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Zombie Break & Build

Zombie Break & Build

by TiK • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

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

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


✨Features

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

🛠️Installation

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

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

How to Install Zombie Break & Build (Mod)

Zombie Break & Build by TiK is verified for Fabric, Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3 (latest release: 26.3-1.7.0-neoforge, file size: 345 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.20.1, 1.21.1, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3) and platform (Fabric, Forge, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
  3. Move the downloaded Zombie Break & Build file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

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

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
### Configuration

  • Added /zbb config commands for viewing, editing, resetting and reloading the configuration directly in-game.
  • Added wildcard and exclusion support to entity/block lists:
  • minecraft:*
  • *:zombie
  • *:*
  • !minecraft:creeper
  • @monster
  • Replaced applyToAllMonsters / additionalEntityIdList with the more flexible affectedEntityIdList. The default is ["@monster"].
  • Config entries referencing IDs from currently unavailable mods are now preserved in the file and simply ignored until those IDs become available.
  • Invalid config files are preserved as .broken, and backups are created when overwriting an existing config.

### Building

  • Build blocks can now be configured per dimension.
  • Overworld: dirt by default.
  • Nether: netherrack by default.
  • End: end stone by default.
  • Other dimensions use stone as the default fallback.
  • Added per-mob build block overrides, which take priority over dimension settings.
  • Improved bridge building, including cardinal directions, diagonal movement and mobs with non-standard hitbox sizes.
  • Mobs trying to climb toward a higher target can now break blocks obstructing the climb instead of simply giving up.
  • Added individual switches for the four main AI tactics:
  • height adjustment;
  • bridge building;
  • obstacle clearing;
  • dangerous block mitigation.

### Targeting and AI

  • Added continueSeeingTargetsThroughBlocksLimit, allowing the maximum wall thickness for retaining an existing target to be configured separately from finding a new target.
  • Reworked solid-block counting for through-wall targeting, including diagonal rays and block-boundary cases.
  • Improved stuck detection and break/build activation when normal pathfinding cannot reach the target.
  • Mobs no longer immediately start modifying blocks during short periods where no path is available.
  • AI transient state is reset when a mob changes or loses its target, preventing behavior from a previous target from leaking into the next one.
  • Failed build/break actions are no longer treated as successful actions.
  • Mobs no longer attempts to break or scan blocks in unloaded chunks.

### Block breaking and balance

  • Reworked block health calculation. Block health is now calculated from configurable hardness exponent and multiplier values.
  • Added per-block health overrides with blockHealthOverrideMap.
  • Added maximumBreakableBlockHardness.
  • Reworked tool and mob-size damage multipliers to use configurable exponents.
  • Removed the old hard cap on tool destroy speed.
  • Improved block crack updates and cleanup.

### Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the orig
...
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