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Zombie Break & Build

Zombie Break & Build

by TiK • Downloads: 0 • Followers: 0
Description
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Zombies Break & Build mod enhances zombies (and optionally other mobs) by giving them the ability to break and place blocks.

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


✨Features

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

🛠️Installation

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

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

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.3
Forge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.2
Fabric
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.1.2
Forge
1mo ago 1
26.1.1
Neoforge
1mo ago 1
26.1.1
Fabric
1mo ago 1
26.1.1
Forge
1mo ago 1
26.1
Neoforge
1mo ago 1
26.1
Fabric
1mo ago 1
26.1
Forge
1mo ago 1
1.21.11
Neoforge
1mo ago 1
1.21.11
Fabric
1mo ago 1
1.21.11
Forge
1mo ago 1
1.21.1
Neoforge
1mo ago 1
1.21.1
Fabric
1mo ago 1
1.21.1
Forge
1mo ago 1
1.20.1
Fabric
1mo ago 1
1.20.1
Forge
1mo ago 1
26.2
Fabric
4mo ago 1
26.2
Neoforge
4mo ago 1
26.2
Forge
4mo ago 1
26.1
Fabric
7mo ago 1
26.1
Neoforge
7mo ago 1
26.1
Forge
7mo ago 1
26.1.2
Fabric
7mo ago 1
26.1.2
Neoforge
7mo ago 1
26.1.2
Forge
7mo ago 1
26.1.1
Fabric
7mo ago 1
26.1.1
Neoforge
7mo ago 1
26.1.1
Forge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.11
Neoforge
7mo ago 1
1.21.11
Forge
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Forge
7mo ago 1
1.20.1
Fabric
7mo ago 1
1.20.1
Forge
7mo ago 1
26.1.2
Fabric
7mo ago 1
26.1.2
Neoforge
7mo ago 1
26.1.2
Forge
7mo ago 1
26.1.1
Fabric
7mo ago 1
26.1.1
Neoforge
7mo ago 1
26.1.1
Forge
7mo ago 1
26.1
Fabric
7mo ago 1
26.1
Neoforge
7mo ago 1
26.1
Forge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.11
Neoforge
7mo ago 1
1.21.11
Forge
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Forge
7mo ago 1
1.20.1
Fabric
7mo ago 1
1.20.1
Forge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.11
Neoforge
7mo ago 1
1.21.11
Forge
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Forge
7mo ago 1
1.20.1
Fabric
7mo ago 1
1.20.1
Forge
7mo ago 1
1.21.11
Fabric
7mo ago 1
1.21.11
Neoforge
7mo ago 1
1.21.11
Forge
7mo ago 1
1.21.1
Fabric
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Forge
7mo ago 1
1.20.1
Fabric
7mo ago 1
1.20.1
Forge
7mo ago 1
1.21.11
Fabric
8mo ago 1
1.21.11
Neoforge
8mo ago 1
1.21.11
Forge
8mo ago 1
1.21.1
Fabric
8mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Forge
8mo ago 1
1.20.1
Fabric
8mo ago 1
1.20.1
Forge
8mo ago 1
1.21.11
Fabric
8mo ago 1
1.21.11
Neoforge
8mo ago 1
1.21.11
Forge
8mo ago 1
1.21.1
Fabric
8mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Forge
8mo ago 1
1.20.1
Fabric
8mo ago 1
1.20.1
Forge
8mo ago 1
1.21.11
Fabric
8mo ago 1
1.21.11
Neoforge
8mo ago 1
1.21.11
Forge
8mo ago 1
1.21.1
Fabric
8mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Forge
8mo ago 1
1.20.1
Fabric
8mo ago 1
1.20.1
Forge
8mo ago 1
### 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.

### 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.

### 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.
### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

### 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.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
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