/zombiemod list and
/zombiemod bestiary are open to everyone;
the rest is op-only, and live configuration is admin-only.
/zm is an alias for all of it.
Permissions
| Level | Commands |
|---|---|
| Everyone | list, bestiary |
| Op (level 2) | spawn, status, observe, corpse, horde |
| Admin (level 3) | config |
bestiary and list are open on purpose - the checklist
is a player feature, and a companion client mod should only ever be a nicer window onto it.
There is deliberately no /zombiemod reload.
Genera are datapack data, so vanilla's own /reload already does the job -
edit a genus file, run /reload, and it is live.
Every genus the loaded datapacks define, by id. If this says "No genera loaded" the datapack did not load - that is the first thing to check when nothing seems to be happening.
/zombiemod list
Start here when something seems not to work. Reports what the mod actually believes: its settings, whether the corpse genus resolved, whether FTB Chunks linked, and running counters for proximity spawning, claim cancellations and spawn-rule rejections.
Those counters exist because several of this mod's features produce an absence - a claim that stays empty, a spawn that does not happen - and an absence looks identical whether it is working or broken. A number tells you which. It is also the fastest way to discover you have been editing the wrong config file, because a server config is per-world in singleplayer.
/zombiemod status
Spawns one where you are looking, up to 48 blocks away, or at a position if you give one.
The genus argument accepts the full id (zombiemod:coward) or the bare name (coward). Bare names resolve by path across every namespace, so a third-party mypack:runner is reachable as runner; if two packs define the same name it reports the ambiguity rather than guessing.
With an explicit position it needs no player, so it works from the console and from command blocks - which is how you summon a boss from another mod, a map, or a redstone contraption. Combined with a weight of 0, which keeps a genus off every spawn table, that is the whole toolkit for a one-off encounter.
/zombiemod spawn coward
/zombiemod spawn zombiemod:patient_zero ~ ~ ~
/zombiemod spawn runner ^ ^ ^5 # five blocks in front of me
List the horde events the loaded datapacks define, start one on yourself now regardless of config, cooldown, time of day or moon phase, or end the one running on you. Starting by hand is how you see The Siege without waiting for a full moon.
/zombiemod horde list
/zombiemod horde start zombiemod:the_siege
/zombiemod horde stop
Your checklist in chat: what you have met, what you have killed, and what is left.
The book form is the same thing as a written book you can carry, and it works on a completely unmodified client - which is the point. The book is the vanilla half of the feature, not a fallback. Right-clicking it opens the proper screen for players who have the mod installed and the written pages for players who do not; sneak-right-click always gives you the written pages, so you can check what a vanilla player sees without launching a second instance. An anvil-renamed book still counts as a dex.
The info form is the full write-up for one genus. How much you can read depends on the info setting: by default you must have met it.
/zombiemod bestiary
/zombiemod bestiary book
/zombiemod bestiary info clicker
The recovery ledger for player corpses. Worth having even when player zombies are working perfectly: "my corpse went missing" was the single most common complaint about the 1.8 version, and an admin with no way to check had to guess.
list reports every recorded corpse, newest first - who died, where and when, and whether the items are still outstanding. A corpse that burned in lava or fell into the void is recorded as outstanding with a reason rather than quietly settled, so you can tell the difference between "they got their things back" and "there was nothing left to get". A grinder is deliberately left undecidable, because a hopper may already have taken the items and re-issuing them would duplicate an inventory.
give hands the items straight back. respawn rebuilds the corpse - face, armour and pockets - where it fell, so the player can go and kill it properly; add here to rebuild it where you are looking instead, which is what you actually want when the death spot is the problem. forget drops the record once a case is settled by hand.
index defaults to 1, the most recent; higher numbers reach older corpses.
/zombiemod corpse list [player]
/zombiemod corpse give <player> [index]
/zombiemod corpse respawn <player> [index] [here]
/zombiemod corpse forget <player> [index]
Lists the nine switches that can be flipped without touching the file, and whether each is on. Flipping one writes it to disk, so it survives a restart; omit on/off to toggle.
Admin only (level 3), unlike the rest of the tree, because these change what the server does for everyone rather than what happens in front of the person typing. Everything else lives in zombiemod-server.toml.
/zombiemod config
/zombiemod config hordes on
/zombiemod config proximity # toggles
enabled on
hordes off
playerZombies off
proximity off
bestiary on
perGenus off
hideUnspawnable off
unspawnableRevealedWhenMet on
logSpawns off
Take no damage while staying a completely normal target.
This exists because the usual ways to survive a test do not work here. Creative mode and every god-mode command set vanilla's invulnerable flag, and vanilla treats an invulnerable player as one no zombie will ever walk towards - useless when the thing you are testing is what zombies do.
Observer mode changes nothing about the player. You are targeted, chased, swung at, knocked back and teleported behind exactly as before; the damage is cancelled on arrival. Knockback still lands, which is deliberate - being shoved off a ledge is part of what a Charger is.
/zombiemod observe on
/zombiemod observe off
An alias for the whole tree, implemented as a Brigadier redirect rather than a second registration, so every subcommand, argument type and suggestion is the same object and the two cannot drift.
It carries no permission requirement of its own - each subcommand keeps its own - so
/zm bestiary and /zm list are open to everyone exactly
as their full-length forms are.
All ZombieMod commands tab-complete their arguments, including genus names across every loaded namespace.