Zombies Break & Build

Allows zombies (and other mobs) to break and build blocks to reach their target!
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ZombiesBreak&Build-neoforge-26.1.2-1.7.0.jar

File nameZombiesBreakBuild-neoforge-26.1.2-1.7.0.jar
Uploader
TiK555TiK555
Uploaded
Sep 18, 2026
Downloads
31
Size
345.4 KB
Mod Loaders
NeoForge
File ID
8909586
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:zombies-break-and-build-1472179:8909586"

Learn more about Curse Maven

What's new

Configuration

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

Building

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

Targeting and AI

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

Block breaking and balance

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

Block restoration

  • Pending broken-block restoration and mob-built-block disappearance now persist across world/server restarts.
  • Added a periodic colored marker particle showing positions where broken blocks are waiting to reappear.
  • Restoring a broken block no longer destroys a solid block that was placed in that position afterwards. The newer block is preserved and the original stored block is recovered as an item instead.
  • Restoration now handles replaceable blocks and ZBB-built tracked blocks more safely.
  • Improved recovery when a block-breaking attempt fails.
  • Mob-built disappearing blocks now preserve and restore block-entity NBT in addition to the old block state.
  • Improved behavior across chunk unload/reload and cleaned up stale disappearing-block visuals.

Falling blocks

  • Added support for ZBB-built falling blocks such as sand and gravel.
    • Disappearance tracking follows the falling block to its landing position while preserving the original timer.
    • Stored block damage also follows falling blocks instead of remaining at the original position.

Configuration compatibility note

The config file is now named zombies-break-build.toml instead of zombies-break-&-build.toml, and several configuration fields were replaced or renamed. Existing 1.6.3 configurations require manual migration when updating to this version.

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