sablelife-neoforge-1.21.1-v0.1.403-fix1.jar
Curse Maven Snippet
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.
This release includes all 0.1.403 changes below, plus the qModeling compatibility fix.
## qModeling compatibility fix
- Fixed a compatibility issue with qModeling that could immediately close its Workspace editor and prevent use of the editing camera.
- Corrected the shared interaction permission check so other mods can temporarily use Spectator mode to open editors on ordinary world blocks and structures without an active Life Core.
- Preserved interaction protection for active Sable Life creatures.
Verified editor opening, model part addition, camera movement and restoration of the original game mode in Creative and Survival, both on ordinary world blocks and assembled Sable structures without an active Life Core. All 155 regression checks passed. This fix addresses the permission conflict described above; other camera mods have not been individually verified.
## 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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

