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

✨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
- Install a compatible mod loader (Fabric/Forge/NeoForge).
- Download and put the mod
.jarin[your server folder]\mods\folder. Or if you are playing in single-player, put in your local[your minecraft folder]\mods\folder. - (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
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[26.3-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 26.3
by TiK on Sep 22, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.3-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 26.3
by TiK on Sep 22, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.3-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 26.3
by TiK on Sep 22, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.2-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 26.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.2-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 26.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.2-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 26.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.2-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 26.1.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.2-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 26.1.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.2-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 26.1.2
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.1-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 26.1.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.1-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 26.1.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1.1-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 26.1.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 26.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 26.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.1-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 26.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.11-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 1.21.11
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.11-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 1.21.11
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.11-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 1.21.11
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.1-1.7.0-neoforge] Zombie Break & Build 1.7.0 for NeoForge 1.21.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.1-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 1.21.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.21.1-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 1.21.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.20.1-1.7.0-fabric] Zombie Break & Build 1.7.0 for Fabric 1.20.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[1.20.1-1.7.0-forge] Zombie Break & Build 1.7.0 for Forge 1.20.1
by TiK on Sep 18, 2026
Download
### Configuration
### Building
### Targeting and AI
### Block breaking and balance
### Block restoration
### Falling blocks
#### Configuration compatibility note
The config file is now named
- Added
/zbb configcommands 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/additionalEntityIdListwith the more flexibleaffectedEntityIdList. 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.
[26.2-1.6.3-fabric] Zombie Break & Build 1.6.3 for Fabric 26.2
by TiK on Jul 07, 2026
Download
- 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.
[26.2-1.6.3-neoforge] Zombie Break & Build 1.6.3 for NeoForge 26.2
by TiK on Jul 07, 2026
Download
- 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.
[26.2-1.6.3-forge] Zombie Break & Build 1.6.3 for Forge 26.2
by TiK on Jul 07, 2026
Download
- 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.
[26.1-1.6.3-fabric] Zombie Break & Build 1.6.3 for Fabric 26.1
by TiK on Apr 12, 2026
Download
- 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.
[26.1-1.6.3-neoforge] Zombie Break & Build 1.6.3 for NeoForge 26.1
by TiK on Apr 12, 2026
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- 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.
[26.1-1.6.3-forge] Zombie Break & Build 1.6.3 for Forge 26.1
by TiK on Apr 12, 2026
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- 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.
[26.1.2-1.6.3-fabric] Zombie Break & Build 1.6.3 for Fabric 26.1.2
by TiK on Apr 11, 2026
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- 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.