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If you are looking for a realistic mod you may have come to the wrong place, but if you are looking for some variation in the game involving some nice action with new zombies and with increased difficulty you happen to be just in the right thread.

This modlet adds 53 new zombies to the game! + 3 zombies from Snufkins mod: Archon, Geist and Scarecrow.

There are a total of 36 zombies and 17 animals. The full version uses custom sounds. Then I also have a server side (pure xml version). 

Downloads is at the end of this thread.




Sightrange on default zombies is 100.

Handreach on default zombies is decreased from 1.65 to 1.60.

Every fat zombie have now a chance to break your arm.

Beaker is a bit easier to find.

PhysicalDamageResist on Biker, Demolition, Soldier and Worker nerfed just a bit. (Radiated ones was as strong than my custom zombies with PDR unchanged).
Screamers have a chance of only 27% to spawn another screamer. (made to prevent infinite screaming loops)

I lowered the volume on all explosions that had too high volume. Molotov explosions is changed to match Burning mans puke.
More experience from Bears.

My custom flies does not have a wingflap sound.

Spider zombies jumps higher.

• Custom quests - 4 custom quest at the moment. Plan to add more.

• Custom armors - Magic Plate Armor and Steel boots of haste.




Small warning

Spectre:  Can be seen if you atleast have Reflection quality to Low. If this is off, it is much harder to see him and not how he is supposed to look.
Shadow: Can only be seen if Shadow distance is atleast set to Low. If this is off he will be completely invisible.




UPDATES - 2022-02-22
V2.95 (small update)
• Atrocitys scream is now every 48 seconds if you are 20 blocks or closer from her.
• BurningPhoenix HP increased  +123,
• DiamondPhoenix HP increased  +200 and Exp  +134
• Candy PDR increased  +3
• ChickenDemons Exp increased  +200
• FireChicken HP decreased -30
• FireSnake Exp increased  +700
• GhastlyPhoenix HP increased +233 and Exp +556
• KaboomPhoenix HP increased +400.
• Mini appearance changed.
• Sanguis HP increased by +40
• TheFlyingPlague attacks changed. Should now attack properly and vomit properly.


Old updates here:


Version 2.94
XML version updated.
Alternate version added: I have added another harder version that will spawn medium to hard zombies/animals with a high chance in every zombie/animalgroup.
  Also a lot of harder zombies added to the wanderinghordes. This version is made for when you reach gamestage 150 or just want it harder right away.
  The only thing you need to replace is the entitygroups.xml. It is in the folder that is named CustomZombies alternate versions.

Burningmans buff was broken. The bleedingout buff seemed to have a buffchance of 100%. Fixed now! Also decreased firevomit buffchance.
Chroma HP decreased. Meleedamage decreased and buffchances decreased.
Fire/Electricfly buffchances decreased again. Now it is 0.1 only. Also decreased damage.
Fatigue buffchances increased.
Sanguis buffchances increased.
Some harder animals/zombies and bosses have now more HP and more PDR. (They were way too easy already at gamestage 100)
FireElf now has the walkstyle of a spider. Has also more HP. Magazine size decreased to 24.

NerfThemAll   -> HERE <-

Ammo damage slightly nerfed

Pipe weapons damage nerfed
Sledgehammers nerfed a bit more again


XML version also updated.
Entitygroups: CopterCorpse removed from most of the zombiegroups. buffed up chances on wanderinghordes.
• PDR on original zombies: Biker(13), Soldier(43), Worker(12) and Demolition(53).  Original is: 20, 50, 20, 60. (PDR=PhysicalDamageResist).
Buffed up many zombies HP a bit + PDR. Check github to see all changes.
Radrobot1 is now just called Robot (how original right?). His older brother RadRobot still has the same name.
Freezer is now called Cold and his vomit is Snowballs. His dad Freeza still has the same name.
Fixed my custom Snakes and Chickens buff. Did not work properly before.
Anaconda - Infection buff decreased from 0.8 to 0.6.
AquaZed - Magazine size increased to 10.
BlazingMan - Vomit blockdamage increased to 200.
FireBoss -Vomit blockdamage increased to 300.
FireElf - Vomit buffchance increased a bit.
RPG - Vomit blockdamage increased to 300.
KaboomPhoenix - Vomit Blockdamage increased to 220.
BurningMan - Melee and Firevomit buff decreased.
CopterCorpse -Magazine size 20, Buffchances decreased.
Fire/Electricfly Buffchances decreased. Catching fire or shocked is 0.15.
ChickenDemon - Decreased buffchances. Infection catch is still high, 0.3 and bleedingout 0.2 so watch out.
Gunner - Melee and Vomit buff chances decreased. Vomit burstcount decreased from 2 to 1. Let us see how much he lags now.
PlagueFlyer - Buffs fixed and Melee+Vomit Buffchances decreased. Still sound problems with pain and death..


edit: forgot this part

• Gunner only has 20 in magazine size.

• Burningmans flame vomit on the ground will now hurt you.

• Blazingman has now the same vomit as Burningman, but more deadly.


Version 2.92 (Bigger update again)

New zombies here.
• KaboomPhoenix, has the old look of diamond phoenix, very big and only show up at higher gamestages. Shoots rockets.
• Ghastly Phoenix. A spooky zombie that vomits smoke and might manipulate your sight
• TheFlyingPlague. A flying demon zombie with no legs and 2 steelspears in his hands. He throws shock particles at you.
• Frostyball. Vomit snowballs. Flying robotic white ball.
These new zombies below uses no vomit.
• Pale Zombie. A completely white zombie that is pretty common and easy. But his hits can KO you (10%) and has a 20% chance to make your sight go blurry for 6 seconds.
• ElectricFly. Can shock you. 20% chance
• FireFly is back. Can turn you on fire. 20% chance
• FireChicken, what a cute little chicken, but it is on fire. Often seen in burnt biome.
• KumaKub, Bears have children and this one is cute.
• HellKuma added. A firebear.
• ThunderKuma added. An electric bear.
Reworks, appearance, balancing and fixes.
• Predator appearance changed. A purple transparent. He laughs before he explodes. See video here:

• RunningMan can now stop several vehicles at once.
• CopterCorpse fixed. Zombie did not sit in the gyrocopter seat.
• Freezers vomitwarning did not work, cause somehow I had removed it. Probably when I was doing the XML version.
• FireElfs vomit is now flaming arrows, buff changed to flamingarrow and decreased buffchance to 20%. Also Decreased magazine size.
• GiantMutated is now black and shiny.
• Diamond Phoenix has now an electrical appearance.
• Mini appearance changed. Red transparent jelly like.
• Reworked entitygroups again. More likely to see some harder special zombies at lower gamestages. (Before 100).
• New buffs removable with Amoxillin. Will work with most of the buffs.
• Decreased chances on buffs yet again and made them more balanced.
• Translucent Buff fixed. Did not work before because of a typo.
• GiantMutated can beat you unconsious.
• Giant use the knockdown02 buff. And some zeds use knockdown01 and KO.
• Atrocity debuffed. 1500 health now, and the buff when she screams are only every 60 seconds if she is close. Before it was too often.
• Nerfed chance that a Screamer can spawn another Screamer. Before it could result in screamer could spawn with nonstop incoming hordes. Now it is only a 27% chance that a screamer will spawn another Screamer.
• Nerfed Physical resistance on biker(-6), demolition(-7), soldier(-6) and worker(-8). Too powerful as radiated with those resistances imo.
• Bears give increased experience
• Get charred meat from fire animals, but get 0 meat from electrified ones.
• Balanced the experience you get from my custom zombies.
• Reduced zombie-healing just a bit.
• Removed wingflap from my custom Flies, Frosty Ball and CopterCorpse, while the regular vultures maintain their wingflap sound.
• Localization updated to the new buffs and info.
• Painresist 1 on several of my customzombies, most of the hard ones.
• Stompspikes set to true on several of my customzombies. Water and flaming zombies should not be affected by spikes.

For XML version:
Shock sounds added from original game to shocker, spark and diamondphoenix.
Buffshocked works and no looping sounds.
Ak47 reload sounds for gunner, coptercorpse.
Rocket launcher reload sounds for RPG.


Version 2.91

• zombieSpark - a smaller version of Shocker and has a different vomit. Much easier to handle than his big brother.
• zombieFatigue - Doesn't hit hard. But her hits will drain your stamina. She also pukes. She is not that hard, but can be very dangerous with combo of other zombies around her.
• These 2 zombies is added to all entitygroups and at the beginning of all gamestages.
• zombieFatiguebuff is added to localization.
• Coptercorpse shadow fixed. No vulture shadow anymore.
• Firesnake now only gives 40 raw meat instead of 80.
• Anaconda has 777 health now instead of 888.
• Blazingmans vomit is a bit more dangerous now.
• Fireboss vomit has also increased block and entitydamage.
• Lowered the health and physicalresist on some zombies.
• Buffed up some zombies health - mostly bosses
• Increased exp and loot prob on the harder zombies
• Decreased exp and loot prob on the easier ones.
• Loot is updated. The custom quests is added to more lootgroups. Also added the custom medicine to more lootgroups.
• Beaker is a bit easier to find.
• Shadow, FeralShocker, Freeza and FireElf are now considered as bosses. Drops bossloot.

• Fix for diamond and burning phoenix melee range (thanks to ErrorNull)

Nerf them all: Farming is reduced from 400 to 250 due to the changed random farming.


Version 2.90 (Big update)

• Quests changed and fixed. Tested and working!
• Localization.txt updated to A20. All info and messages should work now!
• Reduced chance for Burning and DiamondPhoenix to show up at beginning. Still a very low chance.

• Anesthesia has +5 physicalresist and increased health.(888)
• Atrocity has increased health. (2000)
• Aquazed has increased health. (825)

• Burningman has increased health. (295)
• Blazingman has +12 physicalresist and increased health. (777)

• Candy does 5 points more in blockdamage.
• Candy has +5 physicalresist and more health. (666)

• CopterCorpse vomit magazine reduced with 6 bullets. Vomit entitydamage reduced with 4 points and buffInjuryStunnedX chance reduced from 80% chance to 33%.

• Fireboss has more health. (1234)
• FireElf has +5 physicalresist.
• Gunners BurstRoundCount decreased with 2 points.
• HybridPanther has more health. (999)

• Mini zombie has new sounds!
• MiniMummy is a bit stronger. 3 more points in entitydamage and buffchances increased with about 10%.
• Mummy is also a bit stronger. 3 more points in entitydamage and buffchances increased with about 10%.

• MoePukers vomit increased with 2 points.

• Predator has more health. (1111)
• RadRobot1 does not puke anymore.
• RadRobot has new puke and puke warning sounds!
• RadRobots vomit is now red laserbeams. Vomit entitydamage decreased with 9 points and vomit blockdamage increased with over 100 points. Blockdamage increased with 30 points.

• RPGs vomit blockdamage increased with 30 points.
• Sanguis vomit fixed(The particle was removed in A20). She now uses vomitRad particle. Melee entitydamage increased with 5 points and vomit damage increased with 2 points.
• Sanguis has more health. (777)

• Shadows melee entitydamage increased with 10 points. Melee blockdamage increased with 5 points and vomit blockdamage increased with 5 points.
• Shadow has more health. (1099)
• Shocker has +10 in physicalresist.
• ShockerFeral has +10 in physicalresist and more health. (1000)


*Version 2.85*

Easy zombies that you will encounter right from the start with a high chance: BurningMan, Freezer, MoePuker, MiniMummy, Radrobot1,  and Spectre.
I will show video in a few days with an updated overview on all the zombies.

• Spectre zombie is finally back! He has only 200hp and does not hit hard. He looks cool.
• The Mini zombie has been added to the groups.
• Radrobot has 2 versions now. Easy and Medium. RadRobot1 is the easy one.
• Exploder zombie has been nerfed yet again. Reduced speed, physical resist and explosion blockdamage.
• Entitygroups has been updated. Even more groups added. Added more chance to encounter harder zeds from level 200 and above.
• Moepuker has less hp, does less damage/block damage and has decreased buffchances.
• 2 Freezer zombies. One easy and one hard.
• Mummy has 2 versions now. One easy that is smaller and one medium that is taller. The easy one has a lighter voice.
• Predator buff chance lowered. About 10-15 %
• RPG buff chance lowered with about 25%. His projectile is on 5 radius entities/blocks instead of 3 now and explosion is increased from 40 to 60.
• Sanguis buff chance lowered with about 10% from both melee and vomit
• Shadow buff decreased from 90% buffchance to 70%.
• Shocker buffchance melee decreased from 65% to 30%. Vomit from 70 to 57.


Nerf them all update
• You can craft workbench, forge, cementmixer etc at Stage 3 now. Before I had it at 4 and think it's a bit too much. (original game is 2)
• You will unlock Iron Pickaxe at Miner69r stage 3 instead of 1. (original game is 1)

•  Less grass in all biomes

• Get less snow when digging

•  More snow is needed to make water



*Version 2.84*
• There is 2 different freezers, one easy and one medium difficulty.
• Freezer buff is only 5 seconds now instead of 6
• New zombie added called Mini. It is tiny. Not yet added to entitygroups.
• Entitygroups, reworked entire entitygroups. Added new gamestages and groups. Harder zombies will appear at higher gamestages. At start you will encounter easy ones. (some animals excluded from this). There is a slight chance you can encounter harder zombies at the start, but low chance.
• 2 alternate versions added. One with Animals Only and the other is focused on Only encountering harder zombies at higher gamestages. Therefore all the harder zombies is completely removed from zombiesNight, Wasteland, Downtown etc. You will only encounter easy zombies at the start!

• No collide with Snufkins server side zombies anymore.

*Version 2.83*
• Anesthesia has a new look
• Exploder has a new mesh/look
• Giant has a new mesh/look
• Mutated Giant scream less
*Version 2.82*

• Increased experience for most of the zombies. Now you get a lot more of EXP!
• Lowered puke and hand damage and Increased for the tougher zombies.
• Lowered hand/arm range for most of the zombies. For example normal size zombies have only 1.7 in range now instead of 1.75. Bigger size need a bit longer reach to actually hit. As Giant for example.
• Reduced Iron Mans range to 1.9. He had about 2.0 before. The Pickaxes in his hands probably are longer than 20cm, but it's almost impossible to evade his attacks if I make the reach any longer.

• Radrobot magazine size is only 1 and he has longer delay before puke.

• Updated for XML VERSION: 2.82.

• In XML version: Shadow has updated sounds that might trick you into thinking it's something else.
• In XML version I changed to a vanilla sound so shocker will sound a bit more electric. (Instead of the usual vomit warning)
• In XML version: RadRobot sound is the vanilla drone sound. Might change if I find any better vanilla sound.


Version 2.81

New zombie enters the building. Say hi to Running Man that has the ability to stop vehicles!

• Anesthesia vomit decreased, from 8 to 6.

• Burningmans vomit increased. Now with 3 flames instead.

• Coptercorpse gun vomit reduced, from 50 to 35.

• Fireboss vomit reduced by 1.

• FireElf has only 33 arrows in magazine now. Decreased damage on wood by 10.

• Freezers vomit reduced by 2. From 8 to 6.

• Gunners vomit magazine reduced by 1.

• RadRobots vomit increased and changed to vomitRad instead of vomitBulb.

• Moepukers vomit reduced, less burst and damage.

• Sanguis vomit reduced from 12 to 7

Should now work with Snufkins mod without getting duplicate physics as I renamed the Zombie_Template to Zombie_Template1.



• Reworked Entitygroups to make it smaller size.

•  Lowered chance for harder zombies to appear. Harder zombies can still appear in early game and that is because they are in groups without gamestages. Without them there, my zombies would probably not be around so much on the outside. I have almost removed fireboss, gunner and RPG from the wanderinghordestages. They are just too strong.

• FireElf has only 42 arrows in his magazine now instead of 60.
• Some zombies have now increased HP.

• Any Giant will have a chance to get you a concussion and knockdown chance is increased.

• The new mutated Giant has a different new sound now.

• Anesthesias melee has decreased chance to make you drugged

• AquaZeds melee has decreased chance to make you drowning.

• AquaZeds vomit is now slower.
• Blazingmans vomit ammo reduced. Less burst.

• Shockers vomit ammo reduced. Less burst.

• RPGs rockets fires a bit faster and have a higher lifetime. (vomit will not disappear too fast, not sure if this can be CPU-heavy, let me know)

• RadRobots HP reduced, but vomit fires around him and New robot sounds.


NerfThemAll - has gone through a heavy rework. CLICK HERE (Everything in colored red and green is changed)

  No surface ores, except in wasteland and snow with extremely low probability.
  Traders can't show you the way to the next trader.

  Loot is reworked.

  Quest rewards are nerfed.


2021-12-14 (v2.78):
Nerfed speed on exploder zombie and some other zombies

Nerfed Ironman on physical resist
Removed getting water from HybridPanther
Anesthesia buff is only 6 seconds long instead of 7

Adjusted experience from zombies, more exp now!
Exploder have increased exploder area/entity damage
Higher chance getting knocked down by Ironman

2021-12-10 (v2.77):
Made it for Alpha 20
2021-11-30 (v2.75):
• Added rocket launcher loading sound (vomit warning) and custom zombie sound for the RPG zombie.
• New look for the freezer and the giant
• Candygirl now slows you down instead of giving you speed
• XML version updated.
• Atrocity handitem renamed correctly

2021-11-02 (v2.74):
• Predator got a new temporary skin.
• Cloaker bird removed.
• ScreamerBoss removed. Replaced by Atrocity, attacks are screams and they will stun you for 0,5 seconds. Very dangerous. (Similiar/same as Snufkins Banshee)
• Added new zombie (archetype) called RPG. This is the one who shoot rockets now and are a type of heavy soldier with a rocket launcher on his shoulder.
• Fireboss got a new cool skin. (This was added a year ago, but I never updated.)
• Added new zombie called RadRobot. Slow and has a skin that kinda looks robotic. Shoots a red beam that will hurt you over time. (This was added a year ago, but I never updated)

• Giant now uses snowragdoll
• Coptercorpse has increased hitbox and lowered hp
LoudSoundsLowered: added ui_trader_purchase, ui_vending_purchase, open_vending, close_vending, ui_trader_inventory_reset

2020-10-14 (v2.73): Candygirl apperance: She wields 2 candycaneshiv in her hands. All fire zombies has now torch particle coming from their hands. Shocker zombie has small shock particle coming from his hands. Feral Shock apperance corrected as he was invisible, cause the material changed. Added new quest. This quest rewards you with a schematic for the Steelbootsofhaste and MagicPlateArmor + experience and casinocoins. Quest is added to loot with a 6% chance. MagicPlateArmor and Steelbootsofhaste has now quaility stages. The Sboh has an increased speed. Some recipes have changed a bit, such as MagicPlateArmor. Localization has been updated. All alternate versions has also been updated.
2020-10-13: LoudSoundsLowered : Corrected name in items.xml -> meleeToolPickT3AugerSchematic

2020-10-12: LoudSoundsLowered has been updated and Auger and chainsaw should now work with lower sound. I am going to nerf the sound of hitting wood later today. Disassemble Traps has been updated. Problem was you could get resources and a full trap when disassembling resulting in you getting more material than you had before. Now you will not get any resources, but have a 45% chance to get a full trap.

2020-10-11: version 2.7.2

NerfThemAll - Removed Ratchet schematic and Ratchet from loot and also removed Ratchet from the trader. Rare Schematic Tools is a rare chance to buy at the trader. Lowered probability to find a nailgun.

• All alternate versions have also been updated.
• AnimalFly yellow error in console fixed!

• Chroma skin fixed.

• Giant will have the biker skin as it seems it cannot be changed.

• WhiteNoise Radiation Buff removed when he is close. The icon and text is enough to explain that he is close to you.

• Nerfed the spawnchance in entitygroups for several dangerous zeds, such as Anaconda, Firesnake, Giant, WhiteNoise, Predator, BurningPhoenix, WaterRaion, Diamondphoenix. Spectregirl and Cloaker is heavily nerfed in the entitygroups so they will almost not show up anymore.

Reason for that is that they can become quite irritating when encountering them often. If anyone want them to appear more often I can make a version with those.

• Lowered blockdamage for shocker vomit and 0 damage on earth blocks.
• Added 1 new zombie: Exploder - He will explode after a short while if someone injures him or if he attacks someone. (tell me if he should have the beep or not)

Check video here: https://youtu.be/RGAiIGiXKJ8
• We have 3 new guests(zombies) from another mod!
These come from Snufkins zombies mod: Archon, Geist and Scarecrow. Snufkin allowed me to make them visit my mod.

I have renamed them to Arch0n, Ge1st and Sc4recrow, to avoid duplicate name problems if someone also uses Snufkins zombies mod.

2020/10/05: NerfThemAll standard version is updated. MasterChef perk changed. Read more about what is changed here and after click, scroll down to NerfThemAll and click to reveal the contents and scroll further down until you see progression and look for MasterChef. I have added a readme also to the mod.

2020/10/04: NerfThemAll with 2 alternate versions. Small chance to loot steel, motor tools & crucible. In the 2nd version there is only a small chance to loot crucible. Readme updated.
2020/09/27: No animals version uploaded

2020/09/26: Skullbird removed (problems with not seeing him from a distance)
2020/09/21: Skullbird hitbox enlargened.

2020/09/20: The buff for broken leg/arm is now fixed. Default broken leg/arm now. Added alternate version for my mods. Atm there is 4 alternate versions of my RobelotoCustomZombies and 1 for NerfThemAll. Check the Readme for changes. Copy these files to the default modlet and overwrite them to make the changes.

2020/09/19: CopterCorpse hitbox properly aligned. Added a version with only 11 zombies activated. The only file you need to replace with that one is the entitygroups.xml file.

2020/09/09: Nerfed block damage on some Zeds. Fire explosions do more damage on wood than any other material.  Strongest block damage by hand is Giant (1500, previous was 10.000) which is very rare to spawn. Highest pukevomit is from Burning Phoenix(125+115 explosion blockdamage) and ScreamerBoss (130+100 explosion blockdamage). Fireboss has slightly lower damage than these bosses.

2020/09/08: SkullBird hitbox resized.
2020/09/05: CopterCorpse hitbox resized.

2020/09/04: lower damage and lowered buff chance on WhiteNoise. Area of effect is decreased from 30 meters to 20 meter. Removed WhiteNoise, FireElf, Blazingman and other hard zeds from early gamestages. Some can appear though in hospitals, ghosttown, military as a rare spawn. If someone want more spawns of my zombies, I will consider to make a hard version also.

2020/08/30:  Added really high loot chance (75-85%) from my boss zombies: Giant, ScreamerBoss, FireBoss, Gunner, Predator
2020/08/27 fix: CopterCorpse

2020/08/25 fix: Explosion.ParticleIndexes, no more purple lumps. Correct explosions for each zombiepuke and zombieexplosion.

2020/08/24 fix: Burning phoenix is made of fire again and spits fireballs.
2020/08/23 :V 2.71 added: Removed Firefly, Changed the non-working materials on some zombies + other small fixes..






Part1: Action video on all zombies! This is what they do to you!

Old Part 2: HERE !

Part 3 - Planned to do this month (January 2022) and Part 3 will likely contain all the zombies from Part 2 + the new zombies. (On hold for now)

Copter Corpse - CLICK HERE



Zombie names + info (alphabetical):


01. Anesthesia

Need some anesthesia? This nurse will drug you, and do some horrifying things to you.

02. Atrocity (2021-11-02 replaced screamerboss)

The leader of all zombies? She is bigger than the vanilla one and will make you stunned when she screams

03. AquaZed

A type of waterzombie that pukes water on you. Does not hurt much, and if you are on fire, this vomit will extinguish the fire.

04. Blazing Man

Burning mans big brother. His fire puke explosions are beautiful, but far from harmless.

05. Burning Man

A roaming zombie that has evolved from the vanilla burnt zombie. He will puke small breaths of fire.

06. Candygirl

She will make you slow. Watch out for her candy canes. They have been applied with poison. Your body will react in slowmotion.

07. Chroma

A jumpy fast zombie that can buff your sight with strange coloring.

08. Cold

His vomit can freeze you instantly making you unable to move.

09. Exploder
A zombie with a timed charge on his chest. He also have one dynamite in each of his hands. He will explode after you have damaged him or he has damaged you.

10. Fatigue

She doesn't damage you much, but she drains your stamina. Watch out, she is fast.

11. Fat Puker

Moepukers big bro. Bigger and more dangerous.

12. Fire Boss

Time for some cheesy lines. You are under arre... ehm, probably dead if you let him flame you. No Miranda warning here. This is a huge fire zombie that can destroy anything with his breath. This zombie has pretty high blockdamage, so do not lure him to your base.

13. Fire Elf

A zombie Elf that shoots flaming arrows from his mouth. Yes, you read that right.

14. Freeza

Harder version of the Cold zombie. Bigger and colder.

15. Giant

A giant zombie that can kill you and your base in one hit. Do not try to fight this guy before you have some good gear.

16. Gunner

One of the strongest. Looks like a zombie made of metal and he will shoot you with several bullets. He can break your arm and also stun you.

17. Ironman

A zombie with iron skin. Low HP, but will generate health quite rapidly. Kill him fast.

18. Mini

A small one, but fast. High infection chance.

19. MiniMummy

A miniversion of Mummy, lighter voice, lighter attacks.

20. MoePuker

He seems to have ♥ all over his body. He stinks and he pukes. Evolved from a normal Moe. Also exist a Feral version of this one, same skin.

21. Mummy

A slow guy, but can take several hits before he goes down. He can also break your precious arm.

22. Mutated Giant

Stronger version of Giant. Bigger and has different sound. Only show up at gamestage 3000+.

23. Pale

Just a white zombie that have a chance to blur your sight.

24. Predator

Fast cloaking zombie that can hurt you in some different ways.

25. Robot

A miniversion of the RadRobot, lighter attacks. Different sounds from the RadRobot.

26. Rad Robot
A robot that shoot fast rad bulbs.

27. RPG

Big bearded zombie with a rocketlauncher on his shoulder. Of course he fires rockets.

28. Running Man

A fast zombie that can manipulate the engine of vehicles. If you are close to him, his scream will make your vehicle make a sudden stop. Beware!

29. Shadow

During the day he is almost invisible. But during the night if you have a flashlight you will see him. This zombie can blind you and he has learned to mimic familiar sounds from before the apocalypse.

30. Sanguis

This zombie behaves like a spider zombie, but slightly faster and will puke some strange blood on you. When this zombie is near you will bleed even if you do not get hit by her puke. She has a chance to infect you if you get hit. Then she will drain all your stamina and possibly give you pneumonia.

31. Shocker

This "dude" pukes electric bolts from his mouth. Try not to become shocked! Even his hands will electrify you until you are burnt crisp.

32. Shocker feral

The feral version of shocker with a new cool skin!

33. Spark

Miniversion of shocker, different puke, almost harmless in comparison to his big brother.

34. Spectre

A silent almost invisible zombie with some spooky whispers.

35. Translucent

Maybe the fastest zombie. He can run as fast as a minibike. If you are on foot, try to kill him instead, cause you cannot outrun this creature.

A flying zombie demon that can shock you and make you go blind. Watch out for this bad boy. Has custom sounds.



37. Anaconda

Very fast and large snake. You should really run, because the damage from this lady is critical. Keep distance.

38. Burning Phoenix

This one is burning and he also spit fire.

39. ChickenDemon

Fast and will agressively hunt you down if you are within her area. High chance to infect you

40. ChickenFire
This chicken is on fire and can lit you up!

41. Copter Corpse

A corpse that is flying a gyrocopter and is shooting with a minigun
42. Diamond Phoenix

This is a big electric thunderbird that can shock you. Spits shock particles.

43. Electric Fly

A shocking glowing fly. This fly can shock you!

44. Firefly

This fly is on fire. Watch out.

45. Fly

Fast irritating son of a @%$*#!. Can infect you. Has really low HP.

46. Frosty ball

A white flying orb that spits snowballs. Watch out, he can freeze you!

47. Ghastly Phoenix

An translucent bird that spits smoke.

48. Hell Kuma

A fire bear.

49. Firesnake

A smaller version of anaconda, but this one will burn you up.

50. Kub Kuma

A cute baby bear. Do not try to hug this one!

51. Hybrid Panther

A large black panther

52. KaboomPhoenix

You thought the radiated vultures were dangerous? Well, this bird makes them fade in comparison and it spits ROCKETS! If you happen to see one. Just run.

53. Thunder Kuma

An electric bear.


Cloaker (REMOVED in A19.6)

A cloaking vulture. Quite scary.

Pup (REMOVED in A19)

 Skull Bird

A flying cowskull that shoots red ... things? [REMOVED in A19]

Spectregirl (REMOVED)

Same as spectre, but the female one and she runs!






The most dangerous zombies are removed from sleeper, scout and feralhordes during the first days and up to gamestage 100+.

Custom Sounds:

Anesthesia vomit



Fire breaths


Freezer vomit

Giant Mutated


Moepuker vomit


Mutated Giant



Sanguis vomit

Shadow (many sounds and can also mimic a screamer)

Shocker vomit

The Flying Plague

* More sounds coming soon



Amoxillin cures you completely from the new custom zombie buffs, new schematics and resources that are added to the lootgroup. Amoxillin is under the yeahScience perk so you can learn how to craft this.


I have added quests in the mod. At the moment there are only 2 quest, but more will be added. They can be looted as any other challenge quests.

Other changes

1. Every fat zombie have now a chance to break your arm.

2. I lowered the volume on all explosions that had too high volume compared to everything else. Molotovs explosion is changed to match Burning mans puke.
3. More experience from Bears.

4. My custom flies does not have a wing flap sound.

5. No more looping sounds after you killed a fire puking zombie or a shocker!

6. PhysicalDamageResist on Biker, Demolition, Soldier and Worker nerfed just a bit. (Radiated ones was as strong than my custom zombies with PDR unchanged.
7. Screamers have a chance of only 27% to spawn another screamer. (made to prevent infinite screaming loops)

8. Spider zombies jumps higher.
9. Handreach on default zombies is decreased from 1.65 to 1.60.
10. Beaker is a bit easier to find.
11. Sightrange on default zombies is 100.

Custom Prefabs:

I will probably add this in a near future. I have tried it and it is fun.




The zombie with the same name as this buff will drug you. Your screen will become wavy and you will have a hard time moving during this effect. Amocillin will cure this.


Her scream will make you immovable for a short while + screen effects.

Broken Leg/ Broken arm:

You will have much harder time moving around with a broken leg and/or arm. Not like the standard buffs. Your attacks will be slower with your arm. And you cannot jump too high, even if you took care with it with a splint. [Removed since A19]


This buff will slow down your movement. Watch out for candygirl zombie!


Buff from the Chroma zombie. Your world will get bright. (other buff was removed cause it did not work well)


Buff from Shadow, you will be completely blind for 9 seconds if he hits you with his circle of lights. This can be cured with Amocillin.


The AquaZed buff. Not too much different from the usual drowning buff, but your sight will become blurred and you will have a harder time moving around during this effect. Nothing will cure this, it will only last a couple seconds


The freezer buff. You cannot move for about 4-5 seconds. To avoid this. Drink hot coffee or cocoa to cure.


Drains your stamina completely.


Very blurry sight and all colors will fade away. Watch out for this creepy ghostbird that gives you this buff.


If you used ranged weapon on this zed, he will sense that and punish you.


The world will get a bit blurry by this buff.


This buff will make you bleed and be a bit immovable due to poison. Cure this with a clean first aid bandage.


Sanguis zombie has a low chance to give you Pneumonia. It will last for 250 seconds. You will be weakened and you will also lose health during this time. Keep your health up to not die or find Amocillin.


This zombie can stop the engine of your vehicle.


The Sanguis zombie buff will drain your stamina and your sight will be really bad. Amocillin will cure this.


Take a wild guess which zombie gives you this buff. You will be shocked for about 4-5 seconds. It will reset if you get shocked again.


This custom buff will not be affected by your strength and perks. It will always have a chance to stun you.

This buff says it all right?



All my A20 modlets here!





If you wish to donate me: PayPal



__________________________________________________ _________________________________________


All my A19 modlets here
All my 18.4 modlets

All my A17.2 modlets

Video on all zombies from A17: https://youtu.be/LYXP15okbJE



Edited by Robeloto
version 2.95 + info (see edit history)
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Updated 2022-02-19. Pipe gun and ammo nerf!

A big props to Jaxteller718 as many of his modlets inspired me to make this mod.
Makes the game more challenging and takes more time to reach end game content.

You think this game is easy and you are so bored you can't stand it? Good, check out this modlet. The name can be a bit confusing as it can also mean that the difficulty is decreased, but it is not. The 'easy to get stuff' is nerfed and the challenging stuff is increased. Maybe someone have an idea of a better name of this modlet? Anyway, almost everything in this modlet is nerfed to make the game much harder.This is making the early gamestage longer lasting and more challenging.


The white river citizen quest is removed and now you have to find a trader by yourself. Heat map strength for the workstations are increased. Noise heat map strength from weapons is also increased. Do not rely just on weapons, cause that will punish you....with screamers.


Farming takes now 7 hours for the crops to grow instead of 1 hour. Harvesting materials is reduced.

Safes is harder to break up. The wandering hordes is much larger. Stone tools do less damage on metal. All tools/weapons can break. Ammo damage is reduced. Pipe weapons are nerfed.


Looting is heavily nerfed and finding a wrench is almost impossible. Auger, Crucible and Steel Pickaxe/Sledgehammer is removed from loot. Better to make them yourself now as it is "supposed" to be, Quest rewards are nerfed. I only buffed up the challenge rewards cause they were way too bad. Traders does not sell as much as in the original and they restock every 2 weeks. In progression I nerfed the Sledgehammer a lot, but it is still OP, just not as much.


I have listed everything that is nerfed down below.
Click on SPOILER



  • Increased heat map strength, time and frequency with about 20~% for all workstationsThis will attract screamers a bit more than usual.
  • Decreased chance to get honey from tree stumps with 25%
  • Decreased all harvesting resources by 50%~
  • Farming is a lot harder now. Slowed down the crops growing rate. Default is 60, in this mod it is 250. It takes about 4 hours for the crops to grow now instead of 1h~.
  • Harder to break up safes, their durability is increased with over 300%. Makes more use of the lockpicks. 
  • Get less snow when digging



  • No surface ores, except snow and wasteland with a very low chance.
  • Less Chrysantemum, Cotton, Aloe vera and Yucca plants.
  • Less Birdnests.
  • Less Grass in forest biome



  • Get a large horde that is split up in 3 waves, each day.



  • It is not realistic with stone tools do so much damage on safes and other metal objects. Now stone tools do much less damage on metal objects, except from the sledgehammer.
  • All tools and weapons can break
  • Pipe weapons are nerfed with 1.2 entitydamage.
  • All ammo damage is reduced by about 20-25%~
  • All damage from thrown explosives/molotovs is also reduced. The molotov also only lasts for about 8 seconds, instead of the unrealistic 16 seconds.
  • Vehicles durability is reduced by a lot. Now you actually have to repair them.
  • The chests and weapons bag has less items in them.
  • Removed Auger, ImpactDriver, Ratchet, Crucible, Steel Pickaxe and Steel Sledgehammer completely from the lootcontainers. You can get auger in quests.
  • Also removed The Pickaxes from all lootcontainers, but you still can get an Iron Pickaxe from quests.
  • Treasure map loot chance reduced from a 0.09% chance to 0.02%. They should be rare to find.
  • Workstations is now much harder to find in the world.
  • Removed the wrench, ratchet, impactdriver, crucible and forge schematic from the schematictools group.
  • Wrench is removed from all the lootcontainers.
  • Treasure loot decreased by half
  • Nailgun loot chance decreased by 40%
  • Less drinks from the drinks lootgroup
  • Less water from luggage and fridges. Decreased water chance by 25%.
  • Lower chance to get water from the microwaves
  • Quest ammo reward is heavily reduced as it was way too much in original.
  • Quest thrown explosive ammo reward is also reduced. Molotov only last 8 seconds instead of 16.
  • Lowering GroupQuestTools chances from quest, Iron/Steel Pickaxe, Auger
  • Lowering GroupQuestWeaponsMelee - Iron/steel sledgehammer.
  • Lowered the Quest reward for Casino coins
  • You now need to have Advanced Engineering level 3 to be able to craft a forge, tablesaw workbench, cementmixer and various traps.
  • Unlock wrench at Salvage Operations level 3 instead of 1.
  • Club is nerfed in the perks, nerf is about 20~30%
  • Sledgehammer is nerfed in the perks again. This weapon is still OP, even with the nerf. I would say the nerf is about 40-45%.
  • Stun Baton, only nerfed it a tiny bit as it is really no way an OP weapon, but just to even it out with the sledge and club weapons.
  • MasterChef Perk is changed. Stage 1 gives you only recipes for BaconAndEggs ,BakedPotato, CornBread and CornOnTheCob. Stage 2 gives BoiledMeat, GrilledMeat, RedTea, Coffee and GoldenRodTea recipe. Stage 3 gives SteakAndPotato, BlueberryPie, MeatStew, VegetableStew, PumpkinPie, PumpkinCheesecake and PumpkinBread recipe. Stage 4 gives ShamChowder, HoboStew, FishTacos, YuccaJuiceSmoothie, ChiliDog and Beer recipe. And finally stage 5 gives GumboStew, ShepardsPie, Spaghetti, TunaFishGravyToast, GrandpasMoonshine, GrandpasAwesomeSauce and GrandpasLearningElixir recipe.
  •  You will unlock Iron Pickaxe at Miner69r stage 3 instead of 1.
  • White river citizen quest is removed, so now you have to find a trader yourself without any help.
  • The Trader cannot show you the way to the next trader. Updated fix 2022-01-20
  • Tier 1 Quest Reward nerfed - Removed Bicycle, Forge, Wrench, Helmetlightschematic (Added bicycle parts).
  • Tier 2 Quest Reward nerfed - Removed Workbench
  • Tier 3 Quest Reward nerfed - Removed Darttrap, Genbank, Chemstation
  • Tier 4 Quest Reward nerfed - Removed Batterybank, Bladetrap. (Added Darttrap)
  • Tier 5 Quest Reward nerfed - Removed Autoturret, Forged Steel, Legendaryfirearms. (Added Blade trap, Generatorbank.)

  • Harder to make gunpowder. 50% more resources is needed. If it was a way to decrease the veins of coal and nitrate powder, I would have done that too.
  • Junkturret ammo now needs 5 iron instead of just 3.
  • More snow is needed to make water
  • Noise heat map strength increased on all guns. Relying too much on ammo and weapons will punish you with screamers.
  • Removed Auger, Steel pickaxe, Steel sledgehammer, Crucible, Wrench, Forged iron/steel, placeable motorvehicles and workstations. Go make them yourself as it is "supposed" to be. Do not rely on traders so much!
  • Ammo is scarce so now the traders sells much less ammo. Ammo is often considered gold in this postapocalyptic world.
  • Building materials is also reduced, like cobblestone, cement and concrete mix.
  • Traders has less items to sell and the restock day is now every 2 weeks instead of daily.
  • Less items in vending machines and they never restock, well, they do... in 999 days, but who has gone so far in game days? It is not realistic that they get restocked so often in the original.


Disassemble Traps

You can disassemble all types of spike traps with a wrench and have a 45% chance to get the full trap back.



Loud Sounds Lowered

Chainsaw and Auger has been heavily lowered. Most of the other sounds has just been lowered a bit to match all other in game sounds.


Sounds that have been lowered




Chainsaw and Auger

Junkturret fire

Picking up items <--- This became annoying when chainsaw and auger were lowered, so I lowered this too.

Forge/campfire burns out

Purchase skill

Hitting bedrock

wrench harvest

when earth is destroyed

when glass is destroyed

when metal is destroyed

when wood is destroyed

metal hit metal

Open chest/cupboard

Open/close inventory

Trader sound open/close

When trees falls

When trees breaks



No Zombie Death Sound - updated 2021-12-31

Now you cannot be 100% sure they died., especially if you also use Guppys RandomGeterUpper and without the xp stats announce bar. The death sounds has been replaced with the pain sounds. The sound that they do when you hurt them.


Quest Music - updated 2021-12-31

Anyone is bored of only hearing the original quest sounds and music?


Well, I made a modlet that adds more to the original quest sound and music. It is not much now as it is only 12 tracks, but I will keep adding. The original sounds is still there and the music chosen by the game is random. I have tried to make them as post-apocalyptic as possible. I also added level up music. Some music are from this game, like the old menu musics. And others are from Free Royalty Music (no copyright)

The beginner starter quest can annoy you with a lot of music as it is 7 subquest and one final. Let me know if any music feels out of place or are a bit too loud or too low.


Here is the list of where I have added more music too:









quest_subtask_complete1 <- complete a sub quest



quest_master_complete1 <- when you complete a full quest


levelupplayer1 <- - level up sound

read_skillbook_final1 <-- when you have read every chapter



Stack more items - updated 2021-12-31

Over 164 items added that you can stack a lot more


Pick up Traps and Mines

Now you can pick up iron and wood traps and all type of mines. This may be OP, but it's fun.


Download all mods here



Edited by Robeloto
Nerfthemall Update 20220219 (see edit history)
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These don't really fit into my game at the moment, but for pure fun and imaginative additions to an otherwise vanilla game they are brilliant !!!


Really opens the door for final big bad ass bosses in game.


Thank you!


I have forgot to mention that the zombiecop spitting flames is not my idea at all. Apparantly this hellcop has been around since A12 or even earlier. I got the idea from this thread and created him when I played A15.2.


The rest of the bosses was inspired from that cop. I actually made them in A15, except biker, vulture and anaconda and I figured now when I have started playing again to actually create a modlet for this. That's the story. :)

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I'm getting an error...


Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies_Hard' failed



Also occurs with the 'RobelotoCustomZombies' version. Haven't tried it with the Easy, but I'm sure the result would be the same...


Does EAC have to be on? Would it conflict with other modlets?

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I'm getting an error...


Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies_Hard' failed



Also occurs with the 'RobelotoCustomZombies' version. Haven't tried it with the Easy, but I'm sure the result would be the same...


Does EAC have to be on? Would it conflict with other modlets?


Be more helpful to pin point the error if you uploaded the output.log

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2019-02-28T01:22:52 14.286 WRN XML patch for "blocks.xml" from mod "FastGrowFarmingMod" did not apply: <set xpath="/blocks/block[@name=fruitTreeGrowingMaster]/property[@name=PlantGrowing.GrowthRate]/@value"

2019-02-28T01:22:52 14.289 WRN XML patch for "blocks.xml" from mod "FastGrowFarmingMod" did not apply: <set xpath="/blocks/block[contains(@modTag,'growingPen')]/property[@name=UpgradeRated.Rate]/@value"


(I dont know the mod here but seems there is a issue here maybe talking to the creator of the mod)


then there is this -


2019-02-28T01:22:55 17.409 WRN XML patch for "items.xml" from mod "Weapon Magazine Size Modlet" did not apply: <set xpath="/item_modifiers/item_modifier[@name=modGunMagazineExtender]/effect_group/passive_effect[@name=MagazineSize]/@value"


(Is this my modlet - as it works fine for me try redownloading it as i had stuff in there from another modlet i used that maybe you didnt)


then this -


2019-02-28T01:22:58 20.398 ERR XML loader: Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies' failed

2019-02-28T01:22:58 20.398 EXC Error during parse of /entitygroups/entitygroup[@name='ZombieBadassGroup'


at Mono.Xml.XPath.XPathParser.yyparse (yyInput yyLex) [0x00000] in <filename unknown>:0

at Mono.Xml.XPath.XPathParser.Compile (System.String xpath) [0x00000] in <filename unknown>:0

Rethrow as XPathException: Error during parse of /entitygroups/entitygroup[@name='ZombieBadassGroup'

at Mono.Xml.XPath.XPathParser.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathExpression.Compile (System.String xpath, IXmlNamespaceResolver nsmgr, IStaticXsltContext ctx) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathExpression.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathNavigator.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XmlNode.SelectNodes (System.String xpath, System.Xml.XmlNamespaceManager nsmgr) [0x00000] in <filename unknown>:0

at System.Xml.XmlNode.SelectNodes (System.String xpath) [0x00000] in <filename unknown>:0

at XmlFile.AppendByXPath (System.String _xpath, System.Xml.XmlElement _xml, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.singlePatch (.XmlFile _targetFile, System.Xml.XmlElement _patchElement, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.PatchXml (.XmlFile _xmlFile, .XmlFile _patchXml, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.LoadAndPatchConfig (System.String _configName) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)







UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


(The error lies here -

<append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup'">

<entity name="zombieFireBoss" prob="0.08"/>

<entity name="zombieMaleHazmatShocker" prob="0.2"/>

<entity name="zombieBikerGiant" prob="0.05"/>



It is missing the end tag ] inbetween the ' and " at the end.


then this -


2019-02-28T01:22:58 20.803 WRN XML patch for "XUi/xui.xml" from mod "S420_SimpleUI-BiggerBackpack120" did not apply: <set xpath="/xui/ruleset[@name=default]/window_group[@name=looting]/window[@name=windowLooting]/@name"


this is the one i have and it works fine -

<set xpath="/xui/ruleset[@name=default]/window_group[@name=looting]/window[@name=windowLooting]/@name">S420windowLooting</set> as you can see it is the same so maybe fix the above errors and it will flow thru. happy to take a look after you fix the above ones with a new output.log

also if you tell me which mod the first 2 lines are from i can look at that to for you

Edited by stallionsden (see edit history)
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In your entitygroups xml you have a error -



<append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup'">


It is missing the end tag ] inbetween the ' and " at the end. so should look like this -


<append xpath="/entitygroups/entitygroup[@name=ZombieBadassGroup]">


Yes, I just realized. I am not home right now, but will fix as soon as I get home.


Edit: Ok, now it's fixed.

Edited by Robeloto (see edit history)
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Real nice Robeloto! Any chance in the future for a stand-alone Anaconda modlet (as an extra hostile animal)? =)




I uploaded 2 versions today.


Anaconda version: https://github.com/Robeloto/7d2d_A17.1_modlets/raw/master/RobelotoAnacondaOnly.zip


Animals only version: https://github.com/Robeloto/7d2d_A17.1_modlets/raw/master/RobelotoCustomAnimalsonly.zip


Excellent, big thx , best mod :fat:


Haha ty! :)

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It would take a nemesis like in resident evil.

Very tall, very slow to move but with a machine gun in the right hands and rocket launcher in the left hands.

Possible to do this?



Probably possible with SDX. I am still in the learning how to animate 3D models I made and getting them into the game. Wish I had more time, because I love this game.


I do not think it is possible to do this with just a modlet. I could make a tall slow zombie spitting 7.62mm rounds though. xD

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I use this on my server, and the players love the "surprises" they get. I lowered the block damage of the badass dudes, because they did not only one hit my poor players, but also vaporize prefabs in minutes, what we don't want.

But it is kinda satisfying to read in chat a player yelling, he is chased by a giant snake, or those wtf moments when players realize, the slow walking Hazmat Dudes spit electric 'nades :D

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Probably possible with SDX. I am still in the learning how to animate 3D models I made and getting them into the game. Wish I had more time, because I love this game.


I do not think it is possible to do this with just a modlet. I could make a tall slow zombie spitting 7.62mm rounds though. xD


No, but I do not ask you to see his rocket launcher and his machine gun.

Just as big as the giant zombie biker, who makes a different sound, slow but powerful.


In fact, nothing but noise you must be afraid without seeing it.

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Holy cannoli that was fast!! Very much appreciated Robeloto.


In your honor, I shall share this awesome anaconda with unsuspecting family members =)




I missed this post. No probs. Haha, I hope they don't get scarred!


I use this on my server, and the players love the "surprises" they get. I lowered the block damage of the badass dudes, because they did not only one hit my poor players, but also vaporize prefabs in minutes, what we don't want.

But it is kinda satisfying to read in chat a player yelling, he is chased by a giant snake, or those wtf moments when players realize, the slow walking Hazmat Dudes spit electric 'nades :D


Yes, they are prefab destroyers indeed. Going to nerf them more in the easy version. Glad you like it!


No, but I do not ask you to see his rocket launcher and his machine gun.

Just as big as the giant zombie biker, who makes a different sound, slow but powerful.


In fact, nothing but noise you must be afraid without seeing it.


I do not know how to make a zombie with 2 different attacks. They already have their melee and then the vomit. But it may be possible. I have to try it out atleast.


Thanks, it's from long time I wanted this kind animals =)


So let's try =)


No problem! But the animals are not kind. Pretty evil I would say. xD


New version is coming soon. I just made a transparent zombie and it was way easier then I thought it would be. He is tiny, fast, low hp, and completely silent. I named him SilentDwight. Also made a zombie that shoots like a madman. He is using an smg type of weapon, but with 500 rounds in the magazine. He will not stop shooting you before he empties the magazine. And some more different ones.

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