Sable: Destructive
Turn Sable physics into physical destruction.
Sable: Destructive is a server-and-client addon for Sable on Minecraft 1.21.1. It makes moving Sable structures respond to collisions and explosions with material-aware block failure, flying physics fragments, world craters, debris and cinematic impact effects.
Build a vehicle, aircraft, ship or moving base and crash it into the world. Weak contact blocks crush first, hard materials resist longer, detached pieces preserve their motion, and a sufficiently large body can create a radial crater with a visible pressure wave and rising column of dust.
Physical block damage
Every meaningful contact is evaluated using relative speed, reduced contact mass, kinetic energy, block mass, material toughness and the hardness of the attacking surface.
- Block-by-block damage by default: ordinary collisions remove the actual contact block instead of carving long layers through the world.
- Material compatibility: soft grass, leaves or dirt cannot destroy obsidian simply because more soft blocks are attached behind them.
- Capped mass leverage: large structures hit harder, but mass cannot provide infinite strength to a weak contact face.
- Attacker self-damage: when a soft projectile hits a hard wall, the projectile can erode while the wall survives.
- Low-speed protection: a single stone block dropped from approximately two blocks will bounce or stop instead of drilling downward indefinitely.
- Finite ordinary materials: stone, metals, obsidian, netherite and reinforced blocks are resistant, not immortal. A proportionate high-energy collision can still break them.
- Protected infrastructure: bedrock, barriers, command blocks, structure blocks and portal infrastructure remain intentionally unbreakable.
Optional penetration and cluster detachment can be enabled for more destructive servers. Penetration is energy-limited, requires extreme speed and is capped to prevent tunnelling.
Two destruction outcomes
When a block fails, Sable: Destructive chooses a result appropriate to the material and impact:
- VANISH: brittle or heavily overloaded blocks pulverize into textured dust, grit and fragments without filling the world with dropped block items.
- DETACH: suitable blocks peel away as independent Sable physics bodies that keep their inertia, tumble and collide with the environment.
Container contents can still be released, while unsafe block-entity detachment paths use the safer destruction outcome.
Giant landings
Large falling Sable bodies produce a multi-stage impact only after the system confirms real terrain contact:
- A bright contact flash marks the instant of collision.
- A dusty shock ring and a faster translucent pressure front expand across the ground.
- Physical rock and soil fragments launch upward, fall under gravity and bounce off terrain.
- A turbulent dust column rises above the crater and expands as it loses opacity.
- Delayed skirt dust and secondary rubble settle around the impact site.
- Layered boom, ground rumble and cracking sounds communicate the scale of the hit.
- Distance-scaled camera and FOV vibration deliver a sharp kick followed by a slower tremor.
Crater radius, depth, entity knockback, effect density and camera movement scale with the impact and remain bounded for gameplay stability.
Custom visual pipeline
The addon contains nine dedicated particle shaders:
- Structural shatter
- Textured dust
- Ground shockwave
- Sparks
- Contact flash
- Boundary grit
- Volumetric impact plume
- Pressure wave
- Faceted rubble
Dust and debris use Minecraft world collision. Effects attached to moving Sable sub-levels are simulated in local space so they travel with the structure instead of appearing at an unrelated point in the sky.
Built for multiplayer
Heavy impacts use a compact event packet. The server sends impact position, radius, severity and a deterministic seed once; each nearby client builds the full visual sequence locally.
Performance protection includes:
- Distance-based visual LOD
- Respect for Minecraft's All, Decreased and Minimal particle settings
- Shared per-tick client particle budgets
- A limit on concurrent impact sequences
- Server-side effect and destruction budgets
- Spatial and temporal effect deduplication
- Deferred Sable mutations at safe tick boundaries
Client-only screens and shaders are isolated from dedicated-server code.
Configuration and commands
Operators can open the live configuration screen with:
/sable-dv config panel
The alias /sable config panel is also available.
Other commands:
/sable-dv on
/sable-dv off
/sable-dv config reset
The panel controls damage gates, self-damage, penetration, detach behaviour, shockwave radius, crater depth, knockback, epic impact effects, camera shake and particle density. Settings persist in config/sabledestructive-common.toml.
Commands and server-side panel changes require operator permission level 2.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.235+
- Sable 2.0.3+
- Java 21
Install the mod on both the client and server. Sable and its own required dependencies must also be installed.
Compatibility notes
- Designed for Sable 2.x physics sub-levels.
- Vanilla TNT, creepers, end crystals and other explosions can damage Sable structures through the same protected destruction pipeline.
- Unknown modded blocks receive conservative finite defaults so they do not become accidentally immortal.
- World terrain damage can be disabled if a server wants destruction restricted to Sable structures.
- Replace old versions completely and restart Minecraft after updating; do not hot-swap the JAR.
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Sable physics engine and API: ryanhcode
Licensed under the MIT License.
All Versions
+ Add VersionVersion 2.2.0 is a large stability, compatibility, balance and visual-effects update for Sable: Destructive. It completes the impact-system overhaul, makes explosions and collisions safer around Sable sub-levels, fixes snow-covered terrain, improves hard-material destruction, prevents several Sable lifecycle crashes and adds a supported API for other mod authors.
The result is a destruction system that is more physical and more spectacular under heavy impacts, while being substantially safer during ordinary gameplay, large explosions, level unloading and repeated collision events.
## Major highlights
- Fixed explosions and mine-triggered explosions crashing while scanning Sable plots.
- Fixed explosions producing sound while destruction of affected Sable blocks was skipped after an unsafe plot access.
- Fixed thin snow remaining suspended after the dirt, grass or other supporting terrain below it was destroyed.
- Fixed collision dust being spawned in Sable's hidden plot-storage space instead of the visible parent world.
- Fixed removed sub-levels continuing heat-map splitting and attempting to assemble blocks inside an already removed plot.
- Rebalanced high-toughness finite blocks so the 20–30 toughness range is no longer effectively immortal.
- Preserved meaningful armour behaviour for obsidian, netherite and reinforced materials.
- Improved heavy-impact flash, shockwave, debris, dust-plume, sound and camera feedback.
- Added strict server and client budgets so large destruction events scale down safely instead of flooding the tick or render loop.
- Added the public
SableDestructiveApiintegration surface for weapons, vehicles, explosives and other addons. - Removed normal-shutdown diagnostic spam and filtered harmless Modrinth App launcher disconnects.
## Collision destruction and impact physics
- Rebuilt the break decision around a deterministic kinetic-energy and fracture-cost model.
- Impact calculations now account for:
- defender block mass;
- defender material strength and fracture toughness;
- real Sable body mass;
- attacker contact hardness;
- relative impact speed;
- reduced contact mass;
- impact-energy retention;
- the difference between known and unknown attacker materials.
- Fixed inconsistent Sable mass conversion and removed the former second application of
massScale. - Added a capped mass advantage. A huge construction still hits harder, but additional soft blocks cannot provide unlimited armour penetration.
- Added a physical low-speed safety floor. Small blocks dropped from ordinary heights bounce or stop instead of repeatedly drilling through terrain.
- Unknown contact materials are treated conservatively as ordinary material instead of inheriting the defender's hardness.
- Invalid or missing mass, speed and direction values are sanitized before entering the destruction queue.
- Soft attacking faces can damage themselves when they strike a significantly harder surface.
- Damage is block-by-block by default, avoiding the old long layer-shaped trenches.
- Optional penetration now spends actual remaining fracture energy one block at a time.
- Penetration is disabled by default, requires an extreme impact when enabled and is capped at two additional blocks.
- Optional cluster detachment is disabled by default and protected by parent, size, speed, cooldown and active-fragment limits.
- Detached fragments inherit safe motion, receive bounded separation and rebound impulses, and are explicitly woken in Sable's physics pipeline.
- Failed or unsafe detach operations fall back to a controlled VANISH result instead of leaving a half-assembled fragment.
## Material balance
- Rebalanced the ordinary finite toughness table so blocks above the stone band can actually fail under proportionate impacts.
- Materials in the former 20–30 toughness dead zone are substantially less resistant than before.
- Mid-strength stone and masonry remain tougher than dirt, snow, leaves and glass.
- Hard materials still require both sufficient speed and sufficient fracture energy; mass alone is not an automatic bypass.
- Extremely fast impacts can gradually relax the contact-material ratio for a known attacker, so finite materials do not become absolutely immortal.
- Unknown attackers cannot use a fabricated huge mass value as a reliable shortcut through the strongest material tiers.
- Obsidian, crying obsidian, respawn anchors, ancient debris, netherite and reinforced deepslate retain dedicated high-tier material entries.
- Bedrock, barriers, command blocks, structure infrastructure, portals and other administrative or immutable blocks remain protected.
- Modded blocks without a dedicated entry receive a bounded fallback based on vanilla hardness, explosion resistance and map-colour density.
- The material cache can be invalidated cleanly when configuration or registry-dependent values change.
## Snow and winter-biome behaviour
- Added dedicated fragile-snow classification for snow layers, snow blocks and powder snow.
- Added a snow-specific impact multiplier so light snow gives way before the terrain beneath it.
- Fixed moving Sable constructions passing through the visible snow cover while breaking only the dirt or grass block below.
- When a collision or shockwave removes a supporting terrain block, a thin
minecraft:snowlayer directly above it is now removed in the same tick. - The support cleanup works in both the normal world and plot-local Sable destruction paths.
- Plot-local snow cleanup checks the exact plot bounds before accessing the embedded level, preserving compatibility with older Sable builds.
- Snow cleanup uses the same no-block-drop destruction policy and does not generate an extra vanilla explosion-particle event.
- Full snow blocks and powder snow are not blindly removed merely because a lower block changed; only unsupported thin cover receives the automatic cleanup.
## Explosions and mine compatibility
- Hardened the NeoForge explosion path used by TNT, creepers, end crystals, beds, respawn anchors and compatible modded explosives or mines.
- Explosion spheres are now clamped to each Sable plot's real local bounding box before
EmbeddedPlotLevelAccessoris queried. - Empty space outside a plot is never scanned through unsafe negative or unmapped plot chunk indices.
- Removed, missing and partially unloaded sub-levels are skipped safely.
- One broken or stale plot can no longer abort processing for every other Sable construction in the same explosion.
- Per-sub-level and per-outcome exception containment prevents an individual bad target from crashing the complete explosion event.
- Break candidates are collected first and processed from the explosion centre outward.
- A strict maximum-break budget prevents very large explosions from producing an unbounded amount of synchronous plot work.
- Internal explosions use configurable absorption while external explosions use distance-based energy falloff.
- VANISH outcomes remove the block without creating the vanilla block-item drop or duplicate break event.
- Container blocks still spill their inventory contents before being removed.
- DETACH outcomes now queue a real Sable physics fragment with an outward explosion impulse.
- If a fragment cannot be created safely, the result falls back to VANISH rather than silently doing nothing.
- Explosion visuals are transformed from plot-local coordinates to the actual parent-world position.
## Heavy impacts, flash and shockwave effects
- Heavy shockwaves now require a substantial falling body and confirmed contact with solid world terrain.
- Impact origin is resolved from the transformed lower centre of the Sable construction instead of an arbitrary storage coordinate.
- Crater radius, depth, debris, knockback and effect strength use bounded mass- and speed-based scaling.
- Craters are processed from the centre toward the rim, keeping their shape coherent if the server break budget is reached.
- Shockwave pressure uses a dedicated effective contact hardness rather than pretending the crater was made by a soft dirt projectile.
- Added a fast contact flash to make the first impact frame readable.
- Added separate dusty and translucent pressure fronts with different expansion speeds.
- Added physical-looking faceted rubble with gravity, world collision, bounce damping and delayed settling.
- Added a rising turbulent dust column and a delayed ground-hugging dust skirt.
- Added secondary debris and dust phases so giant impacts feel like one continuous event rather than a single flat particle burst.
- Added severity-scaled impact boom, low rumble and crater-crack sound layers.
- Added distance-attenuated camera-angle and FOV shake with a fast initial vibration followed by a slower rumble.
- Camera shake, cinematic effects, effect density, crater depth, radius and knockback remain configurable.
- A lightweight classic-effect fallback is used when the cinematic impact suite is disabled.
## Dust, particles and coordinate-space fixes
- Collision dust originating from a Sable storage position is now transformed into parent-world coordinates before it is sent to clients.
- Collision dust no longer becomes attached to the moving sub-level that caused the collision.
- Fixed dust appearing in the hidden Sable plot world or colliding with invisible plot geometry.
- Explicit sub-level effects that should move with a live construction still use plot-local coordinates and Sable particle tracking.
- Plot effect payloads are normalized from storage coordinates to valid local coordinates before transmission.
- Invalid or out-of-bounds plot particle positions are rejected instead of reaching client particle physics.
- Improved sub-level particle collision against floors and thin walls using actual block collision shapes.
- Missing client plot chunks or a removed client sub-level no longer crash the render thread.
- Fixed dust and grit settling or bouncing in the wrong coordinate space.
- Fixed particle-atlas handling that could make flash, dust and shockwave sprites look square, clipped or incorrectly centred.
- Added dedicated shader passes for pressure waves, volumetric plume particles and faceted rubble.
- The complete effect suite now uses dedicated shatter, dust, shockwave, spark, flash, grit, pressure, plume and rubble rendering.
## Performance and multiplayer
- Collision callbacks only enqueue validated lightweight contact records; destructive world changes remain on the server tick.
- The break queue is lock-free and uses an atomic size counter.
- Added an epoch-based contact deduplication ring to collapse repeated physics callbacks for the same collision.
- Added per-physics-step offer limits, total queue capacity and per-server-tick drain budgets.
- Queue entries belonging to an unloading level are removed without disturbing other dimensions.
- Pending detaches are also cleared when their level unloads or the server stops.
- Repeated nearby break effects use spatial and temporal deduplication to reduce particle and sound stacking.
- VANISH effects have a hard per-tick limit and degrade to reduced audio when the visual budget is exhausted.
- Heavy impacts send one compact deterministic event to each nearby player instead of hundreds of individual particle packets.
- Clients expand that event locally using a shared seed.
- Particle density scales with distance, the configured effect scale and Minecraft's
All,DecreasedorMinimalparticle setting. - Added a shared per-tick client spawn budget.
- Simultaneous long-lived heavy-impact sequences are capped.
- Players outside the effect range do not receive the impact payload.
- Dedicated servers do not load client-only particle, shader, camera or configuration-screen classes.
## Crash and lifecycle safety
- Fixed
Sub-level assembly attempted inside plot of already removed sub-level. - Added a compatibility mixin that cancels Sable heat-map
tick()andsplit()operations after their owner sub-level has been removed. - Added repeated
isRemoved()checks before plot access, cluster assembly, fragment registration and final impulse application. - Added a short break-immunity window for newly detached fragments to prevent immediate recursive re-splitting.
- Despawn and level-unload cleanup clears tracked fragments, queues, effect state and shockwave state.
- Explosion and collision handlers contain failures locally and continue processing safe work.
- High error rates temporarily disable destructive processing for 60 seconds instead of allowing a runaway failure loop.
- Destruction automatically resumes after the emergency-disable window expires.
- Normal game shutdown no longer creates
sable-destructive-shutdown-*.log. - Genuine uncaught failures create at most one
sable-destructive-emergency-*.logper process. - Emergency reports retain the useful thread, uptime, queue, dedup, processed-event and error-rate counters.
- Harmless Modrinth App
Theseus RPCSocketException/UncheckedIOExceptiondisconnects are recognized as external launcher shutdown noise and ignored. - A failed report write can be retried by a later genuine emergency.
## Block removal and inventory safety
- Centralized collision, shockwave, explosion and public-API block removal through
ImpactBlockBreak. - Blocks destroyed by Destructive do not drop a duplicate block item.
- Vanilla level event
2001is avoided, preventing duplicate vanilla explode-block dust on top of the custom effect. - Block entities are removed defensively.
- Randomizable containers unpack their loot table before destruction.
- Chests and other containers spill and clear their contents instead of deleting inventory data.
- World and plot-local removal share the same safety rules.
- Thin snow support cleanup is now part of this central path, so future integrations receive the fix automatically.
## API and compatibility for other mod authors
- Added
com.destroynautics.sabledestructive.api.SableDestructiveApi. - Added stable API version constant
API_VERSION = 2_2_0. - Added
isEnabled()for checking whether destructive processing is active. - Added
evaluateImpact(...)for obtaining the complete deterministic break verdict. - Added
canBreak(...)for simple material, mass and speed checks. - Added
destroyWorldBlock(...)for safe no-block-drop world destruction. - Added
destroySubLevelBlock(...)for safe plot-local destruction using Sable local coordinates. - Other mods no longer need to access the internal break queue, explosion handler or plot-storage conversion details.
- The shared destruction API preserves container contents, protected blocks, snow-support cleanup and the common no-duplicate-particle policy.
- Public integration is intended for weapon, mine, bomb, vehicle and structural-damage addons.
## Configuration and defaults
- Kept persistent configuration in
config/sabledestructive-common.toml. - The
/sable-dv config panelexposes the important gameplay and visual controls. - Layer penetration and multi-block detach ship disabled by default for stable block-by-block damage.
- Explosion handling, shockwave terrain damage, falling dust and heavy-impact effects can be controlled independently.
- Material ratio, self-damage, queue capacity, per-tick budgets, fragment limits and safety ceilings remain tunable.
- Added a safe world-space collision-dust default.
- Snow receives a dedicated default impact multiplier without weakening the supporting terrain.
## Compatibility
- Minecraft 1.21.1
- NeoForge 21.1.243 or newer
- Sable 2.0.3 or newer
- Java 21
- Client, integrated server and dedicated server supported
- Mod version:
2.2.0 - Public API version:
2_2_0
## Verification
- Clean Gradle build completed successfully.
- 7 deterministic impact-physics regression tests passed.
- 0 test failures.
- 0 test errors.
- Final artifact:
sabledestructive-2.2.0.jar. - SHA-256:
368C8DC576EF70A7803B4DF9DB46C6C4CA01F093AD04FA0243E714A10A717C43.
## Upgrade notes
- Remove the previous Sable: Destructive JAR before installing 2.2.0.
- Install only one version of Sable: Destructive.
- Fully restart Minecraft or the dedicated server after replacing the file.
- Do not hot-swap the mod while a world or server is running.
- Existing configuration files remain supported; review the new defaults if upgrading from an older aggressive penetration setup.
# Sable: Destructive 2.1.0 — Impact Overhaul
Version 2.1.0 rebuilds collision damage, heavy landings and destruction effects around a safer material-and-energy model. Small accidents remain small, while genuinely massive impacts can tear structures apart, fracture ordinary hard materials and leave a convincing crater.
## Highlights
- Reworked damage into block-by-block structural failure instead of long layer-shaped trenches.
- Added cinematic giant-impact sequences with a contact flash, expanding shock fronts, ballistic rubble, an upward dust plume and delayed settling dust.
- Added three new custom shaders for pressure waves, volumetric dust plumes and faceted rubble. The mod now uses nine dedicated particle shaders.
- Added distance-attenuated camera and FOV shake with a fast impact kick followed by a slower ground rumble.
- Added circular, severity-scaled craters and stronger heavy-impact pressure damage to world terrain.
- Added client-side LOD and compact event networking to keep large effects practical in multiplayer.
## Damage and material balance
- Replaced the previous mass heuristic with a deterministic kinetic-energy, reduced-mass and material-toughness model.
- Added a low-speed safety floor: dropping a normal stone block from roughly two blocks no longer makes it drill toward the bottom of the world.
- Disabled layer penetration by default. Optional extreme-impact penetration requires at least 20 m/s and is capped at two additional blocks.
- Disabled multi-block cluster detach by default so normal damage progresses one contact block at a time.
- Added a capped mass advantage. Adding more grass or another soft material no longer turns it into an armour-piercing projectile.
- Added attacker self-damage when a soft contact face hits a much harder defender.
- Rebalanced every finite ordinary toughness tier. Stone, metal, obsidian, netherite and reinforced blocks can fail under a proportionate impact instead of behaving as immortal blocks.
- Bedrock, barriers, command/structure blocks and portal infrastructure remain intentionally protected.
- Fixed Sable body-mass conversion and removed an accidental second application of
massScale. - Fixed explosion DETACH so it creates an actual physics fragment instead of silently deleting the block.
## Giant-impact effects
- Heavy landings now require confirmed contact with solid world terrain.
- Impact origin is calculated from the transformed bottom centre of the falling Sable body.
- Added a fast dusty shock ring and a separate translucent pressure front.
- Added physical rubble with gravity, world collision and damped ground bounces.
- Added a long-lived rising plume with turbulent drift, expansion and gradual opacity loss.
- Added delayed skirt dust and secondary fragments after the initial collision.
- Added severity-scaled boom, low rumble and crater-crack sound layers.
- Fixed shader atlas handling that could make dust and shockwave sprites appear square, clipped or incorrectly centred.
- Dust and grit now collide and settle in the correct coordinate space, including particles attached to moving Sable sub-levels.
## Performance and multiplayer
- A heavy impact now sends one compact deterministic event to each nearby player instead of hundreds of individual server particle packets.
- Particle density scales with distance and the player's Minecraft particle setting.
- Added a shared per-tick client spawn budget and a limit on simultaneous impact sequences.
- Existing server FX budgets, spatial deduplication and destruction queue limits remain active.
- Dedicated servers do not load client-only shader or screen classes.
## Configuration
The
/sable-dv config panel screen now includes controls for:- Epic heavy-impact effects
- Camera shake enable/disable
- Camera shake strength
- Impact FX density
- Maximum shockwave radius up to 48 blocks
- Crater depth and knockback
- Material gates, self-damage and optional penetration
Settings remain persistent in
config/sabledestructive-common.toml.## Compatibility and installation
- Minecraft 1.21.1
- NeoForge 21.1.235 or newer
- Sable 2.0.3 or newer
- Java 21
- Client and dedicated-server compatible
Remove the previous Sable: Destructive JAR, install
sabledestructive-2.1.0.jar, and fully restart the game or server. Do not hot-swap this update.## Verification
- Clean Gradle build completed successfully.
- 7 deterministic physics regression tests passed.
- 0 test failures and 0 test errors.
## Highlights
- Reworked damage into block-by-block structural failure instead of long layer-shaped trenches.
- Added cinematic giant-impact sequences with a contact flash, expanding shock fronts, ballistic rubble, an upward dust plume and delayed settling dust.
- Added three new custom shaders for pressure waves, volumetric dust plumes and faceted rubble. The mod now uses nine dedicated particle shaders.
- Added distance-attenuated camera and FOV shake with a fast impact kick followed by a slower ground rumble.
- Added circular, severity-scaled craters and stronger heavy-impact pressure damage to world terrain.
- Added client-side LOD and compact event networking to keep large effects practical in multiplayer.
## Damage and material balance
- Replaced the previous mass heuristic with a deterministic kinetic-energy, reduced-mass and material-toughness model.
- Added a low-speed safety floor: dropping a normal stone block from roughly two blocks no longer makes it drill toward the bottom of the world.
- Disabled layer penetration by default. Optional extreme-impact penetration requires at least 20 m/s and is capped at two additional blocks.
- Disabled multi-block cluster detach by default so normal damage progresses one contact block at a time.
- Added a capped mass advantage. Adding more grass or another soft material no longer turns it into an armour-piercing projectile.
- Added attacker self-damage when a soft contact face hits a much harder defender.
- Rebalanced every finite ordinary toughness tier. Stone, metal, obsidian, netherite and reinforced blocks can fail under a proportionate impact instead of behaving as immortal blocks.
- Bedrock, barriers, command/structure blocks and portal infrastructure remain intentionally protected.
- Fixed Sable body-mass conversion and removed an accidental second application of
massScale. - Fixed explosion DETACH so it creates an actual physics fragment instead of silently deleting the block.
## Giant-impact effects
- Heavy landings now require confirmed contact with solid world terrain.
- Impact origin is calculated from the transformed bottom centre of the falling Sable body.
- Added a fast dusty shock ring and a separate translucent pressure front.
- Added physical rubble with gravity, world collision and damped ground bounces.
- Added a long-lived rising plume with turbulent drift, expansion and gradual opacity loss.
- Added delayed skirt dust and secondary fragments after the initial collision.
- Added severity-scaled boom, low rumble and crater-crack sound layers.
- Fixed shader atlas handling that could make dust and shockwave sprites appear square, clipped or incorrectly centred.
- Dust and grit now collide and settle in the correct coordinate space, including particles attached to moving Sable sub-levels.
## Performance and multiplayer
- A heavy impact now sends one compact deterministic event to each nearby player instead of hundreds of individual server particle packets.
- Particle density scales with distance and the player's Minecraft particle setting.
- Added a shared per-tick client spawn budget and a limit on simultaneous impact sequences.
### - Dedicated servers do not load client-only shader or screen classes.
###
### ## Configuration
###
### The
/sable-dv config panel screen now includes controls for:###
### - Epic heavy-impact effects
### - Camera shake enable/disable
### - Camera shake strength
### - Impact FX density
### - Maximum shockwave radius up to 48 blocks
### - Crater depth and knockback
### - Material gates, self-damage and optional penetration
###
### Settings remain persistent in
config/sabledestructive-common.toml.###
### ## Compatibility and installation
###
### - Minecraft 1.21.1
### - NeoForge 21.1.235 or newer
### - Sable 2.0.3 or newer
### - Java 21
### - Client and dedicated-server compatible
###
### Remove the previous Sable: Destructive JAR, install
sabledestructive-2.1.0.jar, and fully restart the game or server. Do not hot-swap this update.###
### ## Verification
###
- Clean Gradle build completed successfully.
- 7 deterministic physics regression tests passed.
- 0 test failures and 0 test errors.
- Crash:**
Sub-level assembly attempted inside plot of already removed sub-level— despawn now clears the plot withdestroyAllBlocks()then removes via the container; detach refuses break-immune / already-removed parents and vanishes leftover blocks instead of restoring into a dying plot - Dust / grit:** particles no longer appear as a speck in the sky or vanish instantly — plot-local coords are sent over the wire, the client embeds them into the live sub-level pose, and sim runs in local space with visible alpha
- Falling-dust rim sampling uses center-of-mass instead of the empty plot AABB
### Changes
- Version bumped to **2.0.1**
- Full Modrinth / README description restored and updated for 2.0.x (commands, Sable 2.0.3+ requirement)
### Notes
- Replace the old jar completely and restart the game (hot-swap is not enough after the despawn path change)
- Requires **Sable 2.0.3+** on NeoForge **21.1.235+** / Minecraft **1.21.1**
Author / credits
- Mod & integration: DestrouNautics (Sable: Destructive addon)
- Physics engine API: Sable by ryanhcode (NeoForge 1.21.1, Sable 2.0.3)
- Built on NeoForge packet payloads, custom core shaders, and Sable HELPER projection/collision helpers
What's new
- /sable-dv on|off — toggle all destruction systems (operator)
- /sable-dv config reset — restore shipping 2.0.0 balance defaults
- /sable config panel (also /sable-dv config panel) — interactive brass “Flight Deck” operator panel (Create Aeronautics inspired): toggles, sliders, animations, UI sounds; APPLY syncs to the server
- New boundary grit particle + custom grit shader — dirt chunks fan outward from sub-level rims in mixed directions
- Dust/grit particles no longer tunnel through sub-worlds (client project-out + bounce against Sable volumes)
- Impact break still never drops block items; container contents (chests, etc.) still spill
- Version bumped to 2.0.0
Notes
- Panel edits require operator permission (permission level 2+)
- Dedicated-server safe: client panel/shaders load only on the client
1.1.3 → 1.2.2 — no source changes required, this is a recompile +
diagnostics release).
What's new
- Startup self-check. The very first INFO line in the log now reads
[Sable: Destructive] addon=1.7.2 sable=1.2.2 (or sable=NOT LOADEDwith a loud warning if Sable is missing). Future API-mismatch
reports become a two-line paste instead of a full log dump.
/sable-dv diag— live counters for "is the shockwave alive?":- Server waves emitted + packets actually sent
- BreakQueue throughput (offered / processed / pending / dropped
- SubLevelMassResolver cache hit/miss/fallback rates
- Detected Sable runtime version
The command also prints a hint based on what it sees:
- Zero waves → magnitude / mass gate is filtering everything.
shockwaveMinMagnitude or shockwaveMinAttackerMassUnits.- Waves but zero packets → no players inside
shockwaveClientHorizonBlocks. Stand closer or raise it.- Both non-zero → server is healthy; if the client sees nothing,
- Compiled against Sable 1.2.2 (
libs/sable-neoforge-1.21.1-1.2.2.jar).
compileOnly/localRuntime entries in build.gradlewere swapped over so the IDE dev-runtime now matches the version
most users have installed via Modrinth.
Crash report note (NOT Sable: Destructive)
- The Create / Registrate
chocolate_bucketNPE crash users have
mod is not in that stack trace — we don't subscribe to
RegisterEvent or touch Create, Registrate, items, fluids, oradvancements. Typical fix: remove duplicate Aeronautics jars
(bundled + standalone), or redownload the Create jar if corrupt.
Requirements
- Minecraft 1.21.1, NeoForge 21.1.227+, Sable 1.1.3 or newer (tested
registered Sable APIs we use need to exist).
## MIT License
skipping every block with an attached
BlockEntity, which is theoverwhelming majority of modded machinery (Create cogwheels and
shafts, Mekanism cables, Applied Energistics buses, every chest /
furnace / hopper, etc.). That made the addon visually a no-op
against most non-vanilla builds.
Why it was skipped originally
- Pre-1.6.1 the callback assumed BE teardown was always fragile —
peeling a half-built contraption can corrupt its kinetic-network
state on the modded side.
What changed
allowBlockEntityBreaks(new, defaulttrue). BE-bearing blocks
level.removeBlockEntity(pos) BEFORE the setBlock(AIR), so theBE's saved NBT is discarded cleanly and no vanilla on-remove
side-effect can throw out of the callback.
allowBlockEntityDetach(new, defaultfalse). Even when BE
DETACH. Reason: Sable's assembler doesn't carry BE NBT into the
new sub-level, so peeling a Create gearbox would instantly
desync its kinetic network. VANISH discards the BE cleanly. Set
to
true if you want the experimental "peel BEs too" behaviour(expect cosmetic issues on Create/Mekanism).
safeSetAirnow explicitly removes any attached BlockEntity
remove handler (Create kinetic teardown, Mekanism cable rebuild,
etc.) so a third-party mod's on-remove bug can never escape into
Sable's native bridge.
Compatibility
- Set
allowBlockEntityBreaks=falsein
config/sabledestructive-common.toml to restore the pre-1.6.1"skip every BE block" behaviour.
- All other 1.6.0 knobs and behaviour unchanged.
Requirements
- Minecraft 1.21.1, NeoForge 21.1.227+, Sable 1.1.3+
MIT License
ACTUAL mass (in kg) from Sable's own
MassData tracker instead oftreating every attacker as a hard-coded 2000 kg "default ship". Per
the Sable wiki, every block carries a
sable:mass property (kpg);ServerSubLevel#getMassTracker().getMass() returns the sum that thephysics pipeline itself uses for Rapier. We just read it.
This single change fixes the long-standing complaint that "a tiny
flying chunk feels exactly as heavy as a 5000-block ship": below,
the same 12 m/s impact now produces three very different outcomes
depending on the attacker's real mass.
What is new
SubLevelMassResolver— single source of truth for per-sub-level
ServerSubLevel#getMassTracker()),per-tick identity-keyed cache, defensive fallback to
defaultAttackerMassKg on any Sable-side failure. Hard-capped atsubLevelMassHardCapKg = 1e8 kg to prevent a corrupted physicstick from making the energy budget infinite.
- Mass-aware kinetic-energy budget.
BreakResolver.shouldBreakState
kg. Now it sees the real attacker mass, so:
- A 100 kg flying cobblestone at 12 m/s = 7 200 J → bounces off
- A 50 t small ship at 12 m/s = 3.6 MJ → punches stone wide open.
- A 500 t fortress at 6 m/s = 9 MJ → grinds through obsidian.
attacker still cannot pulverize a heavy defender — the math
collapses to the attacker's own KE budget.
- Mass-aware structural-toughness gate. The "soft attacker can't
attackerToughnessRatio) now has a- mass relief** factor: the required attacker toughness is scaled
sqrt(massToughnessReferenceKg / realMass), floored atmassToughnessReliefFloor. A 100 t crusher made of packed dirtWILL pulverize stone purely from inertia; a thrown dirt clump
won't. Defaults:
massToughnessReferenceKg = 4000,massToughnessReliefFloor = 0.1 (so at most a 10× relief — afully soft Jell-O sub-level can never bypass the gate entirely).
- Shockwave magnitude now uses the same real mass. The bespoke
computeAttackerMassUnits, O(N) up to 1500 blocks peremit) is no longer the primary path — when
useSubLevelMass=truewe feed Sable's mass tracker ×
shockwaveAvgToughnessUnits (= 120,i.e. V_STONE × 10) so all existing magnitude thresholds keep their
meaning. Flood-fill remains as the fallback for the unlikely case
where the mass tracker has not been built yet. Net result:
shockwave emission is now O(1) per impact and reflects the real
ship size, not a 6-neighbour sample of it.
- New persistent config knobs (TOML hot-reload as usual):
useSubLevelMass(bool, default true)subLevelMassHardCapKg(kg, default 1e8)massToughnessReferenceKg(kg, default 4000)massToughnessReliefFloor(×, default 0.1)shockwaveAvgToughnessUnits(units, default 120)
What is fixed
- "Two tiny dirt blocks shouldn't break obsidian by being heavy" —
callback was hard-coding 2000 kg. With real mass, a 200 kg dirt
fragment now correctly fails the gate AND fails the energy budget.
- Heavy ships landing softly used to bounce indefinitely because
every threshold. They now report their real mass, so a 100 t
ship setting down at 4 m/s = 800 kJ punches through dirt/wood as
expected.
- Shockwave was firing inconsistently for big builds because the
shockwaveMassFloodCap = 1500 blocksunderestimated ships larger than that. The real mass tracker has
no such cap.
Backward compatibility
useSubLevelMass=falserestores the pre-1.6.0 behaviour exactly
defaultAttackerMassKg, flood-fill for shockwave).- All existing config keys preserved with the same defaults.
BreakResolver.shouldBreakState(...)signature unchanged.ShockwaveEffect.emit(level, center, energy)overload kept; a
emit(level, center, energy, attackerMassKgHint) overload ispreferred by callers that already have the resolved mass.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+ (uses
ServerSubLevel#getMassTracker())
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode
# MIT License
A major rework of the damage pipeline and the shockwave effect.
This release responds to two specific 1.4.0 reports:
1. "блоки АБСОЛЮТНО все пропадают" — in DETACHING mode (the
default), a routing bug silently turned almost every
contact into a VANISH instead of a real sub-level peel.
2. "звуковые волны после 1.4.0 пропали" — the shockwave was
gated behind
mode != DETACHING, so with the default modeit never fired at all.
Both are fixed, and the underlying systems were reworked rather
than patched.
What is new
- DETACH-FIRST damage. Block contacts now peel from the parent
reserved for genuinely tiny debris (and for the explicit
/sable-dv mode delete). The chanceDetach default is now0.92 /
chanceVanish 0.08.- World terrain is no longer touched in DETACHING mode. In 1.4.0
branch that VANISH'd the terrain — that was the "all blocks
disappear" report. The actual mechanic:
- Sable invokes
BlockSubLevelCollisionCallbackONLY for
world-side classification to do. The earlier 1.5.0 attempt
added an explicit
getContaining(level, plotPos) checkthat always returned
null because plot-region coords aredisjoint from world coords — that mis-classified 100% of
contacts as "world terrain" and silently skipped them, so
destruction stopped happening altogether. Removed.
- DETACHING mode now reliably peels every qualifying contact.
- DELETE / DELETE_DETACHING are unchanged.
- Real shockwave model. Triggered only when a BIG, HEAVY object
- Approach speed ≥
shockwaveMinApproachSpeed(default 12 m/s) - Impact energy ≥
shockwaveMinEnergy(default 2 MJ) - Attacker mass ≥
shockwaveMinAttackerMassUnits(default
mass × toughness around the contact point)
- Combined magnitude ≥
shockwaveMinMagnitude(default 1.5 MJ)
five-thousand-block stone ship hitting the ground at 6 m/s does.
- Shockwave fires in EVERY mode. In 1.4.0 it was buried inside
mode != DETACHING. The emission is now outside that gate sobig landings produce dust + a heavy thud regardless of mode.
- Shockwave visuals/audio optimized. One radial dust burst
the impact point, a single heavy "thud" sound — instead of
three layered sand/wool/explosion sounds. Per-source dedup
window, per-second global rate-limit, and a per-tick particle
budget so back-to-back impacts cannot tank FPS.
- Magnitude drives radius AND ceiling. Radius scales as
cbrt(magnitude / reference) × radiusMultiplier. Thetoughness ceiling on what the wave can break scales with the
same factor and falls off linearly to the radius edge, so a
small wave only rips leaves and dirt while a giant landing
carves a real crater into stone.
What is fixed
- Bedrock and other unbreakable blocks are now actually safe
break gate, which meant a physics bedrock could be peeled by
any contact. The callback now applies four universal gates
(in EVERY mode, DETACHING included):
- Reject if defender toughness is infinite (bedrock, barrier,
- Reject if vanilla
getDestroySpeed < 0. - Reject if attacker toughness ×
attackerToughnessRatiois
120-unit block by ramming it at any speed — the soft
attacker erodes its own contact face instead).
- Reject if approach speed ×
collisionStrengthMultiplieris
The shockwave damage pass now also skips infinite-toughness
blocks, so a giant landing never carves a hole in bedrock.
- Cluster detach no longer produces long strips. The BFS used a
hull the only available neighbours were tangential and the
chunk grew along the surface as a line — the user's "ломается
полосками длинным" report. The planner now uses a distance-
ordered priority queue and a hard Chebyshev radius cap of
ceil(cbrt(targetSize)) around the seed. Clusters stayspherical even on thin surfaces, and a single-block contact
can never spawn a 6-long row.
- Shockwave gates relaxed back to sane gameplay levels. The
magnitude) were tuned for the *broken* pre-fix 1.5.0 build
and made the wave effectively unreachable. New defaults:
shockwaveMinApproachSpeed= 5 m/sshockwaveMinEnergy= 100 000 JshockwaveMinAttackerMassUnits= 50 000 (~25 stone blocks)shockwaveMinMagnitude= 200 000
window (250 ms), per-second cap (6/s), and real flood-fill of
the attacker's mass × toughness filter out everything that
isn't a substantial body landing.
- Shockwave decision no longer pre-gated in the callback. The
defaultAttackerMassKg (2000 kg) for the pre-energy check, which never crossed the threshold at gameplay
speeds, so
ShockwaveEffect.emit() was never called. Thepre-gate is removed; the effect's own real-mass gates decide.
- Shockwave dust completely redone. Old build used POOF + a
short-lived. New build:
- Radial low-altitude burst pushed outward with small
ground-coloured BLOCK dust).
- A tall, narrow, slowly-rising dust column at the impact
mushroom you wanted.
- CLOUD particles render with naturally semi-transparent
the "медленно оседает" look without us having to ship a
custom particle texture.
The dust now reads as real impact dust rather than the old
three-band ring spam.
- DETACHING mode never destroys structural blocks via the
but the damage pass is foliage-only (plants and leaves) —
consistent with "DETACHING = nothing is destroyed".
minBreakSpeedraised 6 → 10 m/s. The old default let tiny
the missing toughness gate produced the "блоки ломаются от
малого шороха" report. Combined with the new toughness gate
above, light contacts are now properly ignored.
- Toughness tooltip is now translatable. The F3+H "Toughness:
Component.translatable and shipswith eight languages: English, Russian, German, Spanish,
French, Portuguese (Brazil), Japanese, and Simplified Chinese.
Previous 1.5.0 fixes (kept):
- DETACHING world-side regression fixed (see above).
- Per-tick detach drain budget corrected (÷20+1).
- Inertial chain cursor sync.
CONSECUTIVE_ERRORS→ AtomicInteger.- Lifecycle hooks clear ShockwaveEffect + VanishEffect caches.
Compatibility
- Old 1.x worlds load as-is. New 1.5.0 shockwave fields are
migration needed).
- Mode names unchanged:
delete,detaching,delete-detaching.
detaching.- Addon API unchanged;
API_VERSIONremains 1.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode
# MIT License
/sable-dv mode <name> switches the behavior of the collision system as a whole. The default mode is now **detaching**.What is there
/sable-dv mode delete- blocks only break (VANISH). No new sub-levels. The inertial chain works, and the world breaks through VANISH./sable-dv mode default— alias todetaching(new default)./sable-dv mode detaching— **new default behavior**.
a separate sub-world that inherits the speed and flies apart
in different directions. **Nothing is destroyed** — the pieces are physically
detached. Self-damage and inertial chain are disabled.
The world (terrain) breaks through VANISH (the world cannot be torn off as a sub-level).
/sable-dv mode delete-detaching— combo: the starting block
What is fixed
- Shockwaves (shockwave)** no longer trigger at every sneeze. Now there are two independent thresholds:
- Minimum approach speed (
shockwaveMinApproachSpeed,
- Minimum energy (
shockwaveMinEnergy, default - 8 MJ** instead of 250 kJ) - cuts off light impacts.
- The shockwave system itself is now **disabled by default**
shockwaveEnabled = false). To enable it, use /sable-dv set
shockwaveEnabled true.- Epic Shatter on Impact** - A boulder thrown into a mountain now really shatters:
- On a hard impact, the cluster collapses to single blocks
- Each broken piece has a random spread along
approach velocity.
- Kick limits raised:
detachKickScale 0.4 → 1.5,
detachMaxKickSpeed 6.0 → 25.0.- New parameters
detachShatterScatter(default 6.0) and
detachSpinScatter (default 6.0) - adjustable scatterand spin.
What is removed
- The typo
delete-detachinggis no longer accepted. Only
delete, default, detaching,delete-detaching.Compatibility
- Old 1.3.0 worlds are loaded as is. If TOML had
collisionMode = "default" — behavior is now detaching(by new default).
- Mod API (Addon API) has not changed, API_VERSION remains 1.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Authors
- Code: Xylos_Official
- Visual part: Viaquelt
- Based on Sable by ryanhcode
# License MIT
enough, a stylised shockwave rolls outward from the contact point —
dust ring, "пшшш" sweep sound, then graded damage by distance.
What changed
- New: Shockwave effect. Triggered when total impact kinetic energy
Bigger impacts produce bigger waves — radius scales as
sqrt(E / shockwaveReferenceEnergy) × shockwaveRadiusMultiplier,
hard-capped at shockwaveMaxRadius.
- 3-tier graded damage:
- Plants & flowers: trampled out to the full radius. Tall grass,
bushes, glow lichen, moss carpets, nether sprouts, roots — all
of these get flattened.
- Leaves: 35% per-block break chance inside the inner 70%
- Weak blocks: only on really heavy hits (≥ 5 MJ by default).
structurally weak blocks (snow, fire, carpets, candles, redstone
wire, vines, wool, hay, cobwebs, torches, ladders) AND capped
at shockwaveBlockToughnessCeiling. Nothing serious gets griefed.
- Visual: 3 expanding rings of POOF + CLOUD particles plus a single
the impact, so a wave on grass looks green-brown and a wave on
sand looks tan.
- Audio: layered SAND_BREAK + WOOL_BREAK + low-pitched explosion for
- Crash-safety: shockwave never spawns sub-levels, never touches
wrapped in try/catch. Failure of the visual pipeline never blocks
the destruction pipeline.
New tuning knobs (all auto-persisted to
config/sabledestructive-common.toml, all live-reloadable):
- shockwaveEnabled (default true)
- shockwaveMinEnergy (default 250000.0)
- shockwaveReferenceEnergy (default 1000000.0)
- shockwaveRadiusMultiplier (default 6.0)
- shockwaveMaxRadius (default 32)
- shockwaveVerticalRange (default 3)
- shockwavePlantChance (default 1.0)
- shockwavePlantRadiusFraction (default 1.0)
- shockwaveLeafChance (default 0.35)
- shockwaveLeafRadiusFraction (default 0.7)
- shockwaveBlockChance (default 0.6)
- shockwaveBlockRadiusFraction (default 0.35)
- shockwaveBlockEnergyThreshold (default 5000000.0)
- shockwaveBlockToughnessCeiling (default 30.0)
- shockwaveParticlesPerBlock (default 18)
- shockwaveMaxParticles (default 800)
- shockwaveSoundVolume (default 1.0)
Compatibility
- No breaking changes for end users. Existing 1.2.0 worlds load
- To completely disable: /sable-dv set shockwaveEnabled false
- To raise the threshold so only enormous hits trigger:
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode
License
- MIT
conservative — collisions still felt cosmetic. 1.2.0 retunes the
damage model from the ground up so impacts feel like impacts.
What changed
- Default damage is roughly doubled across the board.
- collisionEnergyMultiplier 1.0 → 2.0
- collisionStrengthMultiplier 1.0 → 1.5
- penetrationEnergyMultiplier 1.0 → 0.6 (each consumed block costs
- maxPenetrationDepth 16 → 32
- defaultAttackerMassKg 2000 → 4000
- Speed actually matters now. Two new knobs scale the penetration
- penetrationSpeedEnergyBonus = 0.02 → +2% kinetic-energy budget
+100% budget — fast hits chain dramatically further.
- penetrationDepthPerMs = 0.25 → each m/s above minBreakSpeed
chain ~18 blocks past the static cap.
- Density actually matters now. The callback no longer hands
sensible default sub-level toughness plus the configured
defaultAttackerMassKg. The asymmetry rule (attackerToughnessRatio)
finally engages: a wooden cog smacked into stone won't shatter
the stone, an iron block into wood will.
- Self-damage. New: when the attacker is much softer than the
default 0.6), the defender survives AND the attacker erodes its
own contact face for up to selfDamageMaxBlocks (default 4) blocks.
A copper hammer slamming an obsidian wall now sheds copper from
itself instead of the wall doing nothing — finally that "soft
bounces off hard" feel.
- All chain-broken AND self-damage blocks always VANISH (never
New tuning knobs (all auto-persisted to
config/sabledestructive-common.toml, all live-reloadable):
- selfDamageThreshold (default 0.6)
- selfDamageMaxBlocks (default 4)
- penetrationSpeedEnergyBonus (default 0.02)
- penetrationDepthPerMs (default 0.25)
Tweaked defaults (existing knobs):
- collisionEnergyMultiplier 1.0 → 2.0
- collisionStrengthMultiplier 1.0 → 1.5
- penetrationEnergyMultiplier 1.0 → 0.6
- maxPenetrationDepth 16 → 32
- defaultAttackerMassKg 2000.0 → 4000.0
Compatibility
- No breaking changes for end users. Existing 1.1.0 worlds load
- To restore 1.1.0 feel exactly, set the five "tweaked defaults"
- To completely disable inertial chains and self-damage:
/sable-dv set selfDamageMaxBlocks 0
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode
License
- MIT
system now feels meaningful instead of cosmetic: a heavy hammer
actually digs into the ground, dirt yields deeper craters than stone,
modded blocks have a clean integration path, and every tunable you
change at runtime survives a server restart.
New — Inertial Penetration
- Impacts no longer stop at the first block. The attacker's kinetic
consumed block's break cost (0.5 · m_def · v_threshold²).
- An obsidian hammer punches a deep crater into dirt and only chips
- Chain-broken blocks always VANISH. Only the FIRST contact block may
native-crash trigger and is intentionally forbidden here.
- Stops on tile entities, indestructible blocks, world bounds, energy
- New knobs: inertialPenetrationEnabled (default true),
defaultAttackerMassKg (2000.0).
New — Public Addon API
- com.destroynautics.sabledestructive.api.SableDestructiveAPI lets other
custom mass and toughness — no more falling back to the fragile
clay-tier default for unknown modded blocks.
- Register by Block instance (type-safe) or by ResourceLocation (works
cross-mod compat).
- Tier presets matching the internal scale: PAPER, LEAF, EARTH, CLOTH,
OBSIDIAN, NETHERITE, REINFORCED, UNBREAKABLE.
- registerUnbreakable(Block / ResourceLocation) — bedrock-equivalent
- Read-only queries: getMassKg, getBreakSpeedMs, getToughnessUnits —
- isRegistered / unregister for runtime control.
- Thread-safe, idempotent, last-write-wins.
- API_VERSION = 1, covered by SemVer. Anything outside the api package
New — Persistent Config
- Tunables now live in config/sabledestructive-common.toml. Every
- Live auto-reload: edit the TOML on disk and the change applies
- /sable-dv config reset now actually restores defaults (was a no-op
- Config writes are debounced and the watcher ignores its own writes,
New — Hand-Tuned Block Table
- ~70 of the most relevant 1.21.1 blocks — every wood species and the
rather than being lumped into a generic "wood" or "stone" bucket.
- Cherry is softer than oak. Mangrove is denser than spruce. Mossy
fences, doors, trapdoors, signs and pressure plates each get their
own entry.
- All other vanilla blocks continue to use the existing classification
unchanged for blocks not in the override table.
Tweaks
- Modded blocks default break-speed halved (2.0 m/s → 1.0 m/s) — even
explicit values via the new API.
- Modded max break-speed cap halved (V_CLAY → V_CLAY / 2) — modded
registration.
Tooltip
- F3+H now shows "Toughness: N units" instead of
the tooltip — it's an internal physics input, not a durability
measure. N = break-speed × 10.
Documentation
- Full API documentation added to the long Modrinth description,
- New sections covering Persistent Config, the Block Toughness table,
License
- Switched from All-Rights-Reserved to MIT.
No breaking changes for end users. Existing 1.0.0 worlds load as-is.
Disable inertial penetration with
/sable-dv set inertialPenetrationEnabled false
to restore the pre-1.1.0 "one block per contact" behaviour.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode
License
- MIT
Core mechanics
- Universal collision callback wired into every Sable physics block.
- Real kinetic-energy model (mass × v²) decides the outcome of every impact.
- Two destruction modes:
- DETACH (~90%) — affected blocks break off as a smaller independent physics sub-level and keep flying.
- VANISH (~10%) — blocks pulverize into particles + sound when energy exceeds the material's pulverize threshold.
- Outcome is biased by physics: energy ratio, brittleness, and a safety speed ceiling — chances only set the baseline tendency.
- Cluster detach: blocks can break off in chunks, not strictly one at a time.
Block data
- Full mass + toughness table for all 1.21.1 vanilla blocks.
- Modded blocks default to a fragile clay-tier (clamped to 80–1500 kg, ≤6 m/s break speed) so unknown blocks never become indestructible bricks.
- F3 + H tooltip shows "Mass: X kg" and "Impact strength: Y m/s".
Explosions and terrain
- TNT, creepers, end crystals and other vanilla explosions now damage Sable sub-levels through the same path.
- World terrain is also affected, but only via VANISH (never DETACH), so the world never turns into a runaway physics sim.
- Bedrock, barriers, unbreakable blocks and block entities are skipped on the terrain path.
- Toggle terrain damage with the affectOnlySubLevelBlocks config flag.
Visual + audio (fancy VANISH effect)
- 3-layer particles: block-dust with the actual block texture, POOF, and CRIT chips.
- Block break sound + soft "whump".
- Per-tick budgets: 600 particles, 32 effects.
- Spatial + temporal dedup so big simultaneous breaks don't audio-clip.
- Auto-scaling under backpressure; falls back to vanilla levelEvent(2001) if overloaded.
- Toggle with effects and fancyVanishEffect config flags.
Stability and crash safety
- Lock-free offer queue with atomic size counter and epoch-XOR dedup ring (8192 entries).
- Per-tick offer cap (1024) to keep the hot path bounded.
- DETACH is always deferred to a safe inter-tick window — never executed while Sable's physics system is mid-step (this was the historic native-crash trigger).
- Snapshot + rollback, global crash guard, shutdown hook, emergency disable.
- NaN / Inf sanitisation on all impact data and kick velocities.
- Cluster BFS strictly stays within one parent sub-level — no cross-boundary clusters.
- Lifecycle reset on server start / stop / level unload.
Runtime control (op level 2)
- /sable-dv on | off | toggle | status
- /sable-dv config list
- /sable-dv config get <name>
- /sable-dv config set <name> <value>
- /sable-dv config reset <name>
- All tunables are reflected automatically with type coercion and tab-suggest.
Defaults
- enabled = true
- chanceDetach = 0.90, chanceVanish = 0.10, physicsBiasStrength = 0.6
- pulverizeEnergyRatio = 6.0, cleanDetachEnergyRatio = 1.5
- minBreakSpeed = 6.0, absoluteMaxSpeed = 350, detachSafeSpeedCeiling = 100
- maxDetachesPerSecond = 8, maxActiveDetachedSubLevels = 48, detachCooldownMs = 25
- affectOnlySubLevelBlocks = false
- effects = true, fancyVanishEffect = true
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.227+
- Sable 1.1.3+
Credits
- Code: Xylos_Official
- Visuals: Viaquelt
- Built on top of Sable by ryanhcode