Pick the real task, not a vague macro mode.
Choose explicit crop-and-layout combinations, custom waypoints, rewarp behavior, lane handling, and the loadout that belongs with the run.
Built for Minecraft 26.1.2
ZeroDay connects configurable farming with Garden upkeep, equipment, recovery, and account activity in one client you can shape around your farm, not the other way around.
Concept artwork · not gameplay footage
/zeroday in the clientYour client, configured your way
Open /zeroday in the client to save farming presets, choose the exact crop and layout, tune movement and timing, set spending boundaries, and carry your theme between setups. The useful difference is not how many settings exist. It is how much of the run they let you own.
Choose explicit crop-and-layout combinations, custom waypoints, rewarp behavior, lane handling, and the loadout that belongs with the run.
Visitor budgets Preview, pet species and value filters, daily limits, rest windows, protected slots, and manual-input stops keep your choices in charge.
Editable humanization presets, rotation and delay controls, HUD choices, UI scale, color presets, and importable themes make the client personal.
More than the farming lane
Pest and visitor workflows are in Preview; routine upkeep should still belong to the same connected client.
Find affected plots, change equipment, clean, handle configured traps and the Pest Exchange, then hand the run back. Some pest breadth is still being validated.
Visitor value rules are still being validated. Composter refills, spray checks, Greenhouse harvests, Supercraft, and inventory work live alongside farming.
Rewarps, restarts, world changes, unexpected screens, and manual input have explicit stop or recovery paths instead of blind clicking.
Client to account, without make-believe controls
Link a Minecraft identity with a short-lived code, configure automation inside /zeroday, then review the task time your client reports from the account dashboard. The website does not pretend to be a remote settings panel.
What you gain
ZeroDay is built for players who want breadth, but still want to know exactly what the client is doing and where a feature stands.
Farming, upkeep, equipment, recovery, and clearly labeled Preview pest and visitor workflows are designed as connected jobs instead of isolated buttons.
Spending ceilings, sale filters, protected inventory slots, rest windows, alerts, and stop boundaries protect the account choices that matter to you.
Link Minecraft with a short-lived code, manage access, and review real task time from the same account workspace.
No mystery roadmap
Available features, live previews, active foundations, and research-stage ideas are labeled separately. A prototype never gets sold as a finished script.
Concept artwork · not gameplay footage
Set up once. Keep the loop moving.