tool requirement configurable), then keep chasing once the path is cleared miningEnabled
Mob Parkour 18 mobs (5 zombie-types + 4 skeleton-types + pillagers/vindicators/witches/creepers etc.) auto-jump before gaps and ledges parkourEnabled
Torch Breaking Idle zombies (no target) probabilistically walk to nearby torches and break them (swing + sound + normal drops); defaults to 4 vanilla torches (torch/soul torch, no redstone torches); add any mod torch to torchList torchBreakingEnabled
Crop Breaking Idle zombies probabilistically walk to and break nearby crops (normal drops); defaults to 9 crops (wheat/carrots/potatoes/beetroots/melon stem/pumpkin stem/torchflower/pitcher plant/nether wart); editable via cropList cropBreakingEnabled
Animal Attacks Idle zombies probabilistically strike a nearby adult animal once (no chasing, babies are spared); covers cows/pigs/sheep/chickens/rabbits/horses and more animalAttackEnabled
Loot Pickup Zombies actively walk to nearby tool/weapon/armor drops and equip them (tools→offhand for mining, weapons→main hand, armor→matching slot); picked-up loot drops 100% on death at its original durability; occupied slots are never replaced lootPickupEnabled
Meat Eating & Healing Hurt idle zombies walk to nearby meat drops and eat to heal (nutrition × meatHealMultiplier; rotten flesh +3 HP); one item per bite, with pickup sound + chew animation; 15 vanilla meats + Farmer's Delight meats by default; add any mod meat via meatList meatEatingEnabled
Never Stuck in Vehicles Zombies never get trapped in boats/minecarts (never auto-mount, already-mounted ones dismount); zombie villagers excluded (remain transportable)
Enhanced Detection Zombies target players up to 48–64 blocks away, with a chance of "wall-hack" x-ray vision (32 blocks) to lock onto players through walls enhanceDetection
Glass / Fence Breaking The glass family (plain + 16 stained + tinted), glass panes, and all 11 wood fences join the default breakable list — zombies can smash windows and tear through fences blockList
Alert Calls When a zombie spots a player, it alerts allies within alertRange (default 64 blocks) to join the chase ("one sees, all hunt"); broadcast throttled + chain-safe alertRange
Flee Explosions When ANY creeper ignites (natural / flint-and-steel / zombie-thrown), every zombie within 7 blocks flees at 1.25× speed until safe; fleeing outranks chasing

👥 Horde Behavior

🧟 Recruit System

🎲 Randomized Attributes

Zombies spawn with randomized size (0.6×–2.0×, normal distribution ±35%); speed/health/attack are 100% derived from size:

Size Speed Health Attack Role
Giant (2.0×) Slow (≈0.69×) Tanky (≈1.72×) Hard-hitting (≈1.67×) Armored bruiser
Standard (1.05×) 1.25× 1.0× 1.15× Standard smart zombie
Mini (0.6×) Fast (≈1.52×) Fragile (≈0.66×) Weak (≈0.90×) Speedy glass cannon

⚔️ Equipment Randomization

📈 Spawn Boost

⚙️ Config System


Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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