Falling Hazard

Last updated Oct 28, 2026

Falling Hazard

Optional room hazard. Off by default on new rooms.

  • Drop rooms (direction: down): descending particle plane.
  • Climb rooms (direction: up): rising flood (particles, water, or lava).

Settings live on each room YAML under falling-hazard (not in config.yml). Configure from the wand hotbar Falling Hazard item (magma cream). Room direction is set in Room Settings (nether star).

Staff how-to

  1. Enter wand edit for the room.
  2. Set Direction in Room Settings (Down = drop, Up = climb).
  3. Right-click Falling Hazard (magma cream). Opens the menu when GUIs are on; toggles when GUIs are off.
  4. Enable, set style (climb), start mode / interval / hit modes / particle.
  5. Save the room (/sf wand finish). Test a run.

Drop behavior (direction: down)

  1. Starts when a floor begins. If start mode is After delay, the delay runs on every floor (not only floor 1).
  2. hazard.warning is sent when a delay starts. hazard.started is sent when the plane first activates on floor 1.
  3. A short grace period (~2 seconds) lets players settle before damage.
  4. A particle plane descends across the current floor’s block bounds.
  5. Above, in plane, and below use the modes you set.
  6. Pauses while a cleared floor’s countdown runs and during drop/paste.
  7. Resumes at the same world Y it paused at (does not snap to the next ceiling).
  8. If the plane is far above the current floor, it speeds up to catch up, then returns to normal speed when near that floor’s ceiling.
  9. Stops when it reaches the current floor bottom (no lingering damage pool).
  10. Paste failures clear the pause so the hazard is not stuck off for the rest of the run.

Climb flood (direction: up)

  1. Flood starts in the starter footprint and rises one layer at a time. XZ grows with revealed climb segments.
  2. Style: particles (recommended default), water, or lava (real blocks; flow cancelled so they do not cascade through parkour). Lava flood cannot ignite or burn room blocks. Session wipe also snuffs leftover fire in the flood volume.
  3. Does not pause between floors. It keeps rising while floors reveal.
  4. Soft fail: if the flood surface is more than climb-overhead-fail-blocks above eye height, the player dies (lives apply).
  5. Standing inside the flood volume deals contact damage for all styles (particles, water, lava), using hit mode / damage from the menu. Depth uses the flood surface, so air pockets and leftover platforms at that height still hurt. Water/lava still apply vanilla drown/burn on top.
  6. Soft escape vs clear: hazard On wins by reaching the top (proximity reveal + mobs on appear). Off is Clear mode with no flood: Stay / Ladder / Stair pack opens a path; for Ladder/Stair the party climbs up, the hole closes, then mobs spawn. See Gameplay Guide.
  7. Respawn and late join prefer pads above the flood surface.
  8. Flood fluids and any leftover fire are wiped on victory, fail, or session cleanup.

Contact damage uses normal player.damage, so party lives still apply (anti-cheese.lives). Volume ticks about twice per second. Climb weaknesses can multiply rise speed (flood-interval-mult) or contact damage (flood-damage-mult).

Creative and spectator players are ignored. Invulnerable players (including a short post-respawn window) are ignored.

Editor

Right-click Falling Hazard (magma cream):

GUI Effect
On Opens the Falling Hazard menu
Off Toggles enabled / disabled
Control Action
Enable On / off for this room
Style Particles / Water / Lava (climb flood; drop rooms stay particle-driven)
Start Floor start or After delay (+ delay seconds)
Fall / Rise interval Ticks between steps (left −10 · right +10 · shift ±40)
In plane / Above Hit modes (Above is drop-only)
Damage Amount when a damage mode is active
Particle Left next · right previous presets. Shift-click to type any Bukkit particle name in chat (clickable suggestions; type cancel to abort)
Color When the particle supports color (left / right)
Advanced Density, spread, slice height, size, render interval

Blocks moved each tick interval still come from speed in the room YAML (default 1.0). Drop catch-up multiplies that step when the plane is far above.

Room YAML

Key Default Effect
enabled false Master on/off for this room
style particles particles / water / lava (climb flood)
start-mode floor_start floor_start or after_delay
start-delay-seconds 0 Delay when after_delay (0–60)
speed 1.0 Blocks moved each fall/rise interval
fall-interval 100 Ticks between drops (or rises on climb)
slice-height 1.0 Hit plane thickness
above-mode instant_kill safe / damage / instant_kill
hit-mode damage damage / instant_kill
damage 2.0 Half-hearts when damage mode hits
particle DUST Bukkit Particle name
color #FF3300 Hex for colorable particles
particle-size 1.5 Particle size
particle-density 30 Density
particles-per-point 5 Particles per sample point
spread-horizontal 0.8 Horizontal spread
spread-vertical 0.3 Vertical spread
render-interval 4 Ticks between particle refreshes
falling-hazard:
  enabled: false
  style: particles                 # particles | water | lava (climb flood)
  start-mode: floor_start          # floor_start | after_delay
  start-delay-seconds: 0           # 0–60; used when start-mode is after_delay
  speed: 1.0                       # Blocks moved each interval (drop catch-up may multiply)
  fall-interval: 100               # Ticks between steps (100 = 5s). Edited in the GUI.
  slice-height: 1.0                # Thickness of the hit plane
  above-mode: instant_kill         # safe | damage | instant_kill
  hit-mode: damage                 # damage | instant_kill
  damage: 2.0                      # Half-hearts when a damage mode hits
  particle: DUST                   # Any Bukkit Particle name
  color: "#FF3300"                 # Hex; used by color particles (e.g. DUST)
  particle-size: 1.5
  particle-density: 30
  particles-per-point: 5
  spread-horizontal: 0.8
  spread-vertical: 0.3
  render-interval: 4               # Ticks between particle refreshes

Missing falling-hazard on older rooms means disabled.

Messages

In messages.yml:

Key When
hazard.warning Start delay begins
hazard.started Plane activates (floor 1)
editor.hazard-enabled / editor.hazard-disabled GUI-off toggle feedback
editor.particle-input-* Shift-click particle chat flow

Tips

  • Instant kill above the plane pairs well with the default lives: 3 pool, or lives: 0 for unlimited retries.
  • Lower density and particles-per-point if the plane causes lag.
  • Keep floor bounds accurate; the plane covers the pasted schematic’s block box.
  • Use a lower fall-interval (faster ticks) for tighter pressure; catch-up handles deep multi-floor gaps automatically.

Intent: Want climb flood · Want climb clear · Room build: Room Creation Guide

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