Description
Wind controls fire spread, smoke and flying embers. Intense fires can launch embers over roads, rivers and firebreaks, creating new fires far away. Huge smoke columns rise up to 60 blocks, darkening as the fire grows and becoming visible from hundreds of blocks away.
Smoke is toxic: prolonged exposure causes nausea, poison, blindness and eventually asphyxiation. Helmets provide partial protection.
The fire leaves lasting scars: vegetation disappears, soil becomes charred, and trees remain as blackened trunks. Ash blocks can collapse under gravity, while burned terrain slowly regenerates.
Fire & Wind
- Dynamic wind direction and strength per dimension
- Fire spreads in all directions, but much faster downwind
- Rain and storms affect wind and fire behavior
/wildfire windshows current wind conditions
Embers & Spotting
Strong fires launch physical embers carried by the wind. They can travel 10+ blocks, ignite new fires, and cross natural firebreaks. Water, rain and extinguishers can stop them.
Smoke
Fire intensity ranges from 0–4, controlling flame, smoke and ember production:
- 0–1: light smoke
- 2: medium column + embers
- 3: tall, dark smoke
- 4: massive column up to 60 blocks + dense black cloud
Fighting Fires
- Fire extinguisher: CO₂ spray, 6-block range
- Water bottles: extinguish nearby fire
- Water: prevents fire from starting or surviving
- Rain: gradually extinguishes exposed fires
Explosions
TNT, charged creepers and Nether beds can trigger multiple fires around the edge of an explosion crater, with embers thrown into the surrounding area.
Commands
/wildfire start <x y z> [intensity]
/wildfire wind
/wildfire stats
/wildfire smoke <x y z>
/wildfire extinguish <radius> [x y z]
Configuration
Everything is configurable through config/wildfire-common.toml: wind, spread, embers, smoke and ignition. Toxicity and vanilla-fire conversion can also be disabled.
Built to create large, persistent wildfires while keeping server performance stable.


