promotional bannermobile promotional banner

Sable: Destructive

Sable: Destructive makes Sable physics blocks actually break. Real kinetic energy, inertial penetration, density-aware self-damage, radial shockwaves on heavy hits — fast hammers dig deep into dirt, soft hammers shatter against stone, big drops radiate.
Back to Files

Impact Overhaul - 2.1.0

File namesabledestructive-2.1.0.jar
Uploaded
Jul 20, 2026
Downloads
159
Size
565.1 KB
Mod Loaders
NeoForge
File ID
8472410
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sable-destructive-1524595:8472410"

Learn more about Curse Maven

What's new

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.

This mod has no additional files