Zombie Awareness v1.20

Latest Download for MC v1.10.2

Mod DL: Mirror 1

* Requires: Forge Universal | CoroUtil

Main Features:

- Smarter more aware zombies (and skeletons, spiders), they track you down via blood scent, sound, and light source awareness, config lets you pick and choose what features to have.

-- Blood scents: You spill blood if you get hurt, and if low health you bleed out once in a while
-- Sound sources: Mining for or placing blocks will alert other zombies of your position, as well as other loud things like explosions, doors, noteblocks, etc
-- Light sources: Zombies can see exposed light sources from super far away, and will come to investigate if they have line of sight
- Night surface spawning: More zombies spawn in groups at night, causes random invasions
- Randomly faster zombies: Zombies are given a small buff in speed to add more unpredictableness
- More sound queues: If a zombie is coming to investigate, you will hear a noise for it, same goes for if a zombie sees you and has targetted you, turn on sound subtitles for more help, can be turned off via mods volume configs

Older Minecraft Version Downloads:

Mod Update News:

New in v1.20 for MC 1.10.2:


- Spawns senses for a lot more sounds, louder noises like explosions and noteblocks attract mobs more
- New sound queues to let you know mobs are coming to find you, also for when they targetted you
- Extra config option for a more "fun" kind of target alert noise
- Both smell and sound senses can be buffed and reset for decay if more happens at that same area, also prevents "entity sense spawn spam" that might have been a problem in the past
- Fixed blood rendering to look the way it should have from the start
- Client side configs for debug options for rendering a visual of sound senses
- Configs for sound levels of sound queues, currently a server wide setting only for now
- Refactored a lot of the code to work more consistently and cleanly

New in v1.10 for MC 1.7.10:

- Fixed a bug where senses were still spawning for block mining despite setting sound senses to false

- Extra spawning system improved greatly, helps make sure caves are populated (default off)
-- Ability to spawn extra mobs up to a certain amount, define different limits for surface and caves
-- 3 spawn mode types: zombies only, built in mc spawn list (supports mods), custom spawn list (supports mods)
--- for custom spawn list, use "/coroutil list" (with latest coroutil) to list out full names of mobs, use that in custom spawn list
-- use "/za get counts" to see current amount spawned on surface and caves
-- Custom spawn list works well for modded mobs, eg: A world of just mutant zombies

- Adjusted a lot of config values to reflect if they are used for surface spawning, or cave spawning

- Lots of small bugs relating to positioning fixed

- Heavily tested in a large modpack setup

New in v1.9.7 for MC 1.8.9:


- Updated to MC 1.8.9
- Switched from using threaded pathfinder for long distance paths to a piece by piece short pathfinding that is not threaded and occurs on main server thread, will revert if I recieve reports of tps issues due to this change.

Known issues

- Blood not rendering for now

New in v1.9.6 for MC 1.7.10:


- Updated CoroUtil to remove console spam and visual glitches

New in v1.9.5 for MC 1.7.10:


- crashing on loading for servers
- potentially fixed pathfinder failing to get loaded chunks, if not, a fallback approach exists to make it still work.

New in v1.9.4 for MC 1.7.2/1.7.10 (not 1.6.4) versions:


- Documented all configurations in the cfg files to better explain what they do
- Extra random surface spawning and duplicating cave spawning is active for all players unless whiteListUsedExtraSpawning is set to true (default global max active zombies is 50)
- Turned off MC feature: spawning of child zombies, added config to adjust rate (MC default is 0.05)
- Turned off MC feature: summon help on hit for zombies, added config to adjust rate (MC default is 0.1)
- Config to change AI enhance blacklist into a whitelist for easier customization


- extra random spawning respects the configured min and max extra spawning ranges

New in v1.9.3 for MC 1.6.4, 1.7.2 and 1.7.10 versions:


- Preventing more than 1 sense being spawned in a 1.5 block diameter (should prevent huge counts of senses in modpacks), added config for this
- Reduced random positioning for sound senses from 10 to 1, added config for this
- Changed hitbox size of senses from 0.1 to 0 and fixed scents not rendering when size was 0 (should prevent thaumcraft entity viewer from showing senses)
- made player health bleed use % of max health instead of static value

New in v1.9.2 for 1.7.2/10:

- Updated to MC 1.7.2 / 1.7.10, this does not contain the planned replacement of EntityScents to pure data just yet

New in v1.9.2:


- Updated to latest CoroUtil
- Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done

New in v1.91:


- Updated to maintain compatibility with recent Tropicraft update
- CoroAI renamed to CoroUtil

New in v1.9:

New Features

- A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
- Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
-- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
-- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave spawning systems will become preset in Hostile Worlds and this feature will remain random
-- Lots of ways to configure it, see the standard /config command way
-- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time

- Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use vanilla path following ways

- New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
-- Senses (sound, blood)
-- New extra surface spawning
-- New extra cave spawning

- Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
- A bunch of other small improvements I've forgotten

- Future plan
I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....
So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely)
Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its passive non event based way of doing its stuff
No ETA on when I'll do this, basically when the right kind of motivation hits me

New in v1.85:

New Features:
- Zombies get a slight randomized speed buff (configurable)
- Added option for surface zombie spawn delay
- Ops can change any config ingame with /za command (restores config file setting on restart)

Bug fixes:
- Fixed random blood showing up
- Removed limit on max scents, random chance and max spawn time of 1 minute keeps the total amount of them down.
- Fixed concurrent modification exceptions for good, CoroAI pathfinding uses a maintained world cache now
- Lots of self correcting fixes added to CoroAI PFQueue for better long term dedicated server functionality

New in 1.8:

- New light awareness, will spot exposed light sources near players (configurable)
- Adds around 10-20 more zombies to the surface at night (configurable)

New in v1.7:

- Chance for hostiles to gather around other zombies (1/40)
- Chance for hostiles to hear piston noises (1/40)
- Wandering hordes is default on for those with no config yet

More Information:

Summary (slightly outdated):

Hostile monsters have been given the ability to smell blood that the player spills, and even hear the players activities depending on how loud and frequent it is. If they sense it, they will find you.

Mining in caves has a whole new challenge to it with this, be carefull not to get cornered when busy making all that noise mining those much needed materials, always plan an escape route.

Full Feature List:

Optional extra senses

Scent Awareness:

  • When Blood scents are dropped, they slowly decay in strength until gone, causing hostiles to pathfind to the stronger scents, where you might be.
  • When the player is hurt, he spills blood onto the ground.
  • When the player is below 60% health, he bleeds every 30 seconds leaving a fresh scent, so be sure to keep healthy.
  • For distractions, you can kill an animal which spills blood on death, giving you a better chance to get away to safety or to clear an opening to a cave.
  • Scent usage and strength is customizable, strength defaults at 100% of a 64 block radius.

Sound Awareness:

  • When pretty much anything near the player makes a sound, there is a chance that a hostile within about 16 blocks might hear it.
  • Sounds traces are amplified and are heard from farther away if they are very frequent. So a lot of arrows landing or fighting off a lot of monsters will attract company fairly soon, better relocate.
  • Sound usage and strength is customizable, strength defaults at 100% of a 64 block radius. (19 blocks)

Sight Enhancement:

  • Customizable sight awareness range.
  • Option for X-Ray Sight targeting.
  • Option to have hostiles lose their target based on range and line of sight, or to never loses target.
  • Option for Omnipotent auto player targeting.

Activated Pathfinding:

  • Uses my CoroAI package that supports a queued rangeless pathfinding running on a separate thread. If sight range or auto targeting is within the set pathfind range, it does a full pathfind attempt, if outside the range, the hostile will pathfind in small pieces towards its target, using multiple different attempts, tries an area towards the target a couple times, if that fails, tries to pathfind to the highest Y block towards the target, works amazingly well for long distance surface focused situations, or non huge maze buildings.
  • Entities follow their path unless within 3.5 blocks of their target and has line of sight.
  • Customizable Pathfinding range, optimized for 128 block radius, gives no performance hitches on my Core2 E8400@3GHz, 256 is easily playable, but a little stuttery maybe.

How To Install:


1. Install Forge
2. Extract the zip, and do what the folder says

Extra Configuration:

"zombie awareness: features" {
# Monsters see light near player and move towards it

# Spawn scent/blood sense sources for monsters to track

# Spawn sound sense sources for monsters to track

# Spawn extra zombies in caves where other zombies already are if dark and away from player until Spawning.extraSpawningMaxCount is reached

# Spawn extra zombies randomly on the surface at night if dark and away from player until Spawning.extraSpawningMaxCount is reached

# Pistons cause sound sense sources attracting monsters

# Growling zombies attracts other zombies

# Causes monsters to horde up and wander the surface together to random points

# MC/Forge default is 0.05, this overrides that default, set to -1 to cause no override then restore forges default in their config

# MC/Forge default is 0.1, this overrides that default, set to -1 to cause no override then restore forges default in their config

"zombie awareness: general" {
# Prevent non zombies from being attracted to light

# Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]

# max rate of spawning sound sources in milliseconds

# Max pathfind range for zombies [performance sensitive]

# Max awareness range for zombies

# Always target closest player [performance sensitive]

# Effects how far monsters will sense scents from

# skips line of sight check on targetting [performance sensitive]

# Random X Z variation of sound source placement

# Effects how far monsters will sense sound sources from

# how frequently the mod iterates all entities, effects rates, less is more frequent [performance sensitive]

# how frequently the mod iterates all players, effects rates, less is more frequent

# currently unused

"zombie awareness: spawning" {
# Automatically target closest player on spawn for mods extra spawning features

# Max distance required from closest player to spawn extra random position zombie

# Min distance required from closest player to spawn extra random position zombie

# The max count of zombies active in loaded chunks for extra random surface spawning, or extra cave spawning

# Odds to 1 of spawning extra random zombies

# The max count of zombies active in loaded chunks for duplicating zombie at a location

# Odds to 1 of duplicating extra zombies

# Delay rate of spawning extra zombies

"zombie awareness: player rules & lists" {
# List of mobs to prevent enhanced AI on
S:blacklistAITick=Creeper, Enderman, Wolf

# Uses list of mobs to prevent enhanced AI on

# swaps blacklistUsedAITick/blacklistAITick into a whitelist

# Uses list of people to have spawning of zombies for

# Uses list of people to have omnipotent targetting effect

# Uses list of people to have senses spawned for

# List of people to have spawning of zombies for

# List of people to have omnipotent targetting effect
S:whitelistOmnipotentTargettedPlayers=Corosus, SomeDude

# List of people to have senses spawned for
S:whitelistSenses=Corosus, SomeDude