Sable: Off-Balance

Makes you fall down if you stand on tilted sublevels, and ragdolls try to balance themselves instead of falling down
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offbalance-2.0.jar

File nameoffbalance-2.0.jar
Uploader
httpedrodevhttpedrodev
Uploaded
Sep 5, 2026
Downloads
86
Size
186.5 KB
Mod Loaders
NeoForge
File ID
8815256
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sable-off-balance-1585364:8815256"

Learn more about Curse Maven

What's new

Changelog

2.0 (August 26, 2026)

This is a big one. The mod grew from "tilted floors knock you over" into a full set of ragdoll combat, looting, and downed-state mechanics.

Knockback

  • Hitting an active ragdoll now shoves it and can tip it off its feet. The blow pushes the body the way the swing went and topples the whole linked assembly about its support, plus a small overall linear kick.
  • Works with plain vanilla melee and with combat overhauls like Better Combat, with no hard dependency on either. The mod reacts to the ragdolled player actually taking damage rather than to any specific attack event, so it does not care how the hit was delivered.
  • New config group knockback: toggle it on or off, scale the overall strength, and choose whether the shove scales with the damage dealt (a heavy weapon hits harder than a fist) or stays fixed.

Hurt proxy (keeps ragdolls hittable by combat mods)

  • Every active player ragdoll now carries an invisible stand-in hitbox. Weapon mods that find their targets by scanning for entities can hit that hitbox, and the damage is passed straight through to the real player. PVP rules, armor, and hit-immunity frames all still apply. Without this, going ragdoll made you immune to those mods entirely. This was made specifically with Better Combat in mind.
  • Mobs that pick a ragdolled player as their target are sent to the body where it actually lies, so they can walk up and land a blow. Pursuit is handed back the moment you stand up, so ragdolling is not a way to shake a chase.
  • New config group hurtProxy: toggle the proxy, toggle the mob retargeting, and tune how far past the limbs the hitbox reaches.

Attacking while ragdolled

  • A ragdolled player can no longer swing at things by default. A body sprawled on the floor has no business landing a sword hit, and combat overhauls happily play the full attack animation and sound from down there. The block covers both the server-side damage and the client-side animation and sound. Again, made with Better Combat in mind.
  • Being hit, grabbing, and dragging are all untouched. Left-click mining is also blocked while ragdolled, since the ragdoll mod uses that key anyway.
  • New config option attackWhileRagdolled (off by default) to allow it.

Limb flailing

  • A conscious ragdolled player's arms and legs now whip around while airborne, whether from a fall or an explosion launch. Unconscious players stay limp.
  • The motion is a pure function of game time, so there is nothing to track or clean up.
  • New config group flail: toggle it and scale the overall strength.

Active balance (conscious ragdolls fight to stay standing)

  • Conscious ragdolled players now struggle to stay upright the way a Euphoria-style physics character would. Legs step to catch the fall, the head is held level, the torso is righted by "core muscles", and a body that is stably standing gets back up on its own.
  • The actuation is all velocity-space and bounded so it cannot explode the near-weightless ragdoll parts, and leg support is gated on real foot contact so it can never levitate a fallen body.
  • On a tilted sub-level the balance treats the deck as the floor, so the ragdoll stands perpendicular to it and resists sliding downhill instead of fighting to be world-upright. This matches the tilted view and entity rendering.
  • New config group balance: master toggle, muscle strength, leg push strength, torso righting assist, deck-relative mode, the deck tilt window where the hold fades out, and a debug logging switch for tuning.

Recovery gate (when a player may leave ragdoll mode)

  • Every way out of ragdoll mode is now its own toggle and set of tunables, and while the gate is on the ragdoll mod's own expiry timers are suppressed.
  • Auto stand-up: a stably standing body ends the ragdoll and pops the player back on their feet, with configurable tilt, speed, and spin limits, a hold time, and (for tilt-triggered ragdolls) a requirement that the floor has leveled back out first.
  • Manual dismount: sneak to get up once configurable posture, speed, and spin criteria hold for a hold time. Submerging in water skips every check and dismounts immediately, matching stock Sable Ragdolls.
  • Failsafe: a player locked in ragdoll too long is force-released regardless of stability, so nobody ever softlocks. Conscious-only by default.
  • On leaving ragdoll, the player's view snaps to where the head was actually aiming rather than the free-look camera direction (new option restoreViewOnExit). This replaced an earlier fix from the July 7 work.
  • A release grace period stops the tilt trigger from immediately relaunching a ragdoll on a still-tilted floor.

Offline ragdolls

  • When a player logs out, their body now stays in the world as an unconscious ragdoll wearing their skin and gear. Other players can right-click it to open its inventory and shift to grab everything.
  • When the player logs back in they return to the body with whatever inventory is left. The live player data is untouched until then, so nothing can be lost to a crash.
  • Curios slots are looted and restored too when Curios is present.
  • Turning the feature off stops new offline ragdolls from being created. Any body already left behind is still returned to its owner on login.

Unconsciousness and knockouts

  • A blow that would kill a player but is small relative to their maximum health now knocks them out cold instead. They stay alive as a limp unconscious ragdoll on low health, one hit from death.
  • A player who is already unconscious always dies for real, so finishing someone off still works. Damage types that bypass invulnerability, like /kill and the void, always kill too.
  • Knocked-out players come to on their own after a timer, or sooner if someone heals them back up past a health fraction. Being out cold gives Blindness so it looks the part from the inside.
  • Other players can go through an unconscious player's inventory (shift-right-click) and force-feed them any food, potion, or consumable (right-click holding it). Force-feeding runs the item through the victim's own use pipeline, so every effect a modded consumable has still applies. The feeder pays the item cost and gets any leftover container back.
  • New config group unconscious with toggles and tunables for all of the above.

Death corpses

  • When a player actually dies, their body is left in the world as a ragdoll holding everything that would have dropped, including Curios and Accessories items. Walk back and shift-right-click the corpse to take your items. You can take from a corpse but never add to it.
  • A corpse is only made for a real death. A blow small enough to knock you out cold never makes one.
  • Striking a corpse shoves it, and after a configurable number of hits it breaks and scatters its remaining items on the ground.
  • By default no corpse is spawned when nothing dropped, so the keepInventory gamerule does not litter the world with empty bodies.
  • Remove any other corpse mod so bodies are not spawned twice.
  • New config group deathCorpse.

Arm grip lock (climbing)

  • New keybind (default V) that latches a ragdolled player's arm grip so it holds on without keeping the grab key held down. Reaching with the other arm needs those same keys, so before this, climbing was impossible. Hold a grab key (sprint for left, jump for right), press the lock key, and that hand keeps holding while the other arm is free to reach for the next hold.

Admin commands

  • New /offbalance command tree (permission level 2):
    • unconscious <targets> [true|false] marks players unconscious or conscious, or queries their state.
    • knockout <targets> puts players out cold where they stand, exactly as a survivable killing blow would.
    • ragdoll <targets> forces players into ragdoll where they stand.
    • getup <targets> force-releases active ragdolls, bypassing the stability gate.

Compatibility

  • Optional Curios integration for offline ragdoll looting.
  • Optional Accessories integration for death corpses.
  • Optional Ragdoll Revive support: a player that mod has "downed" counts as unconscious, so the whole recovery stack leaves them pinned in ragdoll for teammates to revive instead of standing them straight back up.

Other

  • Added a public API surface (OffBalanceCorpses) for other mods.
  • Added a large game-test suite covering knockback, tilted sub-level behavior, the hurt proxy, offline ragdoll inventory, unconscious bodies, and death corpses.

1.1 (July 7, 2026)

Knockback groundwork

  • First pass at the knockback system: hitting a ragdoll shoves it off balance. This grew into the full feature in 1.2.

Better sub-level angle detection

  • The mod now raycasts down through the sub-level to find the face actually under your feet instead of trusting the sub-level's local up axis. Spinning a deck so a former side wall becomes the floor used to read a flat floor as a cliff. Standing a thin deck on its end had the opposite problem. Reading the real surface underfoot fixes the ragdoll trigger, the view and entity alignment, and the balance floor all at once.

Balance improvements

  • The balance controller now tracks the surface actually under the feet each tick, so a body that falls onto other ground or slides onto another sub-level balances against that ground instead of clinging to the deck that first threw it.
  • On leaving ragdoll, the player's view is snapped to where the head was pointing.
  • Standing-still and sprinting now shift the tilt angle at which you fall: planting your feet raises the threshold, sprinting lowers it. New config values standingStillAngleBonus and sprintingAngleReduction.

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