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Sable Life

Turn your Create and Sable structures into fully configurable living constructs with custom behaviors, combat, boss mechanics, and modular abilities.
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sablelife-neoforge-1.21.1-v0.1.403.jar

File namesablelife-neoforge-1.21.1-v0.1.403.jar
Uploader
Mingjie_Mingjie_
Uploaded
Nov 9, 2026
Downloads
201
Size
2.3 MB
Mod Loaders
NeoForge
File ID
9527847
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sable-life-1777721:9527847"

Learn more about Curse Maven

What's new

This update brings together the additions and fixes since 0.1.320: Survival Heart Cores, factions and alliances, natural blueprint spawning, entity hitboxes, world-space health bars, and more automation and visual effects.

## Survival Heart Core and Energy

- Added a craftable Survival Heart Core with Survival-mode editing and material-based Energy refueling. Servers can configure accepted material values, module availability, damage limits and cost multipliers.
- Activation health, actual regeneration, attacks and powerful control abilities use their respective Energy rules. The editor shows estimates and formulas; purchased remaining health and stored Energy are retained.
- Blueprints and configuration copies do not duplicate Energy or purchased health. Reaching zero health automatically deactivates the Survival creature.
- Added the Survival Release Tool, limited to Survival Heart Cores. The Data Copier supports all three core types while respecting their editor permissions.
- Administrators may separately enable Survival editing for ordinary Heart Cores. This is independent of the Survival Heart Core's Energy system.

## Targets, factions and automation

- Added a player whitelist that also excludes listed players from All targeting, an Owner target category and per-core target priorities.
- Factions support public/private membership, player invitations, member management and multiple mutually accepted alliances. A creature belongs to one faction. Alliances mainly affect automatic targeting and this mod's friendly-fire rules; they do not automatically grant core editing access.
- Servers can limit faction creation per player. The default is one; administrators are exempt.
- Move Sets can ignore target and health conditions while retaining priority, weight, cooldown, duration, rest and repeat rules.
- Redstone Cores support Move Sets and safe Linear Movement. Their supported modules are enabled by default, with server configuration still available.

## Entity hitboxes and interaction

- Added configurable entity hitboxes with dimensions and offsets. Hybrid is the default, allowing entity and structure damage entry points to share creature health and part-damage rules.
- Optional attraction supports hostile mobs and mobs with retaliation AI. Mobs approach and attack nearby receiver edges rather than crowding the marked center.
- Fixed missed queries at the edges of large hitboxes spanning entity sections. The default active limit is eight per creature and is server-configurable.
- Added Block Interaction with world/structure modes, single/repeated right-clicking, start distance and offsets. It uses the nearest supported block and skips UI interactions such as chests and crafting tables.
- Release tools can operate through applicable entity hitboxes.

## Blueprint spawning and natural spawning

- Blueprint Spawner supports fixed world points, following marked parts, placement origins, start distance, offsets and rotation. Blueprint selections survive deactivation, with actual block-model projection previews.
- Added the Wild Encounter Tool for managing multiple blueprint rules. Core activation is optional, allowing ordinary coreless structures too.
- Rules provide faction and biome selection, ground clearance, open-sky requirements, obstacle removal, population limits, lifetime and no-player cleanup.
- Spawn Density controls successful-spawn cooldown, failed-search retry, candidate positions and spawn distances. Creative players can trigger natural spawning; Spectators cannot.
- By default, all rules share a server-wide cap of 64 tracked objects, with four within a nearby 128-block area. Servers can adjust both caps. Cards show current counts and can clear current objects.
- Release After Spawning removes new objects from rule counts and automatic cleanup. Lifetime 0 only disables lifetime-based cleanup; these are separate settings.
- Spawning avoids a default 64-block horizontal radius around stationary vanilla crafting tables, checking the full blueprint footprint. Servers can change or disable protection. Tables carried by Sable structures do not create protection areas.
- Server-wide spawn announcements support colors, bold, italic and optional coordinates. A server master switch can disable natural spawning.

## Attacks, health bars and visuals

- Lasers gain continuous part-following beams, colors, independent horizontal/vertical sweep speeds and adjustable spacing for extra particles.
- Flamethrower gains a Fan pattern. Attraction gains directional areas and stable intake. Arrow Launcher, Gun and Mortar support custom-item rotation; arrows also offer a camera-facing item option.
- World-space Health Bars support rectangle/rounded styles, dimensions, offsets, visible distance, Always/After Taking Damage visibility and a hide delay. Creature names retain formatting and have independent size and spacing controls.
- Visual Effects adds Energy Gathering, Mechanical Rings, Shield Fracture, Exhaust Plume, Planar Energy Fissures, Echo Rings and `!`, `?`, `!!`, `?!`, `+`, `...` symbols.
- New patterns have color, size, lifetime, speed and following/fixed placement controls. Fixed missing geometric patterns under Photon.
- Mark and volume previews use continuous outlines; Wireless Redstone faces use diagonal stripes. Linear Movement previews show actual block outlines and green/red obstruction status. Target Alignment and Gyroscope use thicker solid arrows.

## Fixes and usability

- Added ordinary Artifice bullet structure-damage handling through its dynamic damage method. This does not establish compatibility with every external weapon or secondary effect.
- Fixed rotation blocked by empty areas of distant structure bounds, missing health-bar names under some shaders, water-edge health-bar compositing, and several input, alignment and paging issues.
- Improved state cleanup when structures are permanently deleted, coreless natural-spawn tracking, detached limbs and identifiable remnants. Added administrator remnant inspection/cleanup commands.
- Ordinary Heart Core mining has Prohibited, Always Allowed and After Death Only modes, with mining drops and explosion destruction controlled separately.
- Reworked both manuals around Usage, Example and Troubleshooting. Getting Started includes step-by-step diagrams and highlights Move Set, Wireless Channel and Wireless Redstone automation.
- Added authored textures for the Wild Encounter Tool, Data Copier and release tools.

Minecraft 1.21.1 / NeoForge / Java 21. Use the same version on clients and servers. Blueprint placement, Arena automatic respawning and natural blueprint spawning require a compatible Sable Photomancy installation; other modules remain usable without those features.

This mod has no additional files