
Zombie Players
Main Features
When a player dies, a zombie player appears in their place, maintaining the appearance of the deceased character. These creatures wander through familiar locations, attempting to return home and continue their usual activities. They can open doors (configurable feature) and interact with chests as if remembering their previous skills.
Zombie players can also naturally spawn in the world, similar to regular zombies, using a configured player list. A unique feature of the modification is the ability to tame these creatures and use them to defend your base.
Taming and Management
To calm a zombie player, right-click on them with any food (except rotten flesh) or simply throw food at them. This awakens memories of civilized life in them, and they begin to assist you in combat.
To maintain the calm state, offer food every 3 game days. If feeding is skipped, the zombie player may become hostile. You'll know when they're hungry - the creature will make more noise and show irritability.
To increase survivability, provide zombie players with items and armor. If their health is low, red redstone particles will appear above their head. Feed them meat to restore health. They can also heal themselves with food from nearby chests (maximum of 4 chests). Zombie players can be led on a leash.
Management with Items
- Empty hand: toggle following the owner
- Empty hand + Shift: change between patrolling mode or guarding a specific position
- Bed: set home position (multiple clicks adjust the radius)
- Note block: disable growling
- Rotten flesh: force drop all equipment
- Glass bottle: cute reaction!
- Spider eye: capture another player's zombie player
- Chest: activate food search in nearby chests when health is low
- Target block: simplify work mode for blocks with similar growth data
Automation
The main innovation for versions 1.18+ is process automation using zombie players. They can be taught to break blocks, place new items, or use tools.
After training, they interact with specific block types in their work area: breaking them or activating with right-click. Possible tasks:
- Tilling farmland
- Planting seeds and saplings
- Harvesting crops at specific ages (tested with vanilla crops)
- Instant cutting of entire trees (noisy!), no risk of suffocation in grown ones
- Fertilizing with bone meal
- Mining ore
- Pressing buttons
Although they work slowly and aren't very smart, it's a fun way to organize automation before switching to more serious modifications. System performance is optimized.
Mobs killed by zombie players now drop loot and experience, as when dying by player hands, perfect for mob farms. The feature is in beta [https://www.youtube.com/watch?v=example1]testing while the author works on balancing and bug fixes.
Automation with Golden Hoe
- Right-click with golden hoe: start training mode. After training, zombie player repeats your actions. Ensure they have necessary items in inventory or nearby chests
- Right-click with golden hoe + Shift: set up work area (mark two points)
- Left-click with golden hoe: display visual information with particles:
- Blue: work area boundaries
- White: home zone restrictions
- Green: job search
- Brown: used chests
- Red: target block for work
- Use carefully - particles may slow down the game
- Right-click with chest + Shift: collect scattered items during work [https://www.youtube.com/watch?v=example2]
The modification requires CoroUtil installation. You can use it in any mod packs.