Zombie Break & BuildСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачать
ВЕРСИИ (100)
release
Zombie Break & Build 1.7.0 for NeoForge 26.3
26.3-1.7.0-neoforge22 сент. 2026 г.163Minecraft: 26.3neoforge
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-fabric22 сент. 2026 г.653Minecraft: 26.3fabric
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-forge22 сент. 2026 г.100Minecraft: 26.3forge
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-neoforge18 сент. 2026 г.71Minecraft: 26.2neoforge
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-fabric18 сент. 2026 г.429Minecraft: 26.2fabric
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-forge18 сент. 2026 г.27Minecraft: 26.2forge
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-neoforge18 сент. 2026 г.43Minecraft: 26.1.2neoforge
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-fabric18 сент. 2026 г.121Minecraft: 26.1.2fabric
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-forge18 сент. 2026 г.9Minecraft: 26.1.2forge
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-neoforge18 сент. 2026 г.10Minecraft: 26.1.1neoforge
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 26.1.1
26.1.1-1.7.0-fabric18 сент. 2026 г.14Minecraft: 26.1.1fabric
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 26.1.1
26.1.1-1.7.0-forge18 сент. 2026 г.7Minecraft: 26.1.1forge
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
26.1-1.7.0-neoforge18 сент. 2026 г.10Minecraft: 26.1neoforge
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
26.1-1.7.0-fabric18 сент. 2026 г.41Minecraft: 26.1fabric
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
26.1-1.7.0-forge18 сент. 2026 г.5Minecraft: 26.1forge
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 1.21.11
1.21.11-1.7.0-neoforge18 сент. 2026 г.64Minecraft: 1.21.11neoforge
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 1.21.11
1.21.11-1.7.0-fabric18 сент. 2026 г.288Minecraft: 1.21.11fabric
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 1.21.11
1.21.11-1.7.0-forge18 сент. 2026 г.37Minecraft: 1.21.11forge
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 1.21.1
1.21.1-1.7.0-neoforge18 сент. 2026 г.960Minecraft: 1.21.1neoforge
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 1.21.1
1.21.1-1.7.0-fabric18 сент. 2026 г.296Minecraft: 1.21.1fabric
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 1.21.1
1.21.1-1.7.0-forge18 сент. 2026 г.55Minecraft: 1.21.1forge
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 1.20.1
1.20.1-1.7.0-fabric18 сент. 2026 г.366Minecraft: 1.20.1fabric
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 1.20.1
1.20.1-1.7.0-forge18 сент. 2026 г.1,6 тыс.Minecraft: 1.20.1forge
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 1.6.3 for Fabric 26.2
26.2-1.6.3-fabric7 июл. 2026 г.753Minecraft: 26.2fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 26.2
26.2-1.6.3-neoforge7 июл. 2026 г.95Minecraft: 26.2neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 26.2
26.2-1.6.3-forge7 июл. 2026 г.81Minecraft: 26.2forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 26.1
26.1-1.6.3-fabric12 апр. 2026 г.198Minecraft: 26.1fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 26.1
26.1-1.6.3-neoforge12 апр. 2026 г.33Minecraft: 26.1neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 26.1
26.1-1.6.3-forge12 апр. 2026 г.44Minecraft: 26.1forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 26.1.2
26.1.2-1.6.3-fabric11 апр. 2026 г.559Minecraft: 26.1.2fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 26.1.2
26.1.2-1.6.3-neoforge11 апр. 2026 г.107Minecraft: 26.1.2neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 26.1.2
26.1.2-1.6.3-forge11 апр. 2026 г.84Minecraft: 26.1.2forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 26.1.1
26.1.1-1.6.3-fabric11 апр. 2026 г.57Minecraft: 26.1.1fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 26.1.1
26.1.1-1.6.3-neoforge11 апр. 2026 г.23Minecraft: 26.1.1neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 26.1.1
26.1.1-1.6.3-forge11 апр. 2026 г.18Minecraft: 26.1.1forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 1.21.11
1.21.11-1.6.3-fabric11 апр. 2026 г.839Minecraft: 1.21.11fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 1.21.11
1.21.11-1.6.3-neoforge11 апр. 2026 г.97Minecraft: 1.21.11neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 1.21.11
1.21.11-1.6.3-forge11 апр. 2026 г.101Minecraft: 1.21.11forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 1.21.1
1.21.1-1.6.3-fabric11 апр. 2026 г.620Minecraft: 1.21.1fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for NeoForge 1.21.1
1.21.1-1.6.3-neoforge11 апр. 2026 г.1,7 тыс.Minecraft: 1.21.1neoforge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 1.21.1
1.21.1-1.6.3-forge11 апр. 2026 г.105Minecraft: 1.21.1forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Fabric 1.20.1
1.20.1-1.6.3-fabric11 апр. 2026 г.841Minecraft: 1.20.1fabric
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.3 for Forge 1.20.1
1.20.1-1.6.3-forge11 апр. 2026 г.4 тыс.Minecraft: 1.20.1forge
Что нового
- Build-disappear visuals are now cleaned up when the server stops.
- NATGMixin no longer overwrites the existing target selector.
- Added a header to the config file.
- Fixed an issue where mutable BlockPos instances were being passed into break/build actions.
release
Zombie Break & Build 1.6.2 for Fabric 26.1.2
26.1.2-1.6.2-fabric11 апр. 2026 г.22Minecraft: 26.1.2fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombie Break & Build 1.6.2 for NeoForge 26.1.2
26.1.2-1.6.2-neoforge11 апр. 2026 г.14Minecraft: 26.1.2neoforge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombie Break & Build 1.6.2 for Forge 26.1.2
26.1.2-1.6.2-forge11 апр. 2026 г.27Minecraft: 26.1.2forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombie Break & Build 1.6.2 for Fabric 26.1.1
26.1.1-1.6.2-fabric4 апр. 2026 г.39Minecraft: 26.1.1fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombie Break & Build 1.6.2 for NeoForge 26.1.1
26.1.1-1.6.2-neoforge4 апр. 2026 г.22Minecraft: 26.1.1neoforge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombie Break & Build 1.6.2 for Forge 26.1.1
26.1.1-1.6.2-forge4 апр. 2026 г.18Minecraft: 26.1.1forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Fabric 26.1
26.1-1.6.2-fabric27 мар. 2026 г.72Minecraft: 26.1fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for NeoForge 26.1
26.1-1.6.2-neoforge27 мар. 2026 г.21Minecraft: 26.1neoforge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Forge 26.1
26.1-1.6.2-forge27 мар. 2026 г.19Minecraft: 26.1forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Fabric 1.21.11
1.21.11-1.6.2-fabric24 мар. 2026 г.90Minecraft: 1.21.11fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for NeoForge 1.21.11
1.21.11-1.6.2-neoforge24 мар. 2026 г.27Minecraft: 1.21.11neoforge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Forge 1.21.11
1.21.11-1.6.2-forge24 мар. 2026 г.32Minecraft: 1.21.11forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Fabric 1.21.1
1.21.1-1.6.2-fabric24 мар. 2026 г.91Minecraft: 1.21.1fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for NeoForge 1.21.1
1.21.1-1.6.2-neoforge24 мар. 2026 г.84Minecraft: 1.21.1neoforge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Forge 1.21.1
1.21.1-1.6.2-forge24 мар. 2026 г.28Minecraft: 1.21.1forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Fabric 1.20.1
1.20.1-1.6.2-fabric24 мар. 2026 г.76Minecraft: 1.20.1fabric
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.2 for Forge 1.20.1
1.20.1-1.6.2-forge24 мар. 2026 г.232Minecraft: 1.20.1forge
Что нового
- The `canSeeTargetsThroughBlocks` option has been split into two separate options: `canNoticeTargetsThroughBlocks` and `canContinueSeeingTargetsThroughBlocks`.
- A new `noticeTargetsThroughBlocksLimit` option has been added for `canNoticeTargetsThroughBlocks`.
release
Zombies Break & Build 1.6.1 for Fabric 1.21.11
1.21.11-1.6.1-fabric23 мар. 2026 г.30Minecraft: 1.21.11fabric
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for NeoForge 1.21.11
1.21.11-1.6.1-neoforge23 мар. 2026 г.13Minecraft: 1.21.11neoforge
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for Forge 1.21.11
1.21.11-1.6.1-forge23 мар. 2026 г.17Minecraft: 1.21.11forge
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for Fabric 1.21.1
1.21.1-1.6.1-fabric23 мар. 2026 г.19Minecraft: 1.21.1fabric
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for NeoForge 1.21.1
1.21.1-1.6.1-neoforge23 мар. 2026 г.20Minecraft: 1.21.1neoforge
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for Forge 1.21.1
1.21.1-1.6.1-forge23 мар. 2026 г.18Minecraft: 1.21.1forge
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for Fabric 1.20.1
1.20.1-1.6.1-fabric23 мар. 2026 г.16Minecraft: 1.20.1fabric
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.1 for Forge 1.20.1
1.20.1-1.6.1-forge23 мар. 2026 г.34Minecraft: 1.20.1forge
Что нового
- Added visual and audio effects when blocks reappear/disappear.
- Mobs now swing their arms while breaking blocks.
release
Zombies Break & Build 1.6.0 for Fabric 1.21.11
1.21.11-1.6.0-fabric19 мар. 2026 г.40Minecraft: 1.21.11fabric
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for NeoForge 1.21.11
1.21.11-1.6.0-neoforge19 мар. 2026 г.17Minecraft: 1.21.11neoforge
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for Forge 1.21.11
1.21.11-1.6.0-forge19 мар. 2026 г.21Minecraft: 1.21.11forge
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for Fabric 1.21.1
1.21.1-1.6.0-fabric19 мар. 2026 г.26Minecraft: 1.21.1fabric
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for NeoForge 1.21.1
1.21.1-1.6.0-neoforge19 мар. 2026 г.40Minecraft: 1.21.1neoforge
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for Forge 1.21.1
1.21.1-1.6.0-forge19 мар. 2026 г.23Minecraft: 1.21.1forge
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for Fabric 1.20.1
1.20.1-1.6.0-fabric19 мар. 2026 г.59Minecraft: 1.20.1fabric
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.6.0 for Forge 1.20.1
1.20.1-1.6.0-forge19 мар. 2026 г.82Minecraft: 1.20.1forge
Что нового
- Added option for placed blocks to disappear and broken blocks to restore.
- Added option to scale block damage based on mob size.
- Added option to scale block damage based on mob tools.
- Added visual block breaking cracks.
- Added hitbox-based calculations to most mob actions.
- Improved config with comments and clearer structure.
- Reworked Through-Walls and Always-See-Nearest-Player targeting logic for more compatibility.
- Added automatic detection of block break/place sounds.
- Zombies can now attempt to break dangerous blocks.
- Split ignored mobs list into two: for breaking and building behaviors.
- Zombies now freeze only when building up or bridging, instead of during all breaking/building actions.
- Added some mobs to the default ignore list.
release
Zombies Break & Build 1.5.0 for Fabric 1.21.11
1.21.11-1.5.0-fabric3 мар. 2026 г.118Minecraft: 1.21.11fabric
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for NeoForge 1.21.11
1.21.11-1.5.0-neoforge3 мар. 2026 г.21Minecraft: 1.21.11neoforge
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for Forge 1.21.11
1.21.11-1.5.0-forge3 мар. 2026 г.31Minecraft: 1.21.11forge
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for Fabric 1.21.1
1.21.1-1.5.0-fabric3 мар. 2026 г.60Minecraft: 1.21.1fabric
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for NeoForge 1.21.1
1.21.1-1.5.0-neoforge3 мар. 2026 г.55Minecraft: 1.21.1neoforge
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for Forge 1.21.1
1.21.1-1.5.0-forge3 мар. 2026 г.23Minecraft: 1.21.1forge
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for Fabric 1.20.1
1.20.1-1.5.0-fabric3 мар. 2026 г.139Minecraft: 1.20.1fabric
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.5.0 for Forge 1.20.1
1.20.1-1.5.0-forge3 мар. 2026 г.224Minecraft: 1.20.1forge
Что нового
- Improved zombie block breaking/placing logic thanks to **hitbox-based obstacle detection**.
- Reworked ThroughWallsNearestTarget targeting logic.
- Added a mod icon.
- Liquids are no longer treated as dangerous by default — they must now be explicitly listed in the config, just like other dangerous blocks.
- Various minor tweaks and fixes.
release
Zombies Break & Build 1.4.1 for Fabric 1.21.11
1.21.11-1.4.1-fabric27 февр. 2026 г.19Minecraft: 1.21.11fabric
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for NeoForge 1.21.11
1.21.11-1.4.1-neoforge27 февр. 2026 г.16Minecraft: 1.21.11neoforge
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for Forge 1.21.11
1.21.11-1.4.1-forge27 февр. 2026 г.16Minecraft: 1.21.11forge
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for Fabric 1.21.1
1.21.1-1.4.1-fabric27 февр. 2026 г.19Minecraft: 1.21.1fabric
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for NeoForge 1.21.1
1.21.1-1.4.1-neoforge27 февр. 2026 г.25Minecraft: 1.21.1neoforge
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for Forge 1.21.1
1.21.1-1.4.1-forge27 февр. 2026 г.16Minecraft: 1.21.1forge
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for Fabric 1.20.1
1.20.1-1.4.1-fabric27 февр. 2026 г.19Minecraft: 1.20.1fabric
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.1 for Forge 1.20.1
1.20.1-1.4.1-forge27 февр. 2026 г.20Minecraft: 1.20.1forge
Что нового
Fixed canSeeTargetsThroughWalls setting in config.
release
Zombies Break & Build 1.4.0 for Fabric 1.21.11
1.21.11-1.4.0-fabric25 февр. 2026 г.20Minecraft: 1.21.11fabric
Что нового
First release.
release
Zombies Break & Build 1.4.0 for NeoForge 1.21.11
1.21.11-1.4.0-neoforge25 февр. 2026 г.13Minecraft: 1.21.11neoforge
Что нового
First release.
release
Zombies Break & Build 1.4.0 for Forge 1.21.11
1.21.11-1.4.0-forge25 февр. 2026 г.22Minecraft: 1.21.11forge
Что нового
First release.
release
Zombies Break & Build 1.4.0 for Fabric 1.21.1
1.21.1-1.4.0-fabric25 февр. 2026 г.18Minecraft: 1.21.1fabric
Что нового
First release.
release
Zombies Break & Build 1.4.0 for NeoForge 1.21.1
1.21.1-1.4.0-neoforge25 февр. 2026 г.19Minecraft: 1.21.1neoforge
Что нового
First release.
release
Zombies Break & Build 1.4.0 for Forge 1.21.1
1.21.1-1.4.0-forge25 февр. 2026 г.16Minecraft: 1.21.1forge
Что нового
First release.
release
Zombies Break & Build 1.4.0 for Fabric 1.20.1
1.20.1-1.4.0-fabric25 февр. 2026 г.24Minecraft: 1.20.1fabric
Что нового
First release.
release
Zombies Break & Build 1.4.0 for Forge 1.20.1
1.20.1-1.4.0-forge25 февр. 2026 г.32Minecraft: 1.20.1forge
Что нового
First release.