COWMODSКаталог модов

Zombie Break & Build

Allows zombies (and other mobs) to break and place blocks to reach their target!

Автор: TiK18,1 тыс.30обновлён 22 сент. 2026 г.
Механики игрыМобы

Описание

Zombies Break & Build mod enhances zombies (and optionally other mobs) by giving them the ability to break and place blocks.

An example of zombie break action An example of zombie build action


✨Features

  • Zombies (and other mobs) can
    • Break and place blocks.
    • (Optional) See targets through walls.
    • (Optional) Always see the nearest player.
  • (Optional) Placed blocks by zombies can disappear and broken blocks can be restored over time.
  • Flexible mob support via the config.
  • Customizable balance settings in the config.

🛠️Installation

  1. Install a compatible mod loader (Fabric/Forge/NeoForge).
  2. Download and put the mod .jar in [your server folder]\mods\ folder. Or if you are playing in single-player, put in your local [your minecraft folder]\mods\ folder.
  3. (Optional) Configure config (The config file is located at [your server folder]\config\zombies-break-build.toml, or if you are playing in single-player, look in your local [your minecraft folder]\config\ directory.).

This mod will make your zombie/apocalypse mod pack more difficult!

Галерея

Screenshot from the game with this mod and other modsScreenshot from the game with this mod and other mods 2

Последние версии

Все версии →
release

Zombie Break & Build 1.7.0 for NeoForge 26.3

26.3-1.7.0-neoforge
22 сент. 2026 г.163Minecraft: 26.3neoforge
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Fabric 26.3

26.3-1.7.0-fabric
22 сент. 2026 г.653Minecraft: 26.3fabric
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Forge 26.3

26.3-1.7.0-forge
22 сент. 2026 г.100Minecraft: 26.3forge
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for NeoForge 26.2

26.2-1.7.0-neoforge
18 сент. 2026 г.71Minecraft: 26.2neoforge
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Fabric 26.2

26.2-1.7.0-fabric
18 сент. 2026 г.429Minecraft: 26.2fabric
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Forge 26.2

26.2-1.7.0-forge
18 сент. 2026 г.27Minecraft: 26.2forge
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for NeoForge 26.1.2

26.1.2-1.7.0-neoforge
18 сент. 2026 г.43Minecraft: 26.1.2neoforge
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Fabric 26.1.2

26.1.2-1.7.0-fabric
18 сент. 2026 г.121Minecraft: 26.1.2fabric
Скачать
Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for Forge 26.1.2

26.1.2-1.7.0-forge
18 сент. 2026 г.9Minecraft: 26.1.2forge
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Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.
release

Zombie Break & Build 1.7.0 for NeoForge 26.1.1

26.1.1-1.7.0-neoforge
18 сент. 2026 г.10Minecraft: 26.1.1neoforge
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Что нового
### Configuration * Added `/zbb config` commands for viewing, editing, resetting and reloading the configuration directly in-game. * Added wildcard and exclusion support to entity/block lists: * `minecraft:*` * `*:zombie` * `*:*` * `!minecraft:creeper` * `@monster` * Replaced `applyToAllMonsters` / `additionalEntityIdList` with the more flexible `affectedEntityIdList`. The default is `["@monster"]`. * Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available. * Invalid config files are preserved as `.broken`, and backups are created when overwriting an existing config. ### Building * Build blocks can now be configured per dimension. * Overworld: dirt by default. * Nether: netherrack by default. * End: end stone by default. * Other dimensions use stone as the default fallback. * Added per-mob build block overrides, which take priority over dimension settings. * Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes. * Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up. * Added individual switches for the four main AI tactics: * height adjustment; * bridge building; * obstacle clearing; * dangerous block mitigation. ### Targeting and AI * Added `continueSeeingTargetsThroughBlocksLimit`, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target. * Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases. * Improved stuck detection and break/build activation when normal pathfinding cannot reach the target. * Mobs no longer immediately start modifying blocks during short periods where no path is available. * AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one. * Failed build/break actions are no longer treated as successful actions. * Mobs no longer attempts to break or scan blocks in unloaded chunks. ### Block breaking and balance * Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values. * Added per-block health overrides with `blockHealthOverrideMap`. * Added `maximumBreakableBlockHardness`. * Reworked tool and mob-size damage multipliers to use configurable exponents. * Removed the old hard cap on tool destroy speed. * Improved block crack updates and cleanup. ### Block restoration * Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts. * Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear. * Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead. * Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely. * Improved recovery when a block-breaking attempt fails. * Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state. * Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals. ### Falling blocks * Added support for ZBB-built falling blocks such as sand and gravel. * Disappearance tracking follows the falling block to its landing position while preserving the original timer. * Stored block damage also follows falling blocks instead of remaining at the original position. --- #### Configuration compatibility note The config file is now named `zombies-break-build.toml` instead of `zombies-break-&-build.toml`, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.