Description:
No crafting or setup required. Install the mod and load into a Survival world. To try tree felling: hold Sneak (default: Shift) and mine any log block—the entire connected tree, including all attached logs and nearby leaves, will collapse and drop items automatically. To try vein mining: mine any ore block without sneaking—all touching ore blocks of the same type will break and drop at once.
Timber Vein Harvest is a quality-of-life mod that removes repetitive block-breaking from two of Survival's most common tasks: chopping trees and mining ore veins. Everything works through your normal mining controls with no menus, commands, or special tools needed. It functions in both singleplayer and multiplayer.
The mod adds two passive harvesting behaviors to standard block breaking:
No new items, blocks, or UI elements are added.
_ore.| Feature | Trigger | Limit | Sneak Required? |
|---|---|---|---|
| Tree Felling | Break a log | 384 blocks | ✅ Yes |
| Vein Mining | Break an ore | 128 blocks | ❌ No |
Ore family matching: Deepslate variants of an ore (e.g. deepslate_gold_ore) are grouped with their stone counterparts (gold_ore). A vein that contains both regular and deepslate versions of the same ore will be mined together if the blocks are connected.
No double-triggering: The mod tracks when it is already breaking extra blocks and will not recursively trigger itself, keeping behavior predictable.
The Lavaforge Blaster is a powerful weapon that fires scorching projectiles capable of turning the world into molten chaos. Right-click to shoot a fast-moving bolt that instantly converts any block it strikes into a lava source, and deals heavy magic damage to any mob it hits while also placing lava at their feet. A short half-second cooldown keeps shots from being spammed too rapidly, so make sure each shot counts.
Record your sessions and play them back with actors that preserve each player’s exact skin, model, overlays and natural movement — just record as usual and open your replay from the in-game browser to watch, scrub and export sessions. The system is built for stability and scale: it concentrates recording on nearby entities, snapshots terrain gradually, deduplicates repeated block-state changes, ignores synthetic neighbor updates, enforces memory and per-tick limits, and flushes saves asynchronously so big fights, farms and long timelines replay reliably; visual fidelity during playback is improved for held and ranged items and item ghosts are rendered safely with restored shader state. If the Epic Fight mod is present, an optional lightweight compatibility bridge records and replays first-stage combat states (battle mode on/off, combat locomotion and idle/walk/run flags, combat pose, weapon category and transition state) and routes replay actors through Epic Fight’s renderer when available, otherwise it falls back to a stable basic holding pose; advanced Epic Fight skills, combos and special abilities are intentionally not recorded, and debug logs report detection and sync status.
Tunnel Runner is a self-contained tunneling vehicle with a three‑lane furnace, a 54‑slot cargo hold, an automatic rear rail layer, an active drill that damages and knocks back mobs, seating for two, engine/wheel sounds with speed‑based pitch, and placement/occupant protections. While riding, press E to open the Tunnel Runner menu (it overrides your inventory key) to access your player inventory, the vehicle’s cargo, smelter, and track/support compartments, and shift‑click the rear model to open the rear utility bay — it defaults to drive mode (Space = forward 4‑block diagonal jump, Shift = forward 4‑block diagonal dive, Ctrl = exit) and the on‑screen hint telling you to press Shift to unmount has been removed so Shift is kept for dive behavior. Either rider can steer and use HUD/menus; hold left mouse to enter mining mode (HUD shows level, diagonal, and shallow behaviors), hold right mouse while moving forward to place from the utility bay (placement now works outside tunnels and can be used simultaneously with mining), manual placement runs at the same slower speed as mining for precision, Auto Place will automatically place supports and the current grid layer when a 3x3 space is detected, the utility bay’s +1/+10/+32/+64 buttons refill and craft from your inventory and the Runner’s cargo and Clear returns real items, and opening the smelter no longer causes a network error.

The Lethal Tesla Coil is a 16-block-tall electrical multiblock that operates automatically without redstone, scanning from its top-center toroid for a lightning rod or nearby mobs; with a rod it enters Grounded Mode and fires dramatic branching arcs for a visual display, without a rod it switches to Kill Mode and can lock onto up to three mobs dealing continuous lightning damage, and when idle it spawns drifting electrical particles. To use it, place the coil and optionally position a lightning rod within its top-centered range for the visual effect, or remove the rod to let it automatically attack mobs — it never targets players and prioritizes hostile then passive mobs. This update makes all arcs, beams, particles and range checks originate from the actual top-center of your built structure and respect the coil’s rotation, so effects now visually match behavior with no offset drift when the multiblock is placed or rotated.

The Lock On Bazooka is a powerful ranged weapon that fires guided explosive missiles at targeted entities. Right-click to lock onto any living creature within 32 blocks in your line of sight - the item will glint when a target is successfully locked and display the target's name in the tooltip. Once locked on, right-click again to fire a homing missile that will track and pursue your target, creating a TNT-equivalent explosion upon impact, or use Shift + Right-click to clear your current target and select a new one.
This mod is licensed under the CreativeMode Mods License.