ZombiesBreak&Build-neoforge-26.1.2-1.7.0.jar
Curse Maven Snippet
What's new
Configuration
- 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.
This mod has no additional files