Dragged's Simulated Tree Chopper

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Dragged's Simulated Tree Chopper

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Trees fall over with real physics when you chop them. Drag trunks around with shift-right-click. Pick up a whole fallen tree in one swing. Built for NeoForge 1.21.1 with Sable, HT TreeChop, and an optional integration with Immersive Weathering.

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All Rights Reserved
Latest Version
1.0.4
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Description

Sable Tree Chopper

NeoForge 1.21.1 · Requires Sable


Trees that fall, drag, and shatter

Chop a tree and the trunk doesn't just pop, it becomes a real physics object. Watch it tip over, tumble down a hillside, settle on the ground, and then break apart log by log as you harvest it by hand.


Dependencies

  • Sable - required. Provides the physics simulation.
  • HT TreeChop - required. Directional chop counter and felling integration.
  • owo-lib - required. Powers the in-game config screen.
  • Immersive Weathering - optional. Enable it (and the matching config toggle) for falling leaf-piles.

Features

  • Fell whole trees as physics objects - Chopping a tree turns the entire trunk + canopy into a single rigid body that obeys gravity, momentum, and collision.
  • Harvest the downed trunk by hand - Mine the logs off a fallen tree one at a time along the trunk for relaxed horizontal harvesting. Enable Whole-tree harvest and a single break drops every log at once.
  • Drag fallen trees around - Shift-right-click any log on a fallen tree to grab it and haul the trunk where you want it. Click again to let go. Trees feel weighted — heavier trees resist more, and pulling from the trunk end is easier than yanking sideways. You move a bit slower while dragging (toggleable).
  • Canopy rides the trunk - Leaves stay attached and snap off when the tree slams into terrain or logs, while passing cleanly through other foliage — so felling in a dense forest ploughs through neighbouring canopies instead of phasing through them.
  • Dial in the fall - Nudge trees to topple toward you, tune the topple strength, and optionally let a settled tree auto-dissolve once it comes to rest. By default a fallen tree stays exactly where it lands until you harvest it.
  • Touching trees fall separately - When two different wood species grow into each other, only the species you actually cut is gathered and felled.
  • Smart big-tree splitting - Very large trees are cut into chunks per chop, so massive custom trees from modpacks don't lag the server with one giant body.
  • Built on HT's TreeChop - Chop progress consolidates onto the lowest log of the trunk for a realistic felling experience, with a configurable chop-counter base for buried trunks.
  • Fire-aware - Wildfires that burn through a tree's support trigger the same fall behavior.
  • Server-friendly - Per-tick budgets across every stage (assembly, dissolve, drops) keep MSPT spikes down on big trees, and emptied physics bodies are cleaned up safely on world save.

Configuration

In-game settings screen via owo-lib: Mods → Sable Tree Chopper → Config.

A curated set of options is exposed — master tree-physics toggle, natural/player-break filters, separate-species behavior, max tree size, whole-tree harvest, drag and drag-slowdown, chop-counter base, canopy handling, Immersive Weathering leaf piles, and fall feel (topple direction, strength, auto-cleanup). Everything else uses sensible built-in defaults.

Updating from an older version? The old config/draggeds_treechopper-common.toml is obsolete — delete it; settings now live in owo's JSON config.


Datapacks

Extend draggeds_treechopper:tree_physics_material so modded logs/leaves count as tree material.


Credits

Sable - GitHub HT TreeChop - chop counter + felling integration. Immersive Weathering - leaf pile compat.

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