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26.2-1.7.0-neoforge
Compatibility
Changes
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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:z1e0VLjL:VOS5qBZp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z1e0VLjL:VOS5qBZp"
}

