Description
Welcome to Biome Baddies | Where every biome fights back!
Looking for a challenge in 7 Days to Die? Biome Baddies brings the heat (and the chills) to every corner of the world by adding vanilla-inspired, biome-specific zombies designed to keep you on your toes from the forest to the wasteland (and back to the forest).
This isn’t just “more zombies”; it’s a biome difficulty rework focused on combat, with enemies that feel like they belong in their environment while offering a real endgame challenge for survivors who think they’ve seen it all.
Features
○ 73 Brand New Zombies
• 17 unique biome-themed zombies per biome.
• 5 powerful bosses that will push your combat skills to the limit.
○ Biome-Based Difficulty Scaling
• Health, damage, and rewards scale per biome. The deeper you go, the harder (and more rewarding) it gets.
• High XP gains to make every fight worth the risk.
○ Dynamic Spawning (as of V1.3.1)
• Enemies appear naturally in POIs, during blood moons, and in special events.
• Designed to keep you in your lane but push you to explore once you’re ready.
○ Custom Loot Tables
• Each zombie has unique drops and a 10% loot bag drop rate. Hunt them for rare rewards.
○ Summonable Giant Bosses
• Each biome has its own colossal boss you can summon.
• Comes with themed mini-horde reinforcements to maximize chaos, XP, and fun.
Come join the discord for asap updates, feedback, and additional mod info. Please check out the patreon if you enjoyed.
Changelogs
V1.4
- Tested in V2.0-V2.2
- Added boss minions
- Updated mod description
Previous Updates
V1.3.1
- Added zombies spawning to most spawn groups. Zombies now spawn in POIs and during Bloodmoons.
- Added lootbags for each type of biome zombie, and added custom loot for each.
V1.2
- Added 5 unique bosses
V1.1
- Added Localization
- Added the biome baddies zombies to the biome badge challenges.
Download
DOWNLOAD (18 KB)
If you appreciate Xanin’s work and you want to show support, use this donate link.
If you need help, you can use this support link.
Credits: Xanin
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
it is safe to update for existing save? because after this update i have errors in console but game loading and i can play but dont know these errors affect my save somehow or not
1.3 was causing this issue. If you update to 1.3.1 it should be fixed. You can replace the mod on a pre-existing save, yes
oh ok, sorry didnt notice there is 1.3.1 my bad
Got an error
2025-08-06T11:43:32 38.586 ERR XML loader: Loading and parsing ‘loot.xml’ failed
2025-08-06T11:43:32 38.592 EXC lootgroup ‘groupBaubles’ does not exist or has not been defined before being reference by lootcontainer/lootgroup name=’groupZpackBurnt’
I did update to the most recent version
I suspect groupbaubles is not defeined anywhere
I accidentally included a line from another one of my mods. This is fixed in 1.3.1
I got an error
2025-08-06T11:43:32 38.586 ERR XML loader: Loading and parsing ‘loot.xml’ failed2025-08-06T11:43:32 38.592 EXC lootgroup ‘groupBaubles’ does not exist or has not been defined before being reference by lootcontainer/lootgroup name=’groupZpackBurnt’
not sure why.
This has been fixed in 1.3.1. Sorry about that
Fixed a mistake in V1.3.1 that is uploaded to the drive folder. Sent an update request to have the download link point to the folder instead of individual versions, but in the meantime, 1.3.1 is link in the support discord.
I changed version 1.2 to 1.3 and it presented the errors below.
ERR XML loader: Loading and parsing ‘loot.xml’ failed
EXC lootgroup ‘groupBaubles’ does not exist or has not been defined before being reference by lootcontainer/lootgroup name=’groupZpackBurnt’
Does this module support version 2.0?
Yes, I play with it on V2.0.
Nice mod, thanks.
I’m getting a lot of comments on this mod. I can respond faster on Discord. Please see the downloads section for a link.
heya! really awesome work. just curious as to how hard it would be to make them spawn in POIs in their respected biomes and or on horde nights? way to cool not to be everywhere! hehe. keep on keeping on. cheers
Hey man, is there any way to make this mod for the V1?
This mod is heavily reliant on the new code TFP added for “charged” and “infernal” zombies. While probably technically possible, it would be a lot of work.
Yo! these are so very cool. ncie work. would it be hard / time consuming to put them in POI’s in their respected biomes? way to cool not to see them spawning in the mix inside the buildings! either way, great work
POIs don’t check what biome they’re in when spawning mobs. I’m working on a podpack and I’d like to have all the core changes working so I can submit it, before I start working through anything tedious.
In a couple weeks, I’ll hopefully have the added zombies spawning in high tier gamestages, hordes, and POIs.
Hello, is there a bug with the bosses, or is it intended that you get the keys, Finnal, and so on, back into your inventory when you place them and then dismantle them? Because you get the keys back.
I set them to have an 85% chance to be returned to the player upon breaking. This is mainly in place in case anyone wants the blocks to return to your inventory.
I set it to 85% as I felt this is a good return rate that allows for cheaper farming, while stopping spamming it early on.
Thanks for the update.
Is there a way to make these stronger zombies appear during hordes?
hello, can you make them appear at the horde night and how does that work?
yes will be nice during hordes and maybe optional version in pois
I haven’t decided about adding to them to POIs yet. Those are very complicated in the game code, so it’d be difficult for me, as I only have a couple weeks experience coding.
It’s just tedious. I’ll be adding them in the future, but there’s 1000 groups I have to add them to, and can’t just throw them all in. I have to make sure the ones that spawn scale with the gamestage, and don’t weaken or overpower existing mobs.
The mod is very good, but new players are facing the problem of not finding the zombies from the biome task, because of the spawning of these new zombies, I think they would have to reduce the amount of their spawns a little.
In V1.1, I added the biome zombies to the biome challenges, as they serve the same function as the challenge mobs.
Bravo, this mod is really awesome. It doesn’t distort the nature of vanilla zombies. A small idea—maybe add these new zombies to horde spawns and POIs?
Hello, very good idea. Most of new zombies mods are new assets or uggly fuse of ingame assets. Maybe add this new zombie pack in POI, bloodmoon and horde it will good 🙂 GG for your work.
Thank you Gesierfou,
Currently I’m working on some unique boss mobs and their spawning mechanics.
Unfortunately, the way bloodmoons handle gamestage is by having 1000 spawn groups. I plan on adding them eventually, but need to make sure I better understand balancing to match vanilla so as to maintain compatibility with other mods. It’s also just incredibly tedious.
I understand the amount of work is it. May be in the future, no speed is necessary 7 days to die are here for long time :).
Great mod. Just not sure if the mod is the reason why the zombie bodies disappear after about 3 seconds of killing them or not.
I didn’t test that at all lol. I don’t think I have anything changed from their base that would cause that, but I’ll check before the next update.
I edited the file and added the lines I mentioned below and it worked, the bodies stayed for 300 seconds.
It would be interesting to implement these lines in each zombie, so that the body can last longer after death for those who use the body loot scheme.
<property name=”DeadBodyHitPoints” value=”100″/>
<property name=”TimeStayAfterDeath” value=”300″/>
Doubled checked this morning. The zombie’s corpses work off the default values set in the “zombieTemplateMale”.
<property name=”TimeStayAfterDeath” value=”30″/>
<property name=”DeadBodyHitPoints” value=”1000″/>
If a mod adjusts these values, as long as its loaded before this Biome Baddies, it will apply the change to these as well.
great mod, what do ya think of making a Localisation file. maybe ?
Yeah it’s kinda wonky without it, I’ll add one in the next update.
how its only 73kb?
Its just recoloring the radiated or charged zombies. I kept it light as possible so I can gatekeep the biomes with unbeatable enemies instead of the dum challenges
actually very good i have more than 100 mods so it better to have nice mod which isnt heavy
great idea because this game is still easy on crazy mode
harder zombies are always nice 🙂