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Survival, performance & safety

Break times, drops, explosion behaviour and the engineering guarantees that keep a survival world clean.

2 min read6 sections

Survival properties

PropertyValueNote
Break by hand, pickaxe or shovel~10 s (feels like ~15 s)Deliberate: no punching a hole by accident
Break by any axe1.2 speed → 0.15–0.90 sFast, clean removal
Door dropsExactly one item, from the lower halfThree handlers cannot duplicate it
Orphan halvesRemoved on the next block updateNo floating half doors
Explosion resistance3 (torches 0)Vanilla-like behaviour
Light dampening0 on ghost blocksNo light leaks through a fake wall
PistonsCannot move decoysBy design — use a remote torch for moving contraptions

Performance

Scripted work
Only event-driven; torch registry scans within 64 blocks of a player every 10 ticks
Tick cost
Negligible
Saved data
Torch links and door IDs in world dynamic properties, sharded
Network
No calls, no telemetry, no analytics

Block IDs & permutation states

gg:super_block⧉ gg:super_glass⧉ gg:super_door⧉ gg:super_door_rs⧉ gg:super_trapdoor⧉ gg:super_trapdoor_rs⧉ gg:torch_lever⧉ gg:torch_lever_remote⧉ gg:soul_torch_lever⧉ gg:soul_torch_lever_remote⧉

States: gg:s0, gg:s1, gg:s2 (skin index, base 8), gg:axis, gg:face, gg:mode, gg:orient, gg:open, gg:variant. Recipes use the standard crafting_table tag; no custom station.

Single-drop rule
One door = one drop, always. The lower half owns the drop; the upper half is cleaned up on the next block update.

Mining, drops, and cleanup

PropertyValueNote
Break by hand, pickaxe, or shovel~10 s (feels like ~15 s)No accidental punching.
Break by any axe0.15–0.90 sFast, clean removal.
Door dropsExactly one item, from the lower halfThree handlers cannot duplicate it.
Orphan halvesRemoved on the next block updateNo floating half doors.
Explosion resistance3 (torches 0)Vanilla-like behaviour.

Performance and saved data

Scripted work is event-driven. The torch registry scans within 64 blocks of a player every 10 ticks, so tick cost is negligible. Torch links and door IDs live in world dynamic properties, sharded, and survive reloads and pack updates.

World safety

  • No vanilla block is replaced and no vanilla file is overwritten.
  • Removing the pack leaves vanilla blocks behind; back up before uninstalling if you built with decoys.
  • Light dampening is 0 on ghost blocks, so no light leaks through a fake wall.
  • Pistons cannot move decoys by design.