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Enhanced Hordes

Mod

by nojustgavin

Enhances zombie's ability to cooperate, among other mobs.

Type

Mod

CurseForge Downloads

8,783,464

CurseForge ID

899308

Last Updated

Jun 12, 2026

Description

Enhanced Hordes

DISCORD - Ping @nojustgavin for help related to Enhanced Hordes

 

Enhanced Hordes allows Zombies to climb one another to reach you, Skeletons to avoid shooting each other, and Iron Golems to deal with the new hordes.

Check out the images tab!
Zombies

  • Can climb each other. You aren't safe just because you're higher up.
  • Can dig for other zombies* in the ground. Simply damage them once to prevent them from multiplying.
  • Now spread fire to each other when they touch if one is already burning. A single spark can ignite an entire horde.
  • Now move faster when they are on fire.
  • Can throw baby zombies when they are climbing.
  • Can break through blocks like ice and leaves below or above them when they collide.

*In 1.18: Zombies always dig up the same type as they are, Husks dig up Husks, and so on. This specifically excludes Zombie Villagers.
*In other versions All horde mobs dig up Zombies

 

Intelligent Mobs

  • Skeletons put away their bows when other skeletons are nearby.
  • Skeletons also put away their bows* when you come too close.
  • Skeletons now dash away after they punch you and equip their bows again.
  • Piglins equip their sword when an enemy is close and equip their crossbow when an enemy is far.
  • Zombie Piglins retain a small piece of their intelligence and attempt to use their crossbow when you are far but aren't very accurate.
  • Skeletons can no longer attack other skeletons and Piglins can no longer attack other Piglins or Brutes.

 *Unless it's enchanted or special in any way.

Other Mobs

  • Slimes can stack and spread fire to one another just like Zombies.
  • Iron Golems can hit multiple enemies* at once with one swing.
  • Iron Golems are immune to fire when they are not standing directly in a flame or lava.
  • Iron Golems are 100% immune to Wither, Poison, and Levitation.
  • Iron Golems are resistant to arrows, most bounce off.
  • Iron Golems hurry when a Villager is being targeted.
  • Iron Golems naturally heal when there is no danger.
  • Wither Skeletons that spawn with a bow will use it like a skeleton does. 
  • Spiders and Cave Spiders can leap towards targets if they are too high to reach.

*Only mobs that are currently targeting the Iron Golem or a Villager. This doesn't work with players.

 

Configurability (Datapacks)

To make any zombie from any mod be able to join a horde, simply add the mob to the "forge:hordes" entity tag.

 

To make any skeleton or piglin from any mod be able to swap weapons and dash, add the mob to the "forge:intelligent_teams" entity tag or the "forge:intelligent_piglins" tag for Piglins specifically.

Note: all mobs tagged in the intelligent teams tag will not be able to hurt eachother. Same goes for the Piglins tag.

"forge:horde_destroyable" block tag controls what blocks a horde can break through (If mob griefing is enabled).

"forge:hidden_zombie_blocks" block tag controls what blocks zombies can dig more zombies out of. An entity must be a zombie mob in order to dig up more mobs.
"forge:horde_grave_robbers" entity tag controls what mobs are allowed to dig themselves up.
"forge:leaping_mobs" entity tag controls what mobs are allowed to leap at their targets.

 

The gamerules HordeStacking, HordeMultiplying, and ironGolemRegenPower also exist, for your convenience.

 

FAQ

 

Q: What does the potion effect "Thinking" do?

A: It's used as a timer for all time based actions instead of using an NBT timer. I have taken care to avoid all MCreator jank and this effect is a result of that. For zombies, removing the effect stops them from digging, for skeletons/piglins removing the effect allows them to swap weapons instantly, for Iron Golems it allows them to start regenerating. Otherwise, it does nothing.

 
Q: How do I add a mob to an entity tag?
A: First, look up online how to create a datapack so you know the basics.
Then add the file "hordes.json" to the folder data\forge\tags\entity_types</span>
Default hordes.json file:

{
"replace": false,
"values": [
"drowned",
"zombie",
"husk",
"zombified_piglin",
"zombie_villager",
"slime"
]
}

 

Q: Is this mod compatible with mod X?

A: Probably. The only known mod to causes issues is Solid Mobs, which removes the function of zombies being able to intersect with one another, which this mod entirely relies on.

 

Q: Can I use this in my modpack?

A: Yes!

 

Q: Older version? Fabric? Quilt?

A: Sorry, no. Please don't ask.

Q: Newer version?

A: Eventually.

 

-------

Check out my other mods the compliment this one, Zombies Actually Siege and Sensible Sleep

 

Screenshots

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External Resources