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Gravity Mod (In Development)

Adds Gravity and Earthquakes, it uses advanced methods to create gravity for blocks
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gravity-mod-1.00.0.jar

File namegravity-mod-1.00.0.jar
Uploader
GigaRockGigaRock
Uploaded
Oct 16, 2026
Downloads
51
Size
1.2 MB
Mod Loaders
Forge
File ID
9214829
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:gravity-mod-1554055:9214829")

Learn more about Curse Maven

What's new

# Gravity Mod — v1.00.0 (Current Build)

Minecraft 1.20.1 · Forge

This is the current development build toward the 1.0 release. It includes the major beta systems plus later tuning and UI work.

**Note:** This mod was previously developed under the name *Structural Collapse* (`structural_collapse`). It is now **Gravity Mod** (`gravity_mod`). Older worlds, inventories, and configs are supported through automatic remapping where possible.

---

## Name change

- Display name is now **Gravity Mod**
- Mod id is now `gravity_mod`
- Items from `structural_collapse` remap to `gravity_mod` automatically
- Existing `structural_collapse` config files are copied to the new id on first launch if needed
- Removed legacy custom blocks (old support beams, etc.) are ignored so worlds still load

---

## Support & stress

- Support is no longer a simple safe/unsafe zone
- Distance and support quality now scale how fast stress builds
- Blocks inside a support range gain stress more slowly; blocks outside gain stress faster
- Each material has its own support range
- Supports with little solid ground under them act as weak supports (0 = no support, 1–3 = weak, 4+ = full; configurable)
- Blocks with more faces open to air are slightly weaker
- Earthquakes and other environmental effects add to stress instead of bypassing it
- Collapses and collapse spread are driven by the stress system
- Stress is calculated over a larger area so big caves feel more consistent

### Stress coupling (new)

- Stressed blocks can push stress into nearby blocks
- Only blocks above a threshold (default ~28%) start spreading
- Neighbors cannot catch up fully — they stay at least ~12% behind the source
- Neighborhood starts at 6 directions and expands (edge diagonals, then corners) as stress rises
- Strength scales with stress level and difficulty
- Intended to create connected stress regions instead of random isolated hot spots

### Stress simulation command

- `/sc stresssim` (or equivalent) compresses time so you can test stress buildup quickly
- Now runs as multiple small pulses with coupling between them
- Collapses are suppressed during the simulation so it only loads stress
- Prefers growing existing stressed areas instead of painting random blocks

---

## Stability Scanner

- Fully rewritten scanning system
- Modes: stress view, live stress, and support view
- Live stress updates while you hold the scanner (with a size limit for performance)
- Scans can be pinned so the overlay stays when you put the scanner away
- Clearer color scaling for stress levels (cooler = calmer, warmer = more trouble)
- Support mode uses a blue color scheme
- New item textures for idle and active states (per mode)
- Crafting recipe included (redstone torch, copper, amethyst, etc.)
- Mode switching no longer shows an enchantment glint
- Rescans when you re-hold the scanner if a previous scan existed (unless pinned)

---

## Stress Profile Inspector

- New inspection tool for exact numbers (not just colors)
- Mode A: detailed stats for a single block (stress, support influence, exposure, foundation quality, etc.)
- Mode B: select two corners to inspect an area
  - Top-down stress map of exposed blocks
  - Flat and vertical slice views
  - Area statistics (average, peak, at-risk share, etc.)
  - Configurable max volume (default 2048)
- Copper / mechanical style UI with phosphor-style screen
- Custom textures for each mode and state
- Crafting recipe included
- Mode switching no longer shows an enchantment glint

---

## Config

- Redesigned config menu with earthy / cave tones
- Top category tabs; dependent settings hide when their parent is off
- Separate **gameplay** presets and **performance** presets
  - Gameplay: Gentle, Standard, Hard, Realistic (plus Debug via command)
  - Performance: Potato, Light, Balanced, Heavy, Ultra
- Presets are collapsible
- Most stress, support, environment, and performance options are configurable
- Presets can be switched in-game via commands
- Selected presets are highlighted (darker fill, gold border, marker)
- All buttons use a consistent earthy style (tabs, toggles, footer, presets)
- Config title now correctly says **Gravity Mod**
- Setting controls stay present while scrolling and are clipped to the content panel (no floating buttons)

---

## Commands

- Stress simulation command to apply time-based stress quickly for testing (no collapses during sim)
- Commands to change gameplay and performance presets without opening the config screen

---

## Sounds

### Collapses
- New stone collapse sounds
- Short crack when a block starts falling
- Impact sound when it hits the ground
- Louder / larger-sounding impacts when many blocks fall together
- Quieter on the surface; fuller underground
- Currently plays for stone-like blocks (dirt, gravel, wood, etc. still silent — planned later)

### Earthquakes
- New earthquake rumble system
- Three intensity mixes (small, medium, large) based on quake strength relative to the configured maximum
- Volume also scales with strength
- Rumble segments shuffle so each quake sounds a bit different
- Clean start and stop (no trailing audio after the quake ends)

---

## Other

- Removed old support immunity behavior
- Removed Weakest Path scanner mode
- Removed the old earthquake scanner mode (earthquakes still occur in the world)
- Cleaned up outdated config options and old sound assets
- Removed duplicate legacy `structural_collapse` package that could prevent the mod from loading
- Designed with multiplayer in mind (server-side stress and collapses)

---

## Notes

- Still in active development / beta: balance, performance, and edge cases may change
- Stress coupling and ambient rates have been tuned so caves should form more connected stress regions
- Please report issues with what you were doing, what you expected, and what happened

This mod has no additional files