- It now supports versions 1.21.9 to 1.21.11;
- Fixed a bug of ghost blocks if you are flattened by a tree and your spawn is far from this place. If you have ghost blocks in the world, then you need to cut down the tree next to them and they will automatically be removed;
- Translations of settings have been added to the resourcepack.
Changes:
- The limit of blocks for the falling tree has been increased to 800 (performance may decrease, I plan to rewrite the falling code in future versions);
- The tree will not start falling if the limit of blocks is reached (in case the tree is very large);
- Gravity increased by 2x (but still slower than the player);
- The placement of fallen tree blocks has been improved, now the chance of placement will be higher than the chance of dropping or "holes" appearing;
- Chat message that the datapack is loaded is disabled.
Bug fixes:
- Fixed a bug with the transition to the free fall of thick trees;
- Fixed bugs related to vertical falling.
- Just supports up to 1.21.7
- Description of packs improved
- Fixed the sneak check. Now, from the mined wood block, the nearest player will additionally be checked for the absence of a sneak.
- The attached vines to the blocks will be replaced with air when the tree is cut down. This is done to reduce the number of sounds and particles of destroyed vines.
- Added support for new blocks from 1.21.5 drop;
- There is support for the CraftMine Update April Fools snapshot!
Techinal part:
- The features of the test tree function have been expanded, use the
/function physics_of_falling_trees:temp_tree {state:-1}command to help.
- Added support for new blocks from 1.21.5 drop;
- There is support for the CraftMine Update April Fools snapshot!
- Now the color of the leaves in the non-vanilla biome will be the default as in the plains biome.
Techinal part:
- For non-vanilla biomes, the
#physics_of_falling_trees:biome_leaves_colorfunction tag has been added, with which you can add colors to custom biomes in your datapacks.- The format of the color defenition command is
execute if biome ~ ~ ~ <biome_id> run return run data modify storage midwut:main output set value <deciaml_color_format = R * 65536 + G * 256 + B>
- The features of the test tree function have been expanded, use the
/function physics_of_falling_trees:temp_tree {state:-1}command to help.
-
Fixed the transformation of pale leaves into blocks.
Note: I had completely forgotten about the pale garden lol.
-
Now the creaking heart is considered a log and an ordinary tree can fall together, but if the player place the heart himself, it will not be natural and will not be considered a block of tree.
-
Dev note: Now the placement of the leaves block is not individually linked to each id, a macro is used to place the leaves. This means that leaves from mods should be supported by default.
This is a stripped-down version 2.0.1 that does not include stained leaves!
- Fixed a error in the logs:
Unknown biome, defaulting to plains
- Fixed a error in the logs:
Unknown biome, defaulting to plains
This is a stripped-down version 2.0 that does not include stained leaves!
- Added a new mechanic — falling tree under gravity;
Added support for stained leaves depending on vanilla biomes;- Optimized the transformation of a tree into a falling tree;
- Fixed bugs with the initial falling tree block.
- Added a new mechanic — falling tree under gravity;
- Added support for stained leaves depending on vanilla biomes;
- Optimized the transformation of a tree into a falling tree;
- Fixed bugs with the initial falling tree block.
For devs: there are 5 stained leaves in total (oak, jungle, acacia, dark_oak, mangrove leaves), by default they do not support other models from vanilla blockstates, you need to go to the physical_falling_trees/items/leaves.json path in the file and change the paths to the models depending on your goals.



