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ВЕРСИИ (25)
release
Collapsing Caves 1.7
1.7-NeoForge-26.322 сент. 2026 г.151Minecraft: 26.3neoforge
Что нового
- Port to 26.3 NeoForge.
release
Collapsing Caves 1.7
1.7-Fabric-26.322 сент. 2026 г.1,2 тыс.Minecraft: 26.3fabric
Что нового
- Updated to 26.3 Fabric,
release
Collapsing Caves 1.7 Hotfix #1
1.7-NeoForge-26.2-Hotfix-111 авг. 2026 г.267Minecraft: 26.1.2, 26.2neoforge
Что нового
- Added support for 26.1.2 because the only 'block' (no pun intended) was that Sulfur doesn't exist. So now this 26.2 build works for 26.1.2 as well.
release
Collapsing Caves 1.7 Hotfix #1
1.7-Fabric-26.2-Hotfix-111 авг. 2026 г.8 тыс.Minecraft: 26.1.2, 26.2fabric
Что нового
- Added support for 26.1.2 because the only 'block' (no pun intended) was that Sulfur doesn't exist. So now this 26.2 build works for 26.1.2 as well.
release
Collapsing Caves 1.7
1.7-NeoForge-26.211 авг. 2026 г.24Minecraft: 26.2neoforge
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.7
1.7-Fabric-26.211 авг. 2026 г.50Minecraft: 26.2fabric
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.7
1.7-NeoForge-1.21.111 авг. 2026 г.4 тыс.Minecraft: 1.21.1neoforge
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.7
1.7-Fabric-1.21.111 авг. 2026 г.1 тыс.Minecraft: 1.21.1fabric
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.7
1.7-NeoForge-1.20.111 авг. 2026 г.128Minecraft: 1.20.1neoforge
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.7
1.7-Fabric-1.20.111 авг. 2026 г.637Minecraft: 1.20.1fabric
Что нового
### 1.7 Update:
This update has been a WIP over the past 2 weeks. Anything flagged with the hazard emoji, ⚠️, means that it is a feature that has been developed very recently and may have not undergone adequate bug testing. Please report issues to the GitHub if found!
<br>
<br>
**Additions:**
- ⚠️ Added logic so that glass, leaves, logs, beehives, mangrove roots, foliage like grass & vines, barriers, snow layers (thin snow layer) and glass panes being above the player now prevents them from activating a cave in. If those blocks are below other blocks, like stone or something, you can still trigger a collapse- So don't think you can protect yourself by putting leaves above you as you mine or something.
- ⚠️ Added a motion sickness Boolean config option that players can enable in order to replace the screen shaking effect with a text broadcast that warns of the onset and end of cave-ins instead.
- Added '/cancollapsecheck' command that will report back whether or not the player has a chance to trigger a collapse based on their *current* conditions and their *current* position. Only based on player conditions and position; If you look at a block, it will also inspect the block you're looking at for block conditions being met.
- ⚠️ Added logic so that cave-ins only occur BELOW the ```Y axis sea level value``` + ```15```. This means that in vanilla IN THE OVERWORLD (other dimensions sea-level varies) you must be below Y-Level 78 in order to be able to trigger a cave-in. This is configurable and can be disabled. This includes mod support, so any mod that modifies sea level will properly show. This feature is so that you can build your mountain/cliffside homes in peace, this mod is a cave-in mod, not a rock-slide or sinkhole mod. The check uses the player's Y, not the Y value of the block being mined. Can be disabled in config, but sea level cannot be configured as it's not a static value, it's something that mods can change.
- Added logic to the '/triggercollapse' command so that ineligible block breaks are indicated to the user via chat instead of leaving the player confused as to why the command "isn't working" when it is.
- ⚠️ Added a three second buffer (configurable) before blocks start falling during a cave-in where the screen shakes and you hear a rumble but for those three seconds, blocks don't fall. Just to give you a chance to prepare if you're in a super enclosed space.
- Added a few more sound effects for blocks striking the ground just for variety.
<br>
<br>
**Fixes:**
- ⚠️ Fixed issue where players could trigger a cave in event while the sky is directly above them. (Thanks to user *'docssy'* on the issue tracker for this report!)
- ⚠️ Fixed issue where surface blocks that could see the sky would still be eligible to fall during a cave in and potentially grief/destroy the surface.
- Fixed the cave in screen shake leaking causing a player to experience an endless screen shake until next log on.
- Fixed a server-side crash caused by bad packet registration.
- Fixed the placed block tracking logic so that it only tracks blocks that can actually fall rather than all player placed blocks, big disk usage savings for large servers.
- Fixed memory leaks caused by a player leaving a dimension while a cave-in was in progress in that dimension.
- Fixed the /setcooldown command so that players with the permission to run the command can reset other players cooldowns.
- Fixed the screenshake being super minor and unnoticeable by upping the default values.
- Fixed the falling cave in blocks falling rate to be a tad slower by default, it is now 80% of what it previously was.
- Fixed the radius of cave ins being very small and not wide. It's twice as wide on the x and z axis, not y axis, and is still contained to the cave you're actually in.
- Fixed '/triggercollapse' not automatically setting the target players active cooldown to zero, making the subsequent collapse not induce a screen shake.
- Fixed the offset of what clusters fall first by making the clusters closer to the epicenter (detected by the scan) have a higher chance of falling compared to the clusters within the radius but far from the epicenter.
- Fixed the rumbling and screenshake to properly fade-in and out based on proximity of the epicenter instead of a steep cutoff at a certain range.
release
Collapsing Caves 1.6
1.6-NeoForge-26.225 июл. 2026 г.39Minecraft: 26.2neoforge
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
release
Collapsing Caves 1.6
1.6-Fabric-26.225 июл. 2026 г.224Minecraft: 26.2fabric
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
release
Collapsing Caves 1.6
1.6-NeoForge-1.21.125 июл. 2026 г.366Minecraft: 1.21.1neoforge
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
release
Collapsing Caves 1.6
1.6-Fabric-1.21.125 июл. 2026 г.140Minecraft: 1.21.1fabric
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
release
Collapsing Caves 1.6
1.6-NeoForge-1.20.125 июл. 2026 г.21Minecraft: 1.20.1neoforge
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
release
Collapsing Caves 1.6
1.6-Fabric-1.20.125 июл. 2026 г.70Minecraft: 1.20.1fabric
Что нового
- The annoyance update.
- Logic rewrites
- New enchantment
beta
Collapsing Caves 1.5
1.5-Forge-1.20.116 июл. 2026 г.2,2 тыс.Minecraft: 1.20.1forge
Что нового
-Forge Backport to 1.20.1
beta
Collapsing Caves 1.5
1.5-NeoForge-1.20.116 июл. 2026 г.20Minecraft: 1.20.1neoforge
Что нового
- Backport to NeoForge 1.20.1
beta
Collapsing Caves 1.5
1.5-Fabric-1.20.116 июл. 2026 г.59Minecraft: 1.20.1fabric
Что нового
- Backport to 1.20.1 Fabric
beta
Collapsing Caves 1.5
1.5-Forge-1.21.115 июл. 2026 г.64Minecraft: 1.21.1forge
Что нового
- Backport to Forge 1.21.1
beta
Collapsing Caves 1.5
1.5-NeoForge-1.21.115 июл. 2026 г.218Minecraft: 1.21.1neoforge
Что нового
- Backport to 1.21.1 NeoForge
beta
Collapsing Caves 1.5
1.5-Fabric-1.21.115 июл. 2026 г.47Minecraft: 1.21.1fabric
Что нового
- Backport to 1.21.1 Fabric.
beta
Collapsing Caves 1.5
1.5-Forge-26.215 июл. 2026 г.68Minecraft: 26.2forge
Что нового
- Port to 26.2 [Forge]
- Added sulfur and cinnabar as affected blocks
- Changed the way duration and block-fall pacing works for the cave-ins based on their size
- Removed two dead config options
beta
Collapsing Caves 1.5
1.5-NeoForge-26.215 июл. 2026 г.16Minecraft: 26.2neoforge
Что нового
- Port to 26.2 [Neoforge]
- Added sulfur and cinnabar as affected blocks
- Changed the way duration and block-fall pacing works for the cave-ins based on their size
- Removed two dead config options
beta
Collapsing Caves 1.5
1.5-Fabric-26.215 июл. 2026 г.153Minecraft: 26.2fabric
Что нового
- Port to 26.2 [Fabric]
- Added sulfur and cinnabar as affected blocks
- Changed the way duration and block-fall pacing works for the cave-ins based on their size
- Removed two dead config options