Zborka

**Modpack for playing with friends**

Thanks for a good mod “**Project Vibrant Journeys**” by *OrderedChaosDev* — [LINK](https://www.curseforge.com/minecraft/mc-mods/project-vibrant-journeys)

This modpack combines adventure mods, as well as mods where you need to craft different things diligently.
With the help of Decocraft, you can decorate your home as you want, or an interesting DivineRPG, Botania, Mekanism with many additions containing RF energy. A few dragons with Ice and fire and big bosses in the form of Wither storm. An interesting open world having Project Vibrant Journeys mod. Even under water there is something to find, Aquamirae mod. Well, I will not spoiler, come and see for yourself what is in the modpack!

All major mods:

Decocraft

Ice and fire

Wither Storm

Aquamirae

DivineRPG

Botania

Mekanism

NuclearCraft

Extreme Reactors 2

BloodMagic

BiomesYouGo

Thermal Series

Refined Storage

Computer Craft Tweaked

Project Vibrant Journeys

ZBGT

## Multiblocks:

### Ported the following multiblocks from GT:NH:
– Mega Electric Blast Furnace (mEBF)
– Mega LCR (mLCR)
– Mega Vacuum Freezer (mVF)
– Mega Oil Cracking Unit (mOCU)
– Mega Alloy Blast Smelter (mABS)
– Precise Assembler (PRASS)
– Component Assembly Line (CoAL)
– YOTTank and YOTHatch
– Compact™ Fusion Reactors
– Zyngen
– Circuit Assembly Line

### My multiblocks:

– Queezer (quad EBF)
– Queezer (quad vacuum freezer)
– Quacker (quad oil cracker)
– GCYM Air Collector
– GCYM Rock Breaker

## Multiblock Parts:

### From GT:NH:

Air Intake Hatch
– Ported from GT++ but it collects dimensions specific gas now!
– Is a Gas Collector that passively generates air.

### My own:

Creative Energy Source
– Configurable like the creative emitter, but as a multiblock part.
– You need to make the multiblock reform when you change its setting because right now because GregTech doesn’t have a way for an energy container to notify the multiblock controller that its voltage/amperage has changed.

Creative Energy Sink
– Behaves the same as the Creative Energy Hatch but drains energy from the multiblock instead of providing.
– Same UI as the Creative Energy Source

Creative Item Bus
– An input bus that can be set to any 16 items and provides them to the connected multiblock

Super Input Bus
– An input bus that has 16 slots but each slot can hold up to MAX_INT items
– Depending on how many items are inside, it may take a while to empty back into and interface until AE2UEL PR [#448](https://github.com/AE2-UEL/Applied-Energistics-2/pull/448) makes its way into a stable release (v0.56.6 is NOT stable)

Creative Fluid Hatch
– Same as the normal reservoir hatch but can be changed to provide other fluids.

Creative Computation Provider
– Acts as an HPCA that can supply up to 2,147,483,647 CWU/t!
– Backported from GregTech Modern, and will be moved into base CEu once M-W-K finishes their PipeNet rewrite.

Dual Cover
– Combines the conveyor and pump into one cover!

Precise Dual Cover
– Combines the robot arm and fluid regulator into one cover!

Single Item Input Bus
– Functionally identical to a ULV input bus, but it has a max stack size of 1.

Larger parallel hatch
– The same as normal GCYM parallel hatches, but with much larger values!
– Will turn your Ticks Per Second into Seconds Per Tick if used when doing recipes with chanced outputs! :troll:

Dropper Cover
– Is placed on any gregtech block that accepts covers and will drop items from its inventory.

## Credited Works
– [GT:NH](https://github.com/GTNewHorizons/) for many of its multiblocks.
– Ursamina for the dual cover textures and the icon! :heart:
– [Synthitic](https://github.com/Synthitic/) for porting GT:NH’s CoAL to [GCYL: CEu](https://github.com/Synthitic/GCYL-CEu), which I more or less directly copied.
– [GT:CEu](https://github.com/GregTechCEu/GregTech) for much code inspiration.
– MkcTao/[D-Alessian](https://github.com/D-Alessian/) for the Large Air Collector multiblock shape.
– Quacker quack from https://freesound.org/people/WavJunction.com/sounds/456770/.

Zoo and Wild Animals: Evolved

![hornbill overlooking jungle lake](https://cdn.modrinth.com/data/cached_images/5922e22ff128dc0a30799befbf45abdb7d8a9849.png)

###

This is a BETA VERSION
###
We need your help to polish it up!

**

You can report any issues on our GitHub page [here](https://github.com/ZAWA-Evolved/ZAWA/issues). This version does not feature the full planned mob and item roster. Please do not report missing animals or items as bugs.**

###

Minimum Forge version required: 1.16.5 – 36.2.20

ZAWA is a mod that adds tamable animal mobs with realistic behavior, animations and care needs, with real-life animal conservation and science information so players – young and old – can learn while they play.

The animal catching, caring and conservation mod from 1.12 is back – in the new Evolved version, building your dream zoo will be better than ever! Do you have what it takes to collect – and properly care for – every animal in your Minecraft world?

ZAWA has been recoded from the ground up, with new diets, sizes, breeding and husbandry mechanics, a new capture system, and a clean new style. Evolved adds even more new animals to keep even the most seasoned players and builders on their toes. ZAWA is built for solo, multiplayer, survival and creative gameplay alike, and is balanced and accessible no matter what you or your server members are looking for. Use new blocks, items and entities to catch, build for, and care for lifelike, loveable and realistic animals and breed, trade and compete with friends.

**Have questions? Want to research ZAWA before jumping in? Give our [wiki](https://github.com/ZAWA-Evolved/ZAWA/wiki) a look.**

**Engage with other aspiring zookeepers – join our [discord](https://discord.gg/jqJyUwD4Bb)!**

[Check out our ZAWA: Evolved style GUI and HUD resource pack!](https://modrinth.com/resourcepack/zawa-evolved-gui-dark-mode)

**Beef Beta 1.0.2 Animals**

Spoiler

**Tamable animals**

These animals can be tamed with kibble. Once tamed, you’ll need to make sure they have access to food, water and enrichment. Tamable animals have genders, favorite foods, and individual breeding success rates. Animals with an asterisk in their name have multiple species to discover. You can learn more about your animals by using the data book.

African lion

African wild dog

Asian elephant

Bald eagle

Black footed ferret

Emperor penguin

Flamingo*

Giant anteater

Giant panda

Giraffe*

Grevy’s zebra

Hornbill*

Indian gharial

Kakapo

Koala

Macaw*

Mandrill

Orca

Polar bear

Red kangaroo

Sloth*

Snow leopard

Spider monkey*

Sumatran orangutan

Tree frog*

**Ambient animals**

Ambient animals can’t be tamed, don’t have genders, and don’t have different baby models or textures. They’re used as feeder animals, or to fill up an exhibit and make it look nice. 

African lake cichlid*

Angelfish*

Betta*

Butterfly*

Clownfish*

Cod

Corydoras*

Gramma*

Honey bee

Leafcutter ant

Plecostomus

Praying mantis*

Salmon

Scorpion*

Tarantula*

**Beef Beta 1.0.0 Blocks**

Spoiler

**Decorative blocks**

These blocks will make your zoo look as good as it can be!

18 animal plush blocks – Less bitey, screamy, hungry versions of ZAWA’s lovable critters. Collect them all for a reward!

Acrylic fence (+block, slab, door, trapdoor) – Thin, modern black fencing for aviaries etcetera.

Animal plaque – A fancy sign block with a secondary text input, seen on right-clicking. Great for adding more information to animal signs. Edit existing signs with a feather.

Bamboo block (+slab, stairs, fence, fence gate, door, trapdoor) – Eco-friendly, renewable decor blocks crafted from vanilla bamboo.

Bench – A comfy, classic wooden bench for your guests. Craftable in all wood types.

Black bamboo block (+slab, stairs, fence, fence gate, door, trapdoor) – Eco-friendly, renewable decor blocks crafted from striking black bamboo.

Bug box – Using “fuel,” farms insects for animal (and player?) feed.

Cable fence – Decorative barrier block with matching gate.

Concrete bench – Craftable in all 16 dye colors.

Concrete table – Craftable in all 16 dye colors.

Dark paving stone (+slab, stairs)  – Cool, clean bricks set into modern black concrete.

Exhibit glass – Translucent glass, with pane placed on edge of a block.

Incubator – Runs on charcoal, used to up the spawn chances from eggs laid by your animals.

Light paving stone (+slab, stairs) – Warm, bright bricks set into cheery white concrete.

Mixed mossy stone (+slab, stairs, wall) – See below.

Mixed stone (+slab, stairs, wall) – A clean, modern stone block with horizontal layers.

Mulch – A wood-based block that acts like dirt or grass. Plant plants, grow trees, go nuts! Craftable in all overworld wood types.

Mussel box – Using “fuel”, farms shellfish for animal and player feed.

Picnic table – A matching picnic table for your benches. Craftable in all wood types.

River stone (+slab, stairs, wall) – Round, soft river stones. 

Rope fence – 1.5 block tall fence with a nautical rope look.

Rotting log – A hollow log for animals to climb, crawl on, or cuddle up into. Craftable in all overworld wood types.

Steel fence (+block, slab, door, trapdoor) – Thick, traditional steel bars for new and old zoos alike.

Thatch (+slab, stairs, fence, fence gate, door, trapdoor) – Decorative blocks with a tropical thatch theme.

Waste bin – Decorative block in all wood types.

Wire fence (+block, slab, door, trapdoor) – Thin, chain link fencing for good visibility and better security.

Yellow bamboo block – Eco-friendly, renewable decor blocks crafted from dry yellow bamboo.

Zoo fence (+block, slab, door, trapdoor) – Green-painted steel bars for a bright, colorful zoo look.

**Feeders**

These blocks are used to provide food and water to animals. All feeders can accept all types of food, but some will only render certain ones. All feeders can also take water. When food is placed in a feeder, it will deplete when an animal eats, but water will not. All animals can use all feeder blocks, as long as they can reach them!

Food bowl – A metal food bowl, with a rubber rim for stability.

Metal trough – Connecting metal troughs with connecting inventory.

Pedestal feeder – A stone pedestal with a special rendering model for fruit. Could also be used as a bird bath!

Stone bowl – A small stone bowl.

Stone trough – Connecting stone toughs with connecting inventory.

Underwater feeder – A feeder block used for swimming creatures.

Wall bowl – A wall-mounted bowl, for very tall animals, or arboreal critters.

Wall forage – A wire-fronted foraging fixture for herbivorous animals. Renders foliage and grain-type foods. Can be crafted in all wood types.

**Animal Enrichment**

Animals use these blocks to keep themselves happy. Make sure you check which ones each animal uses in the data book!

Branch – Connector-type block. Connects to sturdy block faces. Can be climbed by some animals. Renders with random branching pieces – don’t like what you got? Break it and try again! 

Climbing vine – Connector-type block. Connects to sturdy block faces. Can be climbed by some animals. Renders with random tendrils and leaves.

Hay browse – A wicker ball full of tasty forage. Gives enrichment to animals that come into contact with it.

Heat lamp – Light-generating block that gives enrichment to animals within radius.

Heat rock – “Heat” generating block that gives enrichment to animals that come into contact with it.

Leaf browse – A wicker ball full of fresh foliage. Gives enrichment to animals that come into contact with it.

Perching stand – 1.5 block tall perch used by birds.

Puzzle feeder – Currently missing functionality.

Rope – Connector-type block. Connects to sturdy block faces. Can be climbed by some animals.

Salt lick – Big block of that fancy Himalayan salt your parents buy, for animals to lick. Gives enrichment to animals that come into contact with it. Depletes over time.

Scratching post – Rope-wrapped post used for scratching, grooming and rubbing by animals. Gives enrichment to animals that come into contact with it. Can be climbed by some animals.

Tire swing – A tire swing for animals to climb and play on. Gives enrichment to animals that come into contact with it. Multi-orientation block – place it on the side of a block for one configuration, or on the top/bottom for another!

**Plants**

Plants generate naturally in the world, and are great for making any exhibit or pathway natural. 

**Terrestrial plants**

Agavoid – Placeable on desert blocks.

Arctic moss – Placeable on dirt-type blocks.

Arctic poppy – Placeable on dirt-type blocks.

Eucalyptus – Placeable on dirt-type blocks. Can be harvested with shears for 1-3 Eucalyptus. Can be crafted with 6 Eucalyptus.

Fan palm – Placeable on dirt-type blocks.

Golden barrel cactus – Placeable on desert blocks.

Johnson grass – Placeable on dirt-type blocks.

Kochia – Placeable on desert blocks.

Peach flower – Placeable on dirt-type blocks.

Prickly pear cactus – Placeable on desert blocks. Can be harvested with shears for 1-3 Prickly Pear. Can be crafted with 6 Prickly Pear.

Red bromeliad – Placeable on dirt-type blocks.

Violet – Placeable on dirt-type blocks.

Yellow bromeliad – Placeable on dirt-type blocks.

**Aquatic plants**

Amazon sword – Freshwater aquatic plant.

Brain coral – Saltwater coral.

Branch coral – Saltwater coral.

Condy anemone – Saltwater marine animal.

Coral plates – Saltwater coral.

Coral rocks – Saltwater coral.

Duckweed – Freshwater floating plant. 3 water coverage variants.

Hornwort – Freshwater aquatic plant.

Java moss – Freshwater aquatic plant. 2 size variants.

Purple sea urchin – Saltwater marine animal.

Red myrio – Freshwater aquatic plant.

Red root floater – Freshwater floating plant.

Staghorn coral – Saltwater coral.

Striped colonial anemone – Saltwater marine animal.

Tropical sea anemone – Saltwater marine animal.

Turtle grass – Saltwater aquatic plant.

Water hawthorne – Freshwater floating plant.

Water hyacinth – Freshwater floating plant. 2 texture variants.

Water lettuce – Freshwater floating plant.

**Beef Beta 1.0.0 Items**

Spoiler

**Kibbles**

Kibbles are special items used to tame animals. They can also give instant food points to already-tamed animals, so they don’t clutter up your inventory.

Carnivore kibble – A pelleted diet for meat-eating animals.

Herbivore kibble – A pelleted diet for plant-eating animals.

Insectivore kibble – A pelleted diet for insect-eating animals.

Omnivore kibble – A pelleted diet for opportunistic eaters.

Piscivore kibble – A pelleted diet for fish-eating animals.

Shellfish kibble – A pelleted diet for shellfish-eating animals.

**Animal enrichment**

Apple ice treat – Tasty fruit in a block of ice. A slow-melting treat for herbivorous animals who come into contact with, or finally break it.

Beef ice treat – Succulent meat in a block of ice. A slow-melting treat for carnivorous animals who come into contact with, or finally break it.

Boomer ball – A large, buoyant and bouncy toy ball for large animals. Moves and rolls when hit by a player of animal, for hours of fun. Gives enrichment to animals who come into contact with it.

Scented ball – A small, buoyant and bouncy toy ball for smaller animals. Moves and rolls when hit by a player or animal, for hours of fun. Gives enrichment to animals who come into contact with it.

**Animal capture**

Capture cage – A sturdy, safe transport cage for zoo animals of all sizes and temperaments. Either lure in a large animal, or just pick up a little guy and toss him in! When you’ve caught an animal, break the block and carry it with you for easy transport, then place it down and right-click to release.

Capture net – A net on a stick used for catching ambient, tiny, small and medium-sized animals. Left-click an animal to catch, right-click to release. Deals a small amount of damage to the animal on release. Be careful, the animal might be angry once released!

Handling glove – An item used to pick up and hold dangerous animals. Equip in the off-hand and pick up ambient, tiny or small animals that would otherwise bite or sting for safe transport.

Net gun and Sling Net – A net gun to catch skittish, fast-moving or flying animals. Load a net into the chamber, right-click to fire, and collect what you caught! Right-click the ground with a full sling net to release the animal.

Seine net – A net to catch and transport aquatic animals. Place it in the water, lure or chase an animal in, and once it’s captured, break the block to carry them. 

**Other**

Animal data book – A vital item for animal care. When right clicking a wild animal, shows its basic stats and information you’ll need to catch and care for it. When right clicking a tame animal, shows all of its important attributes, its diet, and what enrichment it can use. NOTE: Data book is currently missing a lot of GUI functionality, so hold tight!

Clams – Sustainable shellfish. Can be farmed in the mussel box with kelp. Can be cooked and eaten.

Collectible insects – Insect drops from ambient mobs. Can be collected and framed, or eaten by animals.

Earthworm – Alternative protein source. Can be farmed in the bug box with veggies, seeds or wheat. Can be eaten… if you’re into that.

Eucalyptus – Tender, fresh eucalyptus branches, for picky herbivores.

Fish – Fish drops from ambient mobs. Can be collected and framed, or eaten.

Fish buckets – Fish in buckets.

Mealworms – Alternative protein source. Can be farmed in the bug box with carrots and potatoes. Can be eaten… if you’re into that.

Mussels – Sustainable shellfish. Can be farmed in the mussel box with kelp. Can be cooked and eaten.

Prickly pear – Sweet, refreshing cactus fruit, edible by animals… and players, so chow down!

Rat – A feeder animal item. Currently not farmable.

Shrimp – Sustainable shellfish. Can be farmed in the mussel box with seeds. Can be cooked and eaten.

Target stick – Currently missing functionality.

Termites – Alternative protein source. Can be farmed in the bug box with veggies, seeds or wheat. Can be eaten… if you’re into that.

### Internationalization and Localization

Interested in helping translate the mod? Please submit a pull request with your language file directly to the [public github’s /lang folder](https://github.com/ZAWA-Evolved/ZAWA/tree/main/lang). As long as everything checks out, it will be included in the next update. Thank you!

 **We do not accept animal suggestions.**

Essentials – A ZAWA Addon

A ZAWA:Evolved addon that adds all the parrots.

All of them.

(and some other stuff, too)

Essentials adds all the stuff that isn’t interesting enough for the main ZAWA roster.

It is made by ZAWA staff, and as such, features everything to ZAWA’s standard: adorable baby animals, expansive data entries and icons, and rare breed-only variants for species commonly kept in captivity. Essentials’ animals breathe and walk with lifelike movement, and will feature real-recording calls and sounds the second Fisk can be bothered to clip them all from public-domain documentaries.

Enjoy new blocks to spice up your zoos, with engaging new enrichment for animals. Spice up your zoo with small, but welcome additions to the usual decor you never knew you needed. Essentials also features block swaps and tweaks of ZAWA staples, for when stripped wood would look that much better on a fence.

Animal list

Spoiler

Australian ringneck parrot* (twenty-eight parrot, Port Lincoln parrot, mallee parrot)

Budgerigar (with 11 breed-only captive colors)

Caique* (white-bellied caique, black-capped caique)

Cockatiel (with 7 breed-only captive colors)

Congo gray parrot (with 3 breed-only captive colors)

Eclectus parrot* (Solomon Island eclectus, Tanimbar eclectus, Sumba Island eclectus, Vosmaer eclectus + 2 breed-only captive colors)

Conure* (sun conure, jenday conure, nanday conure, mitred conure, golden conure, blue-crowned conure)

Green-cheek conure* (green-cheek conure, painted conure, crimson-bellied conure, fiery-shouldered conure, ochre-marked conure, white-necked conure, black-capped conure + 5 breed-only captive colors)

Hawk-headed parrot (with 1 breed-only captive color)

Kakariki* (red-fronted kakariki, yellow-fronted kakariki, Antipodes island kakariki + 5 breed-only captive colors)

Kea parrot

Poicephalus parrot* (Senegal parrot, red-bellied parrot, Ruppell’s parrot, jardine parrot)

Quaker parakeet (with 5 breed-only captive colors)

Ringneck parrot* (Indian ringneck, moustache parrot, plum-headed parrot, Malabar parrot + 5 breed-only captive colors)

Rosella* (crimson rosella, Eastern rosella, Northern rosella, pale-headed rosella)

Moho* (Hawaii ‘Ō‘ō, O’ahu ‘Ō‘ō, Moloka’i ‘Ō‘ō, Kaua’i ‘Ō‘ō)

Greater prairie chicken

Chinchilla (with 11 breed-only captive colors)

Maned wolf (with 1 breed-only captive color)

Blocks and enrichment list

Spoiler

Flood light – stop lighting your modern zoos with torches, I will cry.

Security camera – for when the Instagram exotic pet crowd keeps circling your kakapos, and won’t take “no” for an answer.

Wood cable fence – ZAWA’s cable fence, except using vanilla log textures for a more natural look. Wood variants.

Stripped wood cable fence: Wood cable fence, but scandalous. Wood variants.

Bell toy – the most annoying toy this side of the Rockies. Connects to ZAWA ropes.
Cup feeder – a dual-purpose feeder and enrichment item for animals with weird grabby appendages and/or gumption. Connects to ZAWA ropes.

Hanging perch – a fun swing for birds, complete with wood variants and pretty beads for them to gingerly remove and throw at you when you feed them an hour late. Connects to ZAWA ropes.

Large bird toy – a solid stack of wood and leather for ripping, mauling, and shaking vigorously. Connects to ZAWA ropes.

Credits:

Mnesikos: Code

Fisk: Everything else

Shoresy: Extra textures

Coda512: Item textures

Special thanks to Shoresy, Sparrow, Coda512, Keaka and Chinchillin

Zapped

**zapped has been achived because I am not happy with its current quality.
zapped will get a full rework when the time is right**

![title](https://cdn.modrinth.com/data/cached_images/68b4ccb1ffab2edbde6c3a1161d2f417178ee541.png)

Zapped is a Data-pack that turns lightning rods from a useless block to a way to transport zaps so you can power machines and productivity armour.

1.2 update released

-music disc (creator disc combined with a zap)

-config (/function zapped:config/config)

-armour texture (enable in config)

**Requires a Resource-pack to see tools (copper tools appear gold) or to see the armour texture**

**( armour texture disabled by default in config)**

Copper Lines

![L](https://cdn.modrinth.com/data/cached_images/ad122d4609814e721ded0bf294755035988e907e.png)
![U](https://cdn.modrinth.com/data/cached_images/2fe24ea91416f6ce9f7ee447cb00c271cf2d7a3a.png)
![+](https://cdn.modrinth.com/data/cached_images/e996812c44ebecacafa5a1a15f20f6ddca5c1fba.png)
batteries store up to 32. though rusted batteries turn 32 into 16
![battery](https://cdn.modrinth.com/data/cached_images/b95f7623cd6f790558266bcbd7e5328cc1eb8fbd.png)
![Gateway](https://cdn.modrinth.com/data/cached_images/773c5bc714afd96f51c74130529bedbe7a3c8040.png)

Don’t use copper blocks like that. Also, there is a chance it stays within the blocks and expires.
![cursed](https://cdn.modrinth.com/data/cached_images/94ce495037a49c1c947096759ef44ca2cbf424cb.png)

The most common thing to power is the productivity armour/tools or copper armour/tools.
The armour and tools are weak and easily destroyed. The armour gives less protection than iron and tools are slightly better than stone.

armor recipe

Because of copper’s malleability, it requires a structure.
The copper armour must be conductive, making golden armour a perfect cadet because it is also conductive.

![armour recipe](https://cdn.modrinth.com/data/cached_images/6db39a4b67e312a9c5f1324cc4be82e9116d8a6b.png)

![copper armour with resoursepack](https://cdn.modrinth.com/data/cached_images/79b3688cb49f2d5df71e4cf5e37a85934eabde6b.png)

without resoursepack

![copper armour](https://cdn.modrinth.com/data/cached_images/4255c303e45c03929d49e3a33d466a25f9996513.png)

But don’t let the tools fool you these are powerful assets.
With the power of zaps, you can charge the armour to be better than they once were.

Armour at max charge now gives as much protection as a diamond. They also give you a faster and extended grip (R.I.P-Crab). The boots also decrease fall damage.

![charged armour with resourcepack](https://cdn.modrinth.com/data/cached_images/0c6c0cdd220536804052df257284cc7e993cbcc8.png)

without resoursepack

![charged armour](https://cdn.modrinth.com/data/cached_images/0fd719b5226c8fa15850285fb71aee90b6e885f5.png)

The charged tools rivel netherite making them faster and sharper.
The sword is slower to swing but has a better sweeping edge and damage.

The axe is fast

The pickaxe is fast

The shovel.. is also fast.

And the hoe doesn’t exist 🙁 …

Spoiler

YET

![charged tools and armour](https://cdn.modrinth.com/data/cached_images/001fd36956432db39aef8a4512157b34aa625e55.png)

You can also charge copper bulbs to have a better range.

![powed bulb](https://cdn.modrinth.com/data/SWbMXgCm/images/9ee4f47553a8d982a0ef0efc97217076feefa707_350.webp)
![unpowered](https://cdn.modrinth.com/data/SWbMXgCm/images/2b63894fdae68f5eea6e8bbe13bac665c8133c13_350.webp)

Tired of charging your armour?
With the use of the heavy core, you can change your armour wirelessly!
However due to the zaps exposure to the air it requires 40 zaps for one charge.

![core](https://cdn.modrinth.com/data/cached_images/65ca1ce404a83467b83c0b3b64929a2dcfb3e846.png)

Heavy core distance

![core distance](https://cdn.modrinth.com/data/cached_images/af615cc3d2fae6fa15771a9b974f5d0ec351bcda.png)

Now for the good part, how do you generate zaps?
There are a few ways to do it with the easiest being furnaces.
The furnaces must be constantly lit.

![furnace](https://cdn.modrinth.com/data/cached_images/7c6c5ac63b1bb2c3dfd483dfb5b65039453588d0.png)

Then there are daylight sensors that generate power over time slowly but surely.
If combined with copper blocks to minimise space.

![daylight sensors](https://cdn.modrinth.com/data/cached_images/1a0dcbf7dc51371ee1e2336afa6a6c8e44acfdd4.png)

Or you can go the old-fashioned way and use lightning rods for their intended purpose.
Produces high power when struck necessary for all buildings.

![LIGHTNING](https://cdn.modrinth.com/data/cached_images/f68b8ca85ac7c9bb205bd17824cd4538a9689d7a_0.webp)

With more infrastructure, you can turn a mob farm into an energy source.
Which is made possible with the catalyst

Recipe

![bone](https://cdn.modrinth.com/data/cached_images/9aa66997ba0da7bef256783647ca36aa7e724e5e.png)
![catalist](https://cdn.modrinth.com/data/cached_images/02a88541dd85fa3c8783071aade55196f2febfab.png)

![mob farm](https://cdn.modrinth.com/data/cached_images/2c52269f0ce6fdbc15c96c56ec0ae932d4c17d35_0.webp)

Going into the late game there is the gateway.
To make a gateway you need to align 2 lodestones together at the same cords in both the end and overworld. It also doubles up as a chunk loader.

![exp gateway](https://cdn.modrinth.com/data/cached_images/519f9e13ba606f3af9e01b7345f673c951fe553d_0.webp)

If you want to avoid touching grass for a few days, you can make a netherite block and magnetize it.

![netherite](https://cdn.modrinth.com/data/cached_images/7a449d07c6ea1e0c0d17993e54fee97014834564.png)

credit goes to T_en_M for the Stolen music disc
(disc available 1.2+)

T_en_M’s discord:[https://discord.com/invite/pZAtE8a2q3](https://discord.com/invite/pZAtE8a2q3)

Inspired by SimplySarcs Copper video

And
AuraAcorns Copper Wiring

[https://modrinth.com/datapack/copper-wiring](https://modrinth.com/datapack/copper-wiring)

Future Updates?

**Soon:**

-better redstone support(maybe)

-more machines

**Later:**

-I would love to add the Copper Golem

-A use for the conduit (I think it will allow the productivity armour to go underwater)

-~~amethest?~~ (different project)

-some sort of transport, maybe with the beacon

-lightning weapon, a sister weapon to the mace perhaps

-better visuals

Whats not to come

1.20.6 and lower (probably)

The meaning of life

Known bugs

-on 1.21-1.21.3 versions leather armour texture can apair white

PLS LOVE YOURSELF AND MAKE BACKUPS.
I will not be held accountable for my bad code.

And that’s it.
If you want to submit an issue or want to request a feature or just want to roast the data pack, the link is here:
[https://github.com/Wangle17/Zapped-Datapack/issues](https://github.com/Wangle17/Zapped-Datapack/issues)

Apocalypse

The time for homo sapiens has come. After an outbreak of a mysterious disease, calm was promised by governments, but quarantines exacerbated the contagious disease. Cures were being delivered, but too little, too late. Those locked away in hospitals, homes, and where else soon turned inhuman. There’s no such thing as order as now it’s a pure game of survival of the fittest.

## Features

A progressive difficulty system through rising spawn rates and better zombie stats to consistently keep players on their toes as they acquire better gear and build bases.

Exploration is near mandatory, but should be exercised with significant caution, in order to ensure that everything has a place in the modpack and attaining them requires the player to explore and not just mine all day. Every item has a purpose and shouldn’t be discarded without care.

A rebalanced arsenal from “Timeless and Classics: Zero” mod for better integration with a more hardcore survival experience, resource management and PvP. Full automatic firing of weapons is substantially discouraged and weapons are balanced according to how resource intensive they are.

If you’re brave enough, venture to the Toxic Caves to search for radioactive but incredibly useful materials for crafting tools such as a pair of Night Vision Goggles.

Remember to read the changelogs! Many vanilla and modded items have been given new crafting recipes, and some are no longer craftable!

## Current State of the Modpack and Potential Changes

At the moment, Apocalypse is still very much in Beta as much of the content are placeholders, so the experience may either feel out of place or progression may involve less-than-expected exploration for a modpack that revolves around being kept on your toes.

Known Issues:
– Non-vanilla crops cannot be directly harvested (this is due to No Tree Punching, and a workaround would be to dig the dirt beneath them, or use a Hoe enchanted with Harvester). This wouldn’t be fixed until the author of No Tree Punching resolves the issue.
– The issue also affects wild crops too, just dig the soil beneath them to forage.
– TaCZ Sniper Rifles have reload time and animation desync (This is because the reload time and animation cues are configured separately, and as far as animations are concerned, I’m not sure of what to do as I only know how to configure weapon stats).
– Performance issues, this is a byproduct of the incredibly intense zombie spawn rates. Even though I’ll try to minimize the negative impact of the spawns, it’s just a natural side effect as when coupled with other mods (such as Create and its add-ons), the performance will be taxing.
– Steel weapons from Spartan Weaponry has 1/3 of the durability of Steel tools from Create: Ironworks. (This is because Steel Weapons from Spartan Weaponry are based off of Steel from an older, different mod, as Ironworks is much more recent.)

## Shoutouts

[robin](https://modrinth.com/modpack/robin) modpack by marolune, as robin serves as an incredible base for optimizing a large Forge modpack.

[In Control](https://modrinth.com/mod/in-control) by McJty. Without In Control, there wouldn’t have been a zombie apocalypse modpack.

[Timeless and Classics: Zero](https://modrinth.com/mod/timeless-and-classics-zero) by Nekocrane. By default, TaCZ is more Call of Duty-esque in terms of gunplay, so I’ve changed the weapon stats significantly for better alignment with a hardcore experience.

[MineTraps]([https://modrinth.com/mod/minetraps) by XxRexRaptorxX. Keeps the zombies from tearing down your base.

[Insurgents](https://modrinth.com/mod/insurgents) by S0lfur. Provides something similar to players to shoot at if you’re in single player (0.4.4 and below only!).

[Create](https://modrinth.com/mod/create) by simibubi. No more Copper for bullets.

[Tissou’s Zombie Pack](https://www.curseforge.com/minecraft/texture-packs/tissous-zombie-pack-optifine-1-7x-1-20) by Tissou. I finally got the permission, and now zombies will no longer be out of place.

[CraftTweaker](https://modrinth.com/mod/crafttweaker) by jaredlll08. Can’t be more hardcore and Netherless without CraftTweaker.

ZakoHealthIndicator

A client-side Fabric mod that shows an on-screen health indicator when you hit another player in PvP. The health value is displayed as a colored HUD element that scales up at low HP, with customizable position, scale, and display duration.

Zaffre’s Mineshafts

Overhauls the existing underground and Badlands mineshafts into a more interesting experience for gameplay, visuals, and rewards while maintaining a vanilla feel.

Loot is neither underwhelming or overpowered and is largely the same save for Fortune and Efficiency enchantment books, TNT ingredients, and haste potions.

As a consequence of using jigsaws and not being hardcoded, these new mineshafts will no longer spawn beneath river or ocean biomes.

**Now includes:**
– TNT and TNT cart mechanics.
– Archaeology! Be sure to bring a brush for a few extra goodies.
– More minecart types! This includes the largely forgotten about spawner minecarts.
– Variety and distinction between individual and especially the kinds of mineshafts themselves.
– Cave spiders replace normal spider spawns in mineshafts.

Zombie Apocalypse Core [ZAC]

# Zombie Apocalypse Core

Necessity for zombie apocalypse modpacks.

Continuation of the Zombie Apocalypse Core mod.

**If you have any feature ideas, open an issue on the GitHub and if its relevant, it may be added**

The Fabric version needs Fabric API as a dependency.

Compatibility

No known incompatible mods found yet, and no mod has been given explicit compatibility either.

If you find incompatible mods, please open a GitHub issue so they can be added here.

Features
'How configurable each feature is' - the measure
☔ if on/off values,
☔☔ if editable lists/numerical values, 
and ☔☔☔ if on/off with editable lists/numerical values)

Or simply, more umbrellas more configuration potential

– Zombies can break blocks (☔☔☔)
– Additional zombie drops (☔☔☔)
– Entity multiplier (☔☔☔)
– Entity blocklist (☔☔)
– Daylight resistance (☔☔)
– Heavily armored zombies (☔)
– Day counter (☔)

Config

`this section is excessively verbose, read it only if you are confused with the config`

The config file is present at `your_minecraft_game_dir/config/zac-common.toml` where your_minecraft_game_dir is your minecraft game directory.

**REMEMBER!**

only registry names can be used in lists, for the additionalZombieDrops list you can use registry names of items (`minecraft:item`) and for the entity lists you can use the entity’s registry name (`minecraft:entity`) where item and entity correspond to the item/entity’s registry name.

This should work with entities and items from other mods as well, but has not been yet tested.
You would simply replace the minecraft namespace (`minecraft`) with the mod’s namespace (`mod`) and it would look like `mod:item` or `mod:entity`.

Here is a line-by-line explanation:

“`toml
# integer (1, 2, 3…)
entityMultiplierRate = 1
“`
Pretty self-explanatory

“`toml
# list [“entry1”, “entry2”]
entityMultiplierEntities = []
“`
List of entities which are going to be multipled `entityMultiplierRate` times every time they spawn.

“`toml
# list [“entry1”, “entry2”]
entityBlocklistEntities = []
“`
List of entities which either won’t spawn or will instantly get despawned.

“`toml
# list [“entry1”, “entry2”]
daylightResistantEntities = [“minecraft:zombie”]
“`
List of entities which will not burn in the day.

“`toml
# list [“entry1”, “entry2”]
additionalZombieDrops = [“minecraft:rotten_flesh=0.9”, “minecraft:bone=0.1”, “minecraft:carrot=0.009”, “minecraft:potato=0.0009”, “minecraft:iron_nugget=0.0005”, “minecraft:gold_nugget=0.0001”]
“`
List of additional zombie drops, the default zombie loottable is unchanged, these are merely extra drops with chances.

To get the percentage in decimals (as used here), just divide the percentage number by 100.

“`toml
# bool (true/false)
heavilyArmoredZombiesEnabled = false
“`
Does exactly what it says.

“`toml
# bool (true/false)
dayCounterEnabled = true
“`
Also does exactly what it says.

“`toml
# bool (true/false)
zombiesBreakBlocks = true
“`
Whether zombies should be able to break blocks in between its path to the player or not.

“`toml
# integer (1, 2, 3…)
zombieBlockBreakReach = 3
“`
How far zombies can be from a block and still be able to break it.

“`toml
blockMinimumHardness = 0
“`
Block hardness below which zombies **cannot** break blocks.

Check this out for more information about block hardness: minecraft.wiki

“`toml
blockMaximumHardness = 3
“`
Block hardness below which zombies **can** break blocks.

Z-Life Season 2

# zLife Season Two!
## Welcome to Z-Life!
At the start of the season, you will begin with 1 heart and a randomized timer set to 16, 24, 32, 40, or 48 hours.
Depending on what time you are have, you will have a different life stage!

> 0-7 Hours – Red Stage
>
> 8-15 Hours – Yellow Stage
>
> 16-23 Hours – Lime Stage
>
> 24+ Hours – Dark Green Stage
>

When you are on a lower stage then someone you are allowed to kill them for rewards. When you kill someone that is on a higher stage then you, you will gain 30 minutes and lose one permanent heart.
Everytime you die, you gain 1 heart but lose 1 hour of time.

Once per session, one player is randomly chosen as the Boogeyman.

The Boogeyman’s Role.

If you are the Boogeyman, your goal is to get one kill before the end of the session!
Once you get your kill as the Boogeyman, you will gain 1 hour, and lose one heart. but if you fail you get your kill before the end of the session, you will go down to the next color stage. The person that dies to the boogeyman will lose 2 hour.

If you die on 10 hearts or run out of time, you will be elimanated, and set into spectator mode!

Sugest some ideas on my [strawpage](https://shelleykey.straw.page/)!