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
- Enter wand edit for the room.
- Set Direction in Room Settings (Down = drop, Up = climb).
- Right-click Falling Hazard (magma cream). Opens the menu when GUIs are on; toggles when GUIs are off.
- Enable, set style (climb), start mode / interval / hit modes / particle.
- Save the room (
/sf wand finish). Test a run.
Drop behavior (direction: down)
- Starts when a floor begins. If start mode is After delay, the delay runs on every floor (not only floor 1).
hazard.warningis sent when a delay starts.hazard.startedis sent when the plane first activates on floor 1.- A short grace period (~2 seconds) lets players settle before damage.
- A particle plane descends across the current floor’s block bounds.
- Above, in plane, and below use the modes you set.
- Pauses while a cleared floor’s countdown runs and during drop/paste.
- Resumes at the same world Y it paused at (does not snap to the next ceiling).
- 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.
- Stops when it reaches the current floor bottom (no lingering damage pool).
- Paste failures clear the pause so the hazard is not stuck off for the rest of the run.
Climb flood (direction: up)
- Flood starts in the starter footprint and rises one layer at a time. XZ grows with revealed climb segments.
- Style:
particles(recommended default),water, orlava(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. - Does not pause between floors. It keeps rising while floors reveal.
- Soft fail: if the flood surface is more than
climb-overhead-fail-blocksabove eye height, the player dies (lives apply). - 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.
- 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.
- Respawn and late join prefer pads above the flood surface.
- 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 |
Main menu
| 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: 3pool, orlives: 0for 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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