RealisticTornadoes-1.20.1-1.0.1.jar
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What's new
Realistic Tornadoes — Changelog
All notable changes to Realistic Tornadoes are documented here. Paste the section for the version you are releasing into CurseForge's Changelog field when you publish a file, and keep appending new sections below as you update.
[1.0.1] — Initial Release (November 2026)
First public release. Target: Minecraft 1.20.1, Forge 47.x (built against 47.3.0), Java 17. Mod ID: realistictornado.
Added — The Storm
- Fully animated supercell tornado entity: a multi-layer rotating condensation funnel, narrow at the tip and widening into a wide rotating wall cloud.
- Dark storm-blue cloud sprites, a churning brown ground debris cloud around the base, and drifting ash at the storm's edge.
- Occasional lightning: visual-only bolts around the cloud base (with vanilla thunder) plus flash particles inside the funnel — no fires.
- Natural roaming movement with gradual steering, terrain-following base height, and a pause when it reaches ungenerated chunks.
Added — Destruction & Physics
- Layer-by-layer terrain destruction: the tornado samples the ground inside its destruction radius and peels the surface off (roofs → walls → floors).
- Removed blocks spawn as FlyingDebris entities — real tumbling 3D block models that are pulled into the funnel, orbit it, rise, and get flung out at the top. High strengths throw debris far over the horizon.
- Debris physics: air drag, gravity, bouncing on impact (up to 3 bounces), a ~45-second lifetime cap, and a chance to settle back down as a real placed block where it lands (
debrisDeposit). - Entity lifting physics: entities are dragged inward, spun around the funnel, lifted, and ejected from the cloud top; standing in the core deals periodic damage (creative players are immune to damage, not to being thrown).
- Destruction scales with hardness: soft blocks go first, stone and metal ores follow at higher strengths; bedrock and obsidian-class blocks are immune, fluids untouched.
Added — Commands
/tornado— spawn a tornado 11–15 blocks in front of the player (strength 5, size 5), placed on the ground surface./tornado strength <1-10>— destruction intensity: bigger radius, harder blocks, stronger winds, faster debris, more lightning./tornado size <1-10>— visual funnel size: wider/taller funnel, bigger wall cloud and debris cloud./tornado remove— discard the active tornado./tornado stop— toggle freezing the storm in place / resuming movement.- Colored in-chat feedback for every action; only one tornado active per dimension.
Added — Audio
- Deep synthesized 13-second stereo wind-roar loop with seamless looping and distance-based volume (the closer you are, the louder it howls).
- Debris impact sounds and block-break effects during destruction.
Added — Configuration (config/realistictornado-common.toml)
destructionEnabled(defaulttrue) — master switch for block destruction.debrisDeposit(defaulttrue) — landed debris can place itself as blocks.requireOp(defaultfalse) — restrict/tornadoto permission level 2.maxDebrisAlive(default90, range 10–400) — debris entity cap per tornado.
Performance
- Budgeted destruction loop: bounded terrain-scan samples and block removals per tick instead of unchecked destruction.
- Hard cap on simultaneous debris entities per tornado (
maxDebrisAlive), with a budget system that throttles launches under load. - Client particle counts scale with the in-game particle setting (ALL / DECREASED / MINIMAL) and the storm's size.
- One active tornado per dimension keeps server tick time predictable.
Multiplayer & Technical
- Server-authoritative design: destruction, movement and entity lifting run on the server; clients only render effects.
- Strength, size and inventory data synchronized through SynchedEntityData; thrown-entity velocity synced on launch.
- Works in singleplayer and on dedicated servers; client-only mod list safe (visuals and sound are client-side, logic is common).
Fixed during development (internal polish)
- Funnel particles now orbit the tornado's live axis position every tick, so the vortex no longer drifts behind a moving storm.
- Lifted entities get their velocity synced on throw, removing rubber-banding when players/mobs are yeeted.
- The wind loop now follows the moving tornado's coordinates, so audio falloff stays correct as the storm roams.
- Damage/throw behavior for the tornado core made safe for creative players.
[Unreleased] — Roadmap (planned but might not be made, not yet implemented)
Ideas under consideration for future versions — not part of 1.0.0:
- Natural tornado spawns tied to vanilla thunderstorms (with config weights).
- Structure-aware destruction presets (special handling for villages, etc.).
- More ambient storm audio layers (distant rumble variants, debris whooshes).
- Additional debris behaviors (burning debris, deeper block deposits).
This mod has no additional files

