Wind controls fire spread, smoke and flying embers. Intense fires can launch embers over roads, rivers and firebreaks, creating new fires far away. Huge smoke columns rise up to 60 blocks, darkening as the fire grows and becoming visible from hundreds of blocks away.
Smoke is toxic: prolonged exposure causes nausea, poison, blindness and eventually asphyxiation. Helmets provide partial protection.
The fire leaves lasting scars: vegetation disappears, soil becomes charred, and trees remain as blackened trunks. Ash blocks can collapse under gravity, while burned terrain slowly regenerates.
/wildfire wind shows current wind conditionsStrong fires launch physical embers carried by the wind. They can travel 10+ blocks, ignite new fires, and cross natural firebreaks. Water, rain and extinguishers can stop them.
Fire intensity ranges from 0–4, controlling flame, smoke and ember production:
TNT, charged creepers and Nether beds can trigger multiple fires around the edge of an explosion crater, with embers thrown into the surrounding area.
/wildfire start <x y z> [intensity]
/wildfire wind
/wildfire stats
/wildfire smoke <x y z>
/wildfire extinguish <radius> [x y z]
Everything is configurable through config/wildfire-common.toml: wind, spread, embers, smoke and ignition. Toxicity and vanilla-fire conversion can also be disabled.
Built to create large, persistent wildfires while keeping server performance stable.