LogicCraft adds “vanilla+” enhancements focused on immersion and quality of life: dynamic lighting with items, smarter sand/gravel physics, XP fusion, biome titles, oxygen bottles, cave tremors, ambient drips, quick campfire cooking, door synchronization,

LogicCraft is a modular “vanilla+” plugin that enhances immersion and QoL without changing the base gameplay: dynamic lighting without shaders, smarter physics for sand/gravel (if three blocks fall on you, you don’t suffocate), XP orb fusion to reduce lag, biome titles, oxygen bottles (an empty glass bottle can give you air underwater), cave quakes, ambient drips, quick campfire cooking (throw the item and it cooks), door synchronization (double doors now open with one click), hoe replanting (right/left click replants if you have seeds), and Wet Boots (wet footsteps + dripping).
✅ Everything is configurable per module and per world.
⚡ Focused on being lightweight: tasks with tick_period, cooldowns, radii, and limits.
biome_titleShows a Title when changing biome, with:
dynamic_lightDynamic lighting when carrying items like torch/lantern/etc.
block_physicsImproved physics for sand/gravel:
xp_fusionFuses nearby XP orbs:
fast_flowInventory QoL:
oxygen_bottlesOxygen bottles:
cave_quakeUnderground tremors:
water_dripCave ambience: dripping when underground
campfire_cookQuick cooking near campfire: drop the item and it cooks
door_syncSynchronizes double doors
harvest_replantAutomatically replants when harvesting (QoL survival style)
wet_bootsWhen leaving water, the player becomes “wet”:
Perfect, here’s the missing module translated and integrated into the English documentation style so it matches the rest:
food_hintNow you can see your saturation and hunger hints, similar to AppleSkin but server-side:
Example config:
# ============================================================
food_hint:
enabled: true
show_on_hold: true
show_on_eat: true
force_config_text: true
debug_prefix: false
tick_period: 10
hold_keep_ticks: 40
text: "&e{food} &8| {psat} {satbar}"
Everything is controlled from config.yml:
modules.<module>.enabled: enable/disable modules disabled_worlds: list of worlds where the module won’t run tick_period, cooldown_ticks, radius_blocks, etc: performance and frequencyExample (summary):
modules:
dynamic_light:
enabled: true
tick_period: 3
light_level: 15
place_at: "FEET"
water_extinguish: true
items: [TORCH, LANTERN, GLOWSTONE]
cave_quake:
enabled: true
tick_period: 60
cooldown_ticks: 1200
chance_per_check: 0.02
If you want it more “lightweight”:
tick_period (fewer checks) cooldown_ticks (fewer events) chance_per_check radius_blocks, sample_radius) warning_particles, particle_on_merge, drip_particles)Note: if you use pure Spigot, some modern APIs may vary depending on build. Paper is the most stable for these kinds of features.
.jar /plugins config.yml /logiccrafft reload if you added a reload command (if applicable)/logiccrafft reload
logiccrafft.adminWhy do some modules “not always feel” active?
Because they use chance_per_check + cooldown_ticks. It’s not constant—intentionally immersive, not spammy.
Can I disable things per world?
Yes: disabled_worlds: [ world_nether, world_the_end ] in each module.
Can the quake last longer?
Yes: adjust in screen_shake:
shakes and/or interval_ticks strength (carefully)v1.0