1) With shovel in hand: EntityChangeBlock (by PLAYER) GRASS_BLOCK > DIRT_PATH DIRT > DIRT_PATH COARSE_DIRT > DIRT_PATH ROOTED_DIRT > DIRT_PATH 2) With axe in hand: EntityChangeBlock (by PLAYER) OAK_LOG > STRIPPED_OAK_LOG BIRCH_LOG > STRIPPED_BIRCH_LOG OTHER_LOGS > STRIPPED_OTHER_LOGS 3) With honeycomb in hand: EntityChangeBlock (by PLAYER) COPPER_BLOCK > WAXED_COPPER_BLOCK CUT_COPPER > WAXED_CUT_COPPER CUT_COPPER_STAIRS > WAXED_CUT_COPPER_STAIRS CUT_COPPER_SLAB > WAXED_CUT_COPPER_SLAB 4) With axe in hand: EntityChangeBlock (by PLAYER) WAXED_COPPER_BLOCK > COPPER_BLOCK WAXED_CUT_COPPER > CUT_COPPER WAXED_CUT_COPPER_STAIRS > CUT_COPPER_STAIRS WAXED_CUT_COPPER_SLAB > CUT_COPPER_SLAB 5) EntityChangeBlock BEE_NEST > BEE_NEST (by BEE) 6) When logs disappear after it fired (tested on 1.8): BlockFade WOOD > AIR DEAD_BUSH > AIR
With shovel in hand: EntityChangeBlock (by PLAYER)
GRASS_BLOCK > DIRT_PATH
DIRT > DIRT_PATH
COARSE_DIRT > DIRT_PATH
ROOTED_DIRT > DIRT_PATH
With axe in hand: EntityChangeBlock (by PLAYER)
OAK_LOG > STRIPPED_OAK_LOG
BIRCH_LOG > STRIPPED_BIRCH_LOG
OTHER_LOGS > STRIPPED_OTHER_LOGS
With honeycomb in hand: EntityChangeBlock (by PLAYER)
COPPER_BLOCK > WAXED_COPPER_BLOCK
CUT_COPPER > WAXED_CUT_COPPER
CUT_COPPER_STAIRS > WAXED_CUT_COPPER_STAIRS
CUT_COPPER_SLAB > WAXED_CUT_COPPER_SLAB
With axe in hand: EntityChangeBlock (by PLAYER)
WAXED_COPPER_BLOCK > COPPER_BLOCK
WAXED_CUT_COPPER > CUT_COPPER
WAXED_CUT_COPPER_STAIRS > CUT_COPPER_STAIRS
WAXED_CUT_COPPER_SLAB > CUT_COPPER_SLAB
EntityChangeBlock BEE_NEST > BEE_NEST (by BEE)
When logs disappear after it fired (tested on 1.8): BlockFade
WOOD > AIR
DEAD_BUSH > AIR