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Don't Go Too Far

by CursedBee21

Don't Go Too Far is a Forge server mod that makes zombies in the Overworld stronger, faster and more numerous the farther a player travels from spawn.

ForgeServer-side onlyMIT License1.20.1

What it does

The Overworld is split into five concentric danger rings radiating from the origin. Every ring carries its own set of modifiers for zombie damage, health, movement speed and spawn frequency, so the outer rings hit harder, take longer to clear and arrive in larger groups. Zombies near spawn appear less often.

Night hordes are the most visible change. Zone five sends waves of zombies that assault players at night, and the wave size scales with the zone. Zombies are fire-immune and do not burn in daylight or flee the sun, so the threat does not end at sunrise. Admin commands dgtf info and dgtf zone let operators check the current state and the zone a player is in.

Zone boundaries, multipliers and horde settings are all configurable. The file dontgotoofar-server.toml is generated in the serverconfig folder on first launch. The mod is published for Forge only, with files for 1.20.1, and the latest file is 1.2.1 for 1.20.1 from 2026-06-20. It runs on the server alone, so players join without installing it. It is released under the MIT License and is not open source.

Key features

  1. Five danger zones

    The Overworld is divided into five concentric zones, and each one applies independent multipliers.

  2. Scaling zombie stats

    Zombie damage, health and speed grow with each zone, so the farther a player goes, the harder the fight.

  3. Zone-based spawn rates

    Outer zones spawn more zombies while inner zones spawn fewer, which keeps the spawn spread uneven across the map.

  4. Night hordes

    Zone five sends night waves that scale with the zone and attack players directly.

  5. Fire-immune zombies

    Zombies do not burn in daylight and do not flee the sun, so they stay dangerous through the day.

  6. Admin commands

    The dgtf info and dgtf zone commands let operators inspect the state and the zone a player is in.

Compatibility

Latest build for each game version and loader.

1.20.11.2.1
ReleaseBetaAlphaNot available

Only full game releases are shown. This mod publishes no snapshot builds.

How it compares

Full comparison

FasterZombies is server-side only, released under the MIT License, and has files for 1.20.1. Zombie Waves is also server-side only, with files for 1.20.1 – 1.20.6, and is under All rights reserved. RUTHLESS runs on client and server and is under All rights reserved, with files for 1.20.1 only.

ModLoadersGame versionsEnvironmentUpdated
Don't Go Too FarForge1.20.1Server-side only2026-06-20
FasterZombiesForge1.20.1Server-side only2025-07-10
Zombie WavesForge1.20.1 – 1.20.6Server-side only2026-07-09
RUTHLESSForge1.20.1Client and server2026-02-22

Questions

Does Don't Go Too Far need to be installed on the client?

No. Players join without it, since only the server has to run the mod.

Which Minecraft version does Don't Go Too Far support?

Forge files exist for 1.20.1 only. The latest file is 1.2.1 for 1.20.1, published on 2026-06-20.

Where are the zone settings stored?

The file dontgotoofar-server.toml is generated in the serverconfig folder on first launch, and it holds the zone boundaries and multipliers.

In the catalog

Don't Go Too Far is one of 11,058 Mobs mods on ModsFinder, and one of 6,527 Mobs mods for Forge. 34,764 mods support Minecraft 1.20.1.

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What the author says

Don't Go Too Far is a server-side mod that divides the Overworld into 5 danger zones based on distance from spawn. The further players venture from civilization, the stronger, faster, and more numerous the zombies become. The Overworld is divided into 5 concentric zones centered on (0, 0). Each zone applies…
CursedBee21, on the Modrinth page

Official listing

Owner
CursedBee21
Published
2026-04-17
Updated on Modrinth
2026-06-20
Facts verified
2026-10-15

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