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Dynamic Tree Physics Patches

Patches and tweaks for Dynamic Trees Physics
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dynamic_tree_physics_patches-0.0.1-ALPHA.jar

File namedynamic_tree_physics_patches-0.0.1-ALPHA.jar
Uploaded
Sep 24, 2026
Downloads
16
Size
110.8 KB
Mod Loaders
NeoForge
File ID
8968097
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:dynamic-tree-physics-patches-1710581:8968097"

Learn more about Curse Maven

What's new

0.0.1-ALPHA — initial release (Minecraft 1.21.1, NeoForge)

Fixes and tuning for Dynamic Tree Physics with Dynamic Trees, Tree Physics and Sable. Optional support for Dynamic Trees Plus, Create and DT Vanilla Backport.

Requires:

  • Dynamic Tree Physics 1.2.0+
  • Dynamic Trees 1.7+
  • Tree Physics 2.3+
  • Sable 2.0+

Optional:

  • Dynamic Trees Plus 1.3+
  • Create 6.0.10+
  • DT Vanilla Backport 1.7+

Presets

  • New preset option: TREE_PHYSICS (default), DYNAMIC_TREES or CUSTOM. Choosing one sets Dynamic Tree Physics' and Tree Physics' configs for you.
    • DYNAMIC_TREES: everything drops at the stump, and the fallen tree disappears once it comes to rest.
    • TREE_PHYSICS:
      • Fallen trees stay in the world to be chopped up.
      • Limbs can snap off on landing.
      • Small scraps break into their drops.
      • Axes don't shove trees.
    • CUSTOM: leaves both configs alone.
  • The preset follows your edits. Change any setting a preset controls, in the config files or screens, and the preset switches to CUSTOM (or to the other preset, if your settings now match it). This also catches edits made while the game was closed.
  • A config screen is available from the Mods menu.

Felling and impacts

  • Trees no longer crumble on impact. A landing used to chip random blocks off the whole tree. Now the trunk holds, and a limb that hits the ground can snap off at its base or halfway along (limb_snap_chance, default 0.9).
  • Each block counts once per landing, so a tree rolling on the ground doesn't grind itself away.
  • Twigs around an impact break off with the leaves there.
  • Only limbs up to a quarter of their piece's wood can snap off (max_shed_fraction); anything bigger counts as the core of the tree.
  • Really hard hits snap the trunk (trunk_snap_speed, default 16 m/s, about a 13-block drop; 0 = never). A tree falling into a cave or off a cliff breaks in two: where it hit, or in the middle if it landed on an end. Pieces under two logs of wood don't snap.
  • Limbs break under the weight they carry, even when they touch down gently (branch_strength, default 2.0; 0 = off). A tree's weight is shared between the branches it rests on, and a twig can't prop up a whole tree: it snaps off and the tree settles onto sturdier wood. The trunk never gives way under load.

Wood and drops

  • Logs come from wherever the wood is. Dynamic Tree Physics only paid logs from trunk-thick blocks (trunk_min_radius) and paid everything thinner in sticks. A big limb, or a piece that snapped off, gave sticks however much wood it held. Now every branch you chop, snap or despawn pays its share of the tree's drops by volume, so thick limbs give logs too (logs_follow_wood, default on).
  • No more lost logs when a tree splits. A fallen tree's wood is shared between its pieces in whole logs, so you get the full amount back however it breaks up (keep_whole_logs_on_split).
  • Small pieces despawn and pay out their wood. Split pieces are now tracked by Tree Physics. On the TREE_PHYSICS preset, pieces with less than one log's worth of wood break into their drops once they stop. Pieces holding a whole log are kept for you to chop.
  • Big pieces despawn after 5 minutes at rest, like dropped items, and drop their wood (big_piece_ticks, default 6000; 0 = never).
  • Small pieces despawn 5 seconds after they break off, even if they're still moving (small_piece_ticks, default 100; 0 = only once at rest). Tree Physics waited for them to stop, and a twig floating in water or rocking on a slope never did.
  • Chopping a fallen tree recounts its wood properly instead of taking one "log" off per block.
  • Tree Physics' log count now means wood volume for Dynamic Trees pieces, so thin branches no longer count as full logs.

Visuals

  • Bark particles on thick trunks. The outer blocks of trunks wider than one block (Dynamic Trees' invisible trunk shells) showed no particles when hit and missing-texture particles when broken. They now use the trunk's bark.

Players

  • Hitting a fallen tree barely pushes it now (push_multiplier, default 0.2). Chopping a tree no longer sends it flying on every swing.

Create

  • Saws cut Dynamic Trees down whole, without launching physics trees into the machine. This follows Tree Physics' create_saws_fell_trees option.

Dynamic Trees Plus

  • Cacti are sturdy physics objects instead of falling apart. Each segment drops a whole cactus block (cactus_per_segment, default 1.0; 0.5 for half), so a tall cactus no longer drops only 2.
  • Mushrooms keep their caps when felled, instead of the cap being treated as leaves and deleted.
    • A hard landing knocks the cap off (cap_detach_speed).
    • A harder one breaks it into pieces (cap_shatter_speed).
    • Knocked-off cap pieces stay a while before breaking into their drops: 30 seconds per cap block (cap_piece_ticks, default 600), so a single block stays 30 s and a four-block chunk 2 minutes. Bigger chunks count as big pieces.
    • Stems are sturdier.
    • Caps on fallen mushrooms no longer decay, so they can be mined with Silk Touch.
    • Silk Touch on a fallen stem drops the stem block, one per segment, like cacti. It used to drop nothing and log an error. Without Silk Touch stems drop nothing, as in vanilla. Mushrooms come from the cap.
    • Fixed the "Tried to create a EntityFallingTree with no branch blocks" error when a stem was broken twice.

DT Vanilla Backport and other addons

  • Other Dynamic Trees addons built on Dynamic Trees' own classes work with all of the above (tested with DT Vanilla Backport).
  • Creaking hearts survive a fall. Impacts and weight never break a heart. Before, a hard landing could break it into plain wood, with no heart or resin.
  • Chopping a heart in a fallen tree drops what vanilla does: the heart with Silk Touch, otherwise 1–3 resin clumps, along with its wood. Despawning pieces drop the resin too.
  • A felled heart is uprooted. Its creaking goes away, and it never spawns another from inside the fallen tree.

Performance (built for large modpacks)

  • Worldgen fallen branches are turned off. Dynamic Tree Physics scanned every new chunk and added each branch as a live physics object.
  • Break sounds and particles are capped per tick (break_effects_per_tick, default 4, about 80 a second). A canopy landing could break hundreds of leaves at once and fill up the client's sound limit. Despawning pieces count toward the cap too. Blocks over the cap break silently, with the same drops.
  • Slow contacts are ignored (min_contact_speed, default 1.0). Every tree piece lying still reported contacts on every physics step. Now they're dropped before any lookups.
  • Tree data is saved every 30 seconds instead of every tick. Before, the save file was rewritten at every autosave.
  • Tree pieces are scanned once instead of twice when their log count is updated.

Debugging

  • log_impacts logs every impact and limb-snap decision, rate-limited. Leave it off in normal play.

This mod has no additional files