CurseForge · Minecraft mod
Undead awakening
A mod that improves the AI of zombies so they are worthy of a movie zombie apocalypse.
Quick answer
Which Undead awakening release should I use?
Undead awakening undead_awakening-1.0.7-neoforge-26.1.2.jar targets 26.1.2 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Undead awakening required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Undead awakening undead_awakening-1.0.7-neoforge-26.1.2.jar need?
undead_awakening-1.0.7-neoforge-26.1.2.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Undead awakening without breaking your instance.
Built for Undead awakening undead_awakening-1.0.7-neoforge-26.1.2.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use undead_awakening-1.0.7-neoforge-26.1.2.jar. It targets 26.1.2 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside undead_awakening-1.0.7-neoforge-26.1.2.jar. It opens that exact file at the source.
About this project
What does Undead awakening add?
Undead Awakening
The zombies learned. Walls, doors, and darkness no longer keep you safe.
Undead Awakening rebuilds Minecraft's zombies from the ground up into a coordinated, adaptive threat — and adds a viral infection that can turn you into one of them. Everything here is one self-contained mod: no juggling five separate mods that don't talk to each other.
The Infection
Every hit from a zombie carries a 50% chance of infecting you. You get 10 minutes before you turn — enough time to panic, not enough to be safe. Symptoms escalate as the virus progresses: nausea, then weakness, then the world starts to feel wrong.
How it changes your game: you can no longer trade hits casually. A single careless fight starts a countdown that follows you everywhere.
- Cures: golden apples, enchanted golden apples, or the craftable antidote.
- Protection: blocking with a shield prevents infection entirely. Full armor sets reduce the chance by 10% per tier — a full netherite set makes you immune to infection by bites.
- Natural immunity: 5% of playthroughs roll immunity, decided once per world.
- If you turn: you die, and a zombie wearing your skin rises in your place, carrying your full inventory inside it. Your gear isn't scattered on the ground — it's walking around, and you have to kill yourself to get it back.
Zombies That Actually Hunt You
These zombies don't wander toward noise and give up. They investigate, coordinate, and solve problems.
- They hear what you do. Mining, placing blocks, explosions, opening chests, doors, buttons, levers, note blocks, and even eating all produce noise with different ranges. Sneaking around actually matters now.
- They smell blood. Getting hurt leaves you detectable from 20 blocks away for 30 seconds. Below 30% health you bleed periodically on your own, refreshing the trail.
- They hear through walls. Hiding in a sealed room doesn't mean they don't know you're in there.
- They investigate your lights. A torch left outside is a beacon telling them where you live.
- Sunlight doesn't save you. Zombies don't burn during the day. Daytime is quieter, not safe.
They Get Through Your Base
Walls are a delay, not a solution. Zombies break through wooden doors and planks, glass (2 seconds), dirt and snow (4 seconds), and cobblestone and sandstone (30 seconds) — with visible cracking as they work.
- Glass dash: occasionally a zombie will throw itself bodily through your window instead of clawing at it, shattering the glass at the cost of half its health and a moment of being stunned.
- They climb. Zombies scale sheer walls like spiders — slowly, and they fall if you hit them, but height alone won't protect you. They also actively seek out and use real ladders to reach you.
- They jump gaps. A three-block trench won't stop them.
Screamers
One in every twenty zombies is a screamer. When it spots you, it howls — and four more zombies materialize around it. Killing the screamer first becomes a real tactical priority, and hearing that sound in the distance means you have seconds to decide whether to fight or run.
The Hordes
Every 30 nights, something is coming. Four minutes before midnight you'll get a warning: "The air is so quiet." Normal zombie spawns drop by 90% that evening — an unsettling calm. You cannot sleep through it.
At midnight the horde arrives in waves, one every minute until dawn. And each horde is bigger than the last: the first brings around 25 zombies, the third brings 55, later ones over 120.
Escalating Difficulty
Zombies grow stronger every 10 days survived, up to day 100. Compare a day-1 zombie to a day-100 one:
| Day 1 | Day 100 | |
|---|---|---|
| Health | 20 | 40 |
| Damage | 3 | 8 |
| Armor | 2 | 10 |
| Knockback resistance | none | 50% |
| Speed | base | +20% |
The knockback resistance is what you'll feel most: late-game zombies don't get staggered backward by your swings. They hit you while you hit them.
Distractions
Throw an iron nugget and wandering zombies will move to investigate where it lands — but anything already chasing you isn't fooled. It's a tool for creating openings and slipping past groups, not an off switch.
Only Zombies Mode
A toggle that strips every other hostile mob from the world. No creepers, no skeletons, no endermen — just the undead. To keep progression intact, zombies then drop the materials you'd otherwise lose: gunpowder, bones, arrows, string, spider eyes, slime balls, and rarely ender pearls and blaze rods.
The Hospital
A generated structure packed with high-value loot — and packed with the infected. It's the single richest location in the world and one of the most dangerous. Going in underprepared is how runs end.
Also Included
- Zombies and zombie villagers spawn across every Overworld biome, including deserts, snowy regions, jungles, savannas and mesas — with increased density.
- Villagers killed by zombies rise as zombie villagers, so a raided village becomes part of the horde.
- Occasional daytime spawns keep the pressure on around the clock.
- Zombies no longer spawn in water.
- Hundreds of new zombie sound variations replace the repetitive vanilla set.
Requires NeoForge for Minecraft 26.1.2.
Note: this mod have a hybrid code (IA and human)
Project description from CurseForge.
Pick your setup
Undead awakening by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Undead awakening versions and loaders
undead_awakening-1.0.7-neoforge-26.1.2.jar
20 Sept 2026
undead_awakening-1.0.6-neoforge-26.1.2.jar
20 Sept 2026
undead_awakening-1.0.5-neoforge-26.1.2.jar
undead_awakening-1.0.6-neoforge-26.1.2.jar
19 Sept 2026
undead_awakening-1.0.4-neoforge-26.1.2.jar
19 Sept 2026
undead_awakening-1.0.1-neoforge-26.1.2.jar
17 Sept 2026
undead_awakening-1.0.0-neoforge-26.1.2.jar
17 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.