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PeterWolf’s Planes

Peter Wolf’s Planes adds a fully‑steerable biplane to Minecraft, bringing a lightweight, vintage‑style aviation experience to the game.

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3K
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9
Обновлён
15 августа 2026 г.
Лицензия
MPL-2.0

Опубликован 23 июня 2026 г.

PeterWolf’s Planes

planes mod banner

Overview

Peter Wolf’s Planes adds a fully‑steerable biplane to Minecraft, bringing a lightweight, vintage‑style aviation experience to the game. The mod introduces realistic flight physics, speed‑dependent control surfaces, a functional HUD, and a polished visual presentation (custom icon and ModMenu banner).

Features

  • Steerable Biplane Entity – Fly a biplane that responds to mouse look (pitch & roll) and keyboard A/D for yaw/rudder.
  • Speed‑Dependent Controls – Control surface effectiveness scales with forward speed; at a standstill the plane is unresponsive, and responsiveness ramps up linearly as you accelerate.
  • Aerodynamic Lift Tuning – Lift is calibrated to overcome gravity at roughly 35 km/h (≈ 0.486 blocks/tick), providing a smooth take‑off and realistic stall behavior.
  • Improved Gliding Physics – Reduced drag at low throttle and enhanced lift allow graceful glides and energy exchange (climbing slows the plane, diving speeds it up).
  • Larger Landing‑Gear Wheels – Wheels are now 4 × 10 × 10 blocks, with custom textures for a sturdier ground stance and better visual appeal.
  • Cockpit HUD – A glass‑morphic overlay shows current speed (m/s & km/h), altitude, vertical speed (color‑coded), and throttle/brake status.

⚔️ Dogfight Combat Mode (v1.1.0)

While piloting, press V to arm combat mode (shown on the HUD as Combat: ARMED).

Control Action
V Toggle combat mode (ARMED / SAFE)
Left Mouse Button Fire twin machine guns (rapid dual tracers along the nose)
B Drop a lit TNT bomb (consumes 1× TNT; free in Creative)

Combat details

  • Machine guns fire dual streams from the wing roots with plane-relative muzzle velocity — no ammo required.
  • Bombs inherit most of the plane's velocity, fall under gravity with a short fuse, and explode on the ground (or mid-air when the fuse runs out).
  • Occupied aircraft can be damaged by projectiles and explosions. The HUD shows airframe integrity; at 0 HP the plane is destroyed and passengers are ejected.
  • Your own munitions will not damage the plane you are piloting.
  • Keybinds are remappable under Controls → Peter Wolf's Planes.

Paragliting

🪂 Paraglider & other features

  • Paraglider Backpack (chest slot): deploy in free-fall for controlled descent with bank turns, flares, double-W dive, and spiral dives.
  • Squadron Horn + Villager Pilot: recruit AI wingmen into a V-formation.
  • Tail push: approach the tail of an empty plane and hold Shift + Right-Click to wheelbarrow-push it on the ground.
  • Worldgen runway structures with loot.

Paraglider turn

Paraglider Controls

The paraglider uses simple, intuitive flight controls.

  • Steer left or right to pull the corresponding brake line and turn.
  • Double-tap the left or right steering key to enter a fast descending spiral.
  • Double-tap S to search for rising air currents above slopes.
  • Push forward to gain speed.
  • Pull back to slow down and flare before landing.

The canopy banks naturally, while the inner wingtip bends slightly during tighter turns.


🛠️ Crafting recipes (survival)

Craft in a Crafting Table. Shapes are 3×3.

Biplane (plane)

W P W
I I I
  S
  • W white wool · P oak planks · I iron ingot · S stick

Large Biplane

W P W
I I I
P S P
  • W white wool · P oak planks · I iron ingot · S stick

Large Twin-Engine Biplane

I F I
W P W
I S I
  • I iron ingot · F furnace · W white wool · P oak planks · S stick

Red Baron's Triplane

R G R
I I I
  S
  • R red wool · G gold ingot · I iron ingot · S stick

Water Plane

  B
W P W
I I I
  • B oak boat · W white wool · P oak planks · I iron ingot

Monoplane (fast fighter)

I D I
W P W
  S
  • I iron ingot · D diamond · W white wool · P oak planks · S stick

Paraglider Backpack (chest armor)

L P L
S W S
L   L
  • L leather · P phantom membrane · S string · W white wool

Installation

  1. Install Fabric Loader for Minecraft 26.2 (or newer) and the Fabric API.
  2. Download the latest peterwolfs_planes-*.jar from Modrinth.
  3. Place the JAR file into your mods/ folder.
  4. Launch Minecraft – the biplane item appears in the Creative tab under Peter Wolf’s Planes and can be crafted or given via commands.

Usage

  • Equip the Plane item and right‑click to mount.
  • Throttle: Use the assigned key (default W/S). Negative throttle triggers wheel brakes on the ground.
  • Steering: Move the mouse to control pitch (up/down) and roll (left/right). Yaw is assisted by a small rudder mix.
  • HUD: Automatically appears while riding; press H to toggle.

Ченджлог

1.1.15Релиз26.2 · 15 августа 2026 г.

1.1.15

  • Keep villager-piloted aircraft visually aligned with their synchronized flight heading instead of leaving the rendered fuselage at a stale yaw.
  • Make the villager pilot follow the aircraft seat, pitch, and bank with a stable seated cockpit pose.
  • After a randomized three-to-five-minute patrol, send villager pilots back to the nearest generated runway for an aligned approach, landing roll, braking, and parked stop.
  • Add a dedicated pixel-art inventory texture for the Villager Pilot Spawn Egg.
1.1.14Релиз26.2 · 9 августа 2026 г.

1.1.14

  • Rebuild the water plane as a single high-wing floatplane with short fuselage-mounted wing supports.
  • Complete the opaque water-plane entity atlas so the fuselage, floats, and enlarged UV faces no longer render with transparent gaps.
  • Keep the parked water plane level on its two full-length floats instead of applying the conventional tail-low two-wheel ground pose.
  • Stop treating water contact as locked ground handling, restoring mouse-driven elevator and aileron authority while the floatplane accelerates and lifts off the water.
  • Add deterministic ClientGameTest coverage for the parked high-wing silhouette and real mouse-driven pitch/roll response.
  • Treat the water surface as float support while retaining live mouse controls, preventing stall pitch from tipping the aircraft onto its nose after landing and braking.
  • Cut a full-chord cockpit opening into the high wing so its center section no longer blocks the first-person pilot view.
  • Scale floatplane aileron authority with water speed so mouse input cannot roll a stationary aircraft, while control returns progressively during the takeoff run.
  • Raise only the solid-ground render baseline by the exact float-bottom offset so the pontoons rest on terrain without changing their water immersion.
  • Allow the Water Plane item to be deployed directly onto a targeted water surface while leaving land placement and other aircraft unchanged.
1.1.13Релиз26.2 · 9 августа 2026 г.

1.1.13

  • Shorten the rear suspension lines, especially the outer pair, so they terminate at the wing underside instead of passing nearly through the full aerofoil thickness.
  • Move dynamic brake-branch endpoints just below and slightly inside the trailing edge to keep them connected without penetrating the canopy.

1.1.12

  • Increase the normal steering visual range so the active hand makes a clearly readable lateral sweep from the rear camera.
  • Strengthen the active wing-tip and trailing-edge down/back deformation while concentrating most of the bend in the outer tip section.

1.1.11

  • Change paraglider steering-hand travel from a forward/back arm swing to a mirrored lateral sweep, making brake input clearly visible from the rear camera while preserving smooth input interpolation and line-to-hand tracking.

1.1.10

  • Correct anatomical paraglider side mapping so each brake line connects its wing side to the matching hand and A/D deforms the matching wing tip.
  • Smooth the actual steering-input-driven hand pull and release, tighten the active brake line, and add a subtle connected relaxation curve to the opposite line.
  • Make outer wing tips inherit the reduced mid-wing bend so deformation grows toward the tip without splitting the wing or rotating an entire half as one rigid panel.
  • Add deterministic Fabric ClientGameTest coverage with neutral, left-turn, released, and right-turn screenshots.

1.1.9

  • Fix paraglider brake lines pointing in opposite front/back directions by using a stable mirrored line orientation.
  • Attach all brake-line branches to the transformed lower trailing edge of the actual outer wing sections, including steering deformation.

1.1.8

  • Paraglider: all lines thinner — suspension ~0.28 and brake lines ~0.36 (main riser slightly thicker than branches).
  • Paraglider: brake lines from each hand to the trailing edge near the wing tips (main riser + 3 thin branches per side, dark graphite/red, slightly more visible than suspension lines).
  • Paraglider: pilot hand animation follows real A/D (and double-tap spiral) steering — active hand lowers smoothly; releases return to the neutral brake-handle pose.
  • Paraglider: turning side brake line tightens and tracks the animated hand; the opposite line stays neutral or slightly relaxed with a subtle sag (no rope physics).
  • Paraglider: wing-tip deformation on the steering side — tip and outer trailing edge bend down/back proportionally (~12° max tip, ~7% chord TE move); leading edge and span stay intact; visual only (no physics change).
  • First-person brake lines use a thinner translucent tint so they do not obstruct the view.
1.1.7Релиз26.2 · 4 августа 2026 г.

1.1.7

work with Peterwolf's Forest Fire & Firefaghting

1.1.6Релиз26.2 · 2 августа 2026 г.

1.1.6

  • Villager pilot AI: real takeoff rotation (no longer stuck taxiing straight forever).
  • Villager pilot: climbs with commanded absolute pitch and a minimum vertical speed (~0.14–0.22 b/t) after liftoff.
  • Villager pilot: obstacle avoidance — multi-range terrain/heightmap scan, solid-block checks (trees/buildings), climb-over or bank toward freer side.

1.1.5

  • Add survival crafting recipes for all six aircraft, the paraglider backpack, and the squadron horn.
  • Update Modrinth description with full recipe patterns (MODRINTH_PAGE.md).

1.1.4

  • Starter kit for servers: every aircraft + paraglider (+ horn, pilot eggs, TNT).
    • Command (ops): /planes kit / /planes kit @a / /planekit
    • Function (built-in): /function peterwolfs_planes:kit
    • Optional datapack (first-join auto-kit): dist/peterwolfs-planes-starter-datapack.zip — drop into world/datapacks/
  • Runway chest loot can roll all plane types and the paraglider.

1.1.3

  • LIFT HUD (H): clearly shows climb / sink / level with real vertical speed (m/s and b/t), plus ridge updraft strength. Centered bar: green = climb, red = descent.

1.1.2

  • Paraglider: LIFT HUD toggle with H — top-right panel shows ridge-lift strength (NONE / WEAK / MED / STRONG), b/t and m/s, plus a fill bar.
  • Paraglider: ridge-lift particles via /liftparticles or /planes liftparticles [true|false] — rising cloud / ash / end-rod particles mark updrafts around the pilot (per-player, toggle).

1.1.1

  • Paraglider: double-tap S toggles locked minimum-sink (stays on without holding S; double-tap S again to unlock). Slightly flatter glide than hold-S flare (0.5 blocks lost per 10 horizontal).
  • Paraglider: ridge lift over slopes — updrafts appear only on faces that are at least 10×10×10 (height × length × width). Taller and steeper faces produce stronger lift and can make the pilot climb.
  • Dive inputs (W / spirals) still override locked S; releasing them returns to the locked sink mode.
1.1.0Релиз26.2 · 28 июля 2026 г.

1.1.0

  • Add dogfight combat mode for all aircraft (toggle with V while piloting).
  • Twin machine guns: hold Left Mouse Button while armed to fire rapid dual streams along the plane heading (no ammo cost).
  • TNT bombardment: press B while armed to drop a lit TNT charge that inherits plane velocity (consumes 1× TNT from inventory; creative is free).
  • Piloted airframes now take projectile and explosion damage (HP bar on the cockpit HUD); destroying the airframe ejects passengers with an explosion effect.
  • Cockpit HUD shows combat state (ARMED/SAFE), airframe integrity, and weapon hints.
  • Configurable keybinds under Peter Wolf's Planes in Controls.
1.0.10Релиз26.2 · 28 июля 2026 г.

1.0.10

  • Make paraglider descent ratios exact and server-authoritative: single W loses 3 blocks per 10 horizontal, double W loses 5 per 10, and a double-tap A/D spiral loses 4 per 10.
  • Add a combined double-W plus double-A/D spiral dive that loses 8 blocks per 10 horizontal while retaining double-W forward speed.
  • Synchronize the active paraglider flight mode from the client so server physics and local prediction use the same horizontal and vertical speeds.

1.0.9

  • Store paraglider deployment in the player's standard synchronized entity data so Flashback snapshots preserve the flight pose when recording starts in mid-air.
  • Recover the deployed canopy and fixed seated Y-arm pose in legacy Flashback recordings that began after the original one-time deployment packet.
  • Mark client-only rendering mixins explicitly so the common player-state mixin remains safe on dedicated servers.

1.0.8

  • Bank the player's full body into paraglider turns and roll the first-person camera with the same smooth angle so the horizon visibly tilts.
  • Replace vanilla arm and leg movement while the paraglider is deployed with a fixed raised Y-arm pose and a seated, legs-forward flight pose.

1.0.7

  • Allow players to push empty aircraft by approaching the tail and holding Shift + Right-Click, guiding the plane like a wheelbarrow with tail-up visual pitch.
  • Add Paraglider Backpack armor item (chestplate slot) with persistent 3D backpack model rendered on the player's back during gameplay.
  • Redesign Paraglider model with a continuous 4-block wide colorful aerofoil canopy wing and 4 diagonal suspension lines converging directly into the top of the backpack.
  • Add advanced Paraglider flight controls and physics:
    • A / D: Bank turns with unified player body and canopy roll tilt into the turn.
    • W: Accelerates forward flight with steeper dive posture (+20° pitch tilt).
    • S: Brakes/flares forward flight for flatter, slower descent ($v_y = -0.02$ b/t, -18° pitch tilt), significantly extending flight duration and distance.
    • Double-Tap W (Sprint Dive): Triggers fast dive mode ($v_{horiz} = 1.10$ b/t, $v_y = -0.33$ b/t) for an exact 3 blocks altitude loss per 10 blocks horizontal distance.
  • Add inventory item asset definitions for paraglider_backpack and monoplane.
  • Add fast single-wing Monoplane aircraft with 2x top speed compared to biplanes (~177 km/h / 49.2 m/s).
1.0.6Релиз26.2 · 2 июля 2026 г.

1.0.6

  • Clamp cockpit HUD speed and vertical speed to zero while the occupied plane is grounded, settled, and at idle power.
  • Keep grounded idle physics in ground handling for a few ticks when contact flickers, preventing tiny client/server corrections from showing as movement.
  • Restore the -12 degree ground pose only as a client visual for an empty, settled plane after the pilot exits.

1.0.5

  • Remove the remaining -12 degree ground model pitch so the tail no longer jumps up and down when client ground contact flickers.
  • Keep visual pitch tied only to the real flight pitch.

1.0.4

  • Keep the physical/synced entity pitch at 0 degrees while taxiing on the ground.
  • Move the -12 degree taildragger nose-up pose into client-only visual model interpolation.
  • Reduce ground jitter caused by syncing a pitched vehicle pose while colliding with the ground.

1.0.3

  • Smooth ground handling by keeping taxi movement horizontal instead of applying the nose-up pitch to the movement vector.
  • Allow A/D rudder input to yaw the plane on the ground even while taxiing slowly or standing still.
  • Stop recentering the pilot look direction while the plane is on the ground.

1.0.2

  • Restore local client prediction for the pilot's plane so the aircraft visibly moves while the HUD reports speed.
  • Restore neutral centering for flight controls by gently pulling the pilot look input back to center.
  • Add in-flight pitch auto-leveling so pitch and roll settle back toward neutral when the pilot is not holding input.

1.0.1

  • Smooth plane yaw by keeping flight physics server-authoritative and rendering interpolated yaw/pitch/roll on the client.
  • Replace instant yaw/roll changes with damped angular rates, clamped input, smoother engine response, quadratic lift, and speed-dependent drag.
  • Reduce redundant synced data updates for throttle, roll, and rudder.

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