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Mineforgian

Collapsing Caves

This mod adds natural cave-in events while mining with varying magnitudes of disaster.

Загрузки
4K
Подписчики
45
Обновлён
11 августа 2026 г.
Лицензия
CC0-1.0

Опубликован 20 марта 2026 г.

Banner for CollapsingCaves


This pages mod description only accurately portrays version 1.7+ of the mod.

New versions of this mod (v1.6+) are for Fabric and NeoForge only.


You can use this mod in modpacks.

I have zero issue with this mod being in modpacks and I don't need to be credited.


Banner for the 1.7 update

Version 1.7 Notes:
This update, called the 'Bugs & Burdens Update' addressed a large number of cave-in bugs, added QoL configuration options with fine-tuned logic to ensure players can enjoy the mod without being griefed or burdened, added a small buffer before a cave-in begins after it's been triggered, improved sound effect logic (and a few new sounds!) and added extra commands for bug-testing and experimentations.


Banner for Annoyance Fix Update

Version 1.6 Notes:
This update, called the 'Annoyance Fix Update' addressed a notable lack of 'power' to prevent cave-ins, issues with environments being griefed and turned ugly, and caved-ins happening inappropriately, incorrectly and far too frequently.


What This Mod Does

You mine a block below ground. Sometimes the ceiling above you falls.

The Ceiling Falling From A Cave In


When a cave-in starts, the screen shakes and you hear a deep rumble. The first 3 seconds are a warning. No block falls in this time. Use the warning to move to a safe position. This time is part of the time of the cave-in. The mod does not add it to the end.

The Start of a Cave In


After the warning, groups of blocks fall from the ceiling. The blocks hurt players and mobs, they make dust when they hit the ground, produce a sound effect and stay in the position where they land.

Player running from a Cave In


A cave-in has a fixed centre at the block that you broke. It does not follow you. If you move away from the centre, you are safe.


How A Cave-In Starts

These blocks can start a cave-in when you break them:

  • Stone and the different types of stone
  • Deepslate
  • All ore
  • Dirt, clay and the different types of dirt
  • Gravel
  • Sulfur and cinnabar, in the newer versions of the game only


Blocks that can start a cave in


Each applicable block that you break has a 1 in 512 chance to start a cave-in.


"Cave-In Possible" Conditions

These rules also apply:

  • You cannot start a cave-in if you can see the sky.
  • The block that you break must also not see the sky.
  • You must be at or below the sea level of the world plus 15 blocks. In the Overworld this is Y 78.
  • You cannot start a cave-in for 20 minutes after you log in.
  • You cannot start a new cave-in for 20 minutes after your last one.
  • A tool with the Gentle enchantment never starts a cave-in.
  • No more than 3 cave-ins can occur at the same time.


Conditions that prevent a cave in


Some blocks do not hide the sky from you.



  • Leaves, logs, glass, glass panes, beehives, mangrove roots, snow layers, grass, vines and the other small plants let the sky through.
  • You cannot put leaves above your head and mine in safety. If a solid block is above these blocks, the sky is hidden and a cave-in is possible again.
  • The mod reads the sea level from the world generation. If a mod or a data pack moves the sea level, the height limit moves with it. You can turn off this limit in the settings file. You cannot set the sea level, because the world gives this value.

Cave-In Sizes

There are three sizes. A small cave-in is the most frequent size.

Size Chance Time Blocks in each group Distance to the side Height above you
Small 60% 60 seconds 14 to 17 16 blocks 24 blocks
Medium 30% 90 seconds 18 to 21 24 blocks 32 blocks
Large 10% 120 seconds 22 to 35 32 blocks 48 blocks

The screen shake and the rumble sound go to 10 blocks past the distance to the side in the table. They are at full strength at the centre, and they decrease to nothing at that limit. After the warning, one group of blocks falls each second, approximately. A group is a set of blocks that touch each other. The mod can also divide the group into more than one shape.


Which Blocks Fall

The mod is careful about the blocks that it selects. A block falls only if all of these conditions are true:

  • The block is part of the ceiling of the open space that you are in. A different cave behind a wall does not fall.
  • There is air below the block.
  • The block cannot see the sky. Leaves, logs, glass and the other blocks in the list above do not hide the sky.
  • A player did not put the block in position.


The third condition keeps the surface of the world safe. The blocks at the top of a cave fall, but the blocks that hold up the ground stay in position. A block keeps its type when it falls. Stone stays stone and ore stays ore. The blocks fall at two fifths of the usual speed, thus you have time to move away.


The Gentle Enchantment

Gentle is a new enchantment for pickaxes and other mining tools. Modded tools also accept it.

  • You can get Gentle from an enchanting table.
  • The maximum level is 1.
  • A tool with Gentle never starts a cave-in.
The Gentle Enchantment Tool Tip


Use Gentle when you must mine in a large cave and you do not want the risk.


Damage

A falling block causes 2 points of damage for each block of the fall distance.
The limit is 6 points, which is 3 hearts.


Player Taking Damage From Cave-In

One block does not kill you.


If the blocks cover you, suffocation causes more damage.


Motion Sickness Mode

The movement of the screen can make some players ill.
Set MotionSicknessMode to true at the top of the settings file to remove it.


Motion Sickness Mode Shown In-Game


With this mode on, the screen does not shake. The mod shows a message across the middle of your screen instead. The message is Cave-In Triggered! when a cave-in starts, and Cave-In Over! when it ends. Each message stays for 3 seconds. This setting is for your game only. It does not change the game for the other players on a server.


Configuration

The mod writes a settings file with the name collapsingcaves.conf in the config folder. There are 27 settings in the file. Each setting has a short description and its permitted values.


You can change these values and more:

  • The motion sickness mode
  • The chance of a cave-in
  • The number of cave-ins at the same time
  • The height limit above the sea level
  • The length of the warning before the blocks fall
  • The time, the group size and the distance of each cave-in size
  • The speed and the damage of the falling blocks
  • The grace period and the cooldown
  • The screen shake, the sounds and the dust
  • The blocks that can fall or must never fall


The default values are balanced. The mod does not become an annoyance with them.


Commands

An operator can use these commands.

Command What it does
/triggercollapse <size> <player> The next applicable block that the player breaks starts a cave-in of this size. The command also removes the cooldown of the player. If a block break does not meet the rules, the mod tells you which rules stop it.
/cancollapsecheck Shows if your position and your current conditions permit a cave-in. The command also examines the block that you look at. If a rule stops you, the command gives the rule.
/collapsecooldown <player> Shows if a cooldown prevents a cave-in for this player.
/setcooldown <seconds> [player] Sets your cooldown, or the cooldown of the player that you give. A value of 0 removes it.

Bugs/Feedback

Report bugs, make suggestions or give feedback in the issues section of the mod Github page. When you report a bug, give your mod loader and your game version.


Special Thanks & Credits

Cave-Ins by Lettooce was the inspiration for this mod. It is an excellent datapack and everyone must try it. This mod uses a different approach, but that datapack gave me and my friends some of our best memories in Minecraft. Without it, this mod would not exist.


Made by CCDelic.


The minecraft head of the mod author, CCDelic.

Ченджлог

1.7-NeoForge-26.2-Hotfix-1Релиз26.1.2, 26.2 · 11 августа 2026 г.
  • Added support for 26.1.2 because the only 'block' (no pun intended) was that Sulfur doesn't exist. So now this 26.2 build works for 26.1.2 as well.
1.7-Fabric-26.2-Hotfix-1Релиз26.1.2, 26.2 · 11 августа 2026 г.
  • Added support for 26.1.2 because the only 'block' (no pun intended) was that Sulfur doesn't exist. So now this 26.2 build works for 26.1.2 as well.
1.7-NeoForge-26.2Релиз26.2 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
1.7-Fabric-26.2Релиз26.2 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
1.7-NeoForge-1.21.1Релиз1.21.1 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
1.7-Fabric-1.21.1Релиз1.21.1 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
1.7-NeoForge-1.20.1Релиз1.20.1 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
1.7-Fabric-1.20.1Релиз1.20.1 · 11 августа 2026 г.

1.7 Update:

This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!



Additions:

  • ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.

  • ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.

  • Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their current conditions and their current position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.

  • ⚠️ Added logic so that cave-ins only occur BELOW the Y axis sea level value + 15. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.

  • Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.

  • ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.

  • Added a few more sound effects for blocks striking the ground just for variety.



Fixes:

  • ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user 'docssy' on the issue tracker for this report!)
  • ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
  • Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
  • Fixed a server-side crash caused by bad packet registration.
  • Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
  • Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
  • Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
  • Fixed the screenshake being super minor and unnoticeable by upping the default values.
  • Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
  • Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
  • Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
  • Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
  • Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.

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