crashy1.21.1_1.3neoforge.jar
Curse Maven Snippet
What's new
Crashy! 1.3
Four small things, three of them about how a crash meets the world it lands in.
Added
Cobweb stops a physics object, the way it stops you. A launched house going through a web at eighty metres a second and not noticing is the sort of thing that makes the physics read as a separate game running next to Minecraft. A body in cobweb now has its speed dragged to a quarter horizontally and a twentieth vertically every tick, which is exactly what vanilla does to a player, and its spin is dragged with it — an object that keeps tumbling inside a web looks worse than one that keeps moving.
Bodies bigger than a 4096-block box are not checked. The scan is per body per tick and has to be bounded somewhere, and a cobweb does not plausibly stop a cathedral either.
cobwebStopsObjects and cobwebDrag in the config.
A charge going off leaves the ground burning. Vanilla TNT does not normally start fires, but a crash that sets off two dozen at once and leaves a clean crater has always looked wrong. Spots around each charge that could hold a fire on their own now catch, at a third by default: never floating, never on water, and the whole crash shares one budget of forty-eight, so a chain does not set light to the county.
Fires are never lit next to a charge that survived the sweep. Fire would prime it, and a primed TNT is a vanilla explosion — which deletes the blocks around it. The whole reason this mod consumes charges by hand is so that never happens.
blastFireChance in the config; 0 turns it off.
Fixed
"Received a sub-level movement packet for a non-existent sub-level", by the hundred. Sable sends body creations and body movement over two different transports, so a burst of creations lets the movement stream overtake them, and the client logs that line once per body per tick until it catches up. 1.2 made this easy to hit: structural blocks let one activation create up to 256 bodies in a single tick.
An activation now hands the physics engine eight objects a tick and queues the rest, so the two
streams stay in step. objectsPerTick in the config if eight is the wrong number for your connection.
This does not remove the race from Sable, it stops us walking into it. If the line still appears in quantity, the next place to look is debris: a big crash creates hundreds of one-block bodies at once too.
Notes
On TNT going off from a nudge: that was fixed in 1.2 — minDetonationSpeed, 24 m/s by default,
below which no charge goes off however close it is. Re-checked this release: the speed gate covers
every path a crash can reach a charge through, including the chain that spreads to neighbouring ones,
since they all come from the same sweep. If you are still seeing charges go off from a light touch,
the value in your world's serverconfig/crashy-server.toml is the thing to look at — config files
written before 1.2 keep their old contents, and new defaults never overwrite them.
Existing worlds pick up the two new sections with their defaults on first load.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

