Falling Hazard
Last updated Jul 6, 2026
Falling Hazard
An optional descending particle plane that damages players who stay inside it. Disabled by default.
Enable
falling-hazard:
enabled: true
Reload with /sf reload.
Behavior
- Starts when a floor begins.
- A particle plane descends from the ceiling of the current floor bounds.
- Players above the plane are killed instantly.
- Players inside the slice take damage each render tick.
- Players below the plane are safe.
- Resets when the next floor starts.
Players see hazard.started and hazard.warning messages from messages.yml.
Config keys
| Key | Default | Description |
|---|---|---|
speed |
1.0 |
Blocks moved per fall interval |
fall-interval |
100 |
Ticks between downward steps (100 = 5 sec) |
damage |
2.0 |
Half-hearts per render tick inside slice |
slice-height |
1.0 |
Damage zone thickness in blocks |
render-interval |
4 |
Ticks between particle refreshes |
particle-density |
30 |
Grid points per axis |
particles-per-point |
5 |
Particles at each grid point |
spread-horizontal |
0.8 |
Horizontal particle spread |
spread-vertical |
0.3 |
Vertical particle spread |
particle |
DUST |
Particle type |
color |
#FF3300 |
Hex color for DUST particles |
particle-size |
1.5 |
DUST size multiplier |
Particle types
Simple types (no extra config): FLAME, SOUL_FIRE_FLAME, END_ROD, SMOKE, CLOUD.
Color types (use color and particle-size): DUST, DUST_COLOR_TRANSITION, ENTITY_EFFECT.
Performance
Version 1.0.5 caps particles and sends them per player only. Keep particle-density moderate on large floors.
Tuning tips
| Goal | Suggestion |
|---|---|
| Faster pressure | Lower fall-interval, raise speed |
| Softer hazard | Lower damage, raise slice-height sparingly |
| Visual only | Set damage very low and speed slow |
| Hard mode | Enable hazard + high mob counts on tall floors |
Hazard width matches the current floor bounding box, not the whole world.