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Sable: Sublevel Detection

by GreyTSS

A sensor that gives you Redstone and optionally CC: Tweaked feedback to the occupancy state of your Sable sublevels.

  • Physics
  • Redstone

Sable listing

  • The latest release requires Sable.

 

Sable: Sublevel Detection

Dead Man's Switch

Sable 2.0.0+ Required (Tested 2.0.5)

 

 

This mod adds two new redstone component with direct interaction with Sable sublevels.

Occupancy Sensor:

  • Emits a redstone signal when players are standing on the same Sable sublevel that the sensor occupies.
  • Can be inverted with an empty right-click to provide a signal when unoccupied instead.

Seated Occupancy Sensor:

  • Emits a redstone signal when players are seated on the same Sable sublevel that the sensor occupies.
  • Does not interact directly with seat objects, but with the sublevel as a whole
  • Can be inverted with an empty right-click to provide a signal when unoccupied instead.

Sensor Swapping:

  • Each sensor contains a very similar recipe, with a single unique item per sensor serving as the only difference.
  • You can easily swap between sensors by right-clicking with a different sensor's unique item, automatically switching the type of sensor and ejecting the old unique item.

   

This mod was developed around the concept of a Dead Man's Switch. Simply place the Occupancy Sensor next to a clutch, providing rotational power to your mode of propulsion, and set it to inverted mode. Now when you leave the vessel, it will register as unoccupied and the redstone signal from the sensor will shut off power from your engine.

    While this may seem simple, the possibility for usage goes deeper than it seems, especially when augmented with the optional CC: Tweaked support. If CC: Tweaked is installed, you can wrap the occupancy sensor through the Peripheral API and gain access to 5 new functions in CraftOS.

    • getOccupancyCount() - Returns an integer of how many players are currently occupying the sublevel.
    • getOccupantsNames() - Returns a table containing every occupant's in-game name.
    • getOccupantsUUIDs() - Returns a table containing every occupant's UUID.
    • getInversionState() - Returns a boolean denoting whether the sensor is currently inverted.
    • setInversionState(boolean) - Alters the inversion state of the sensor.

Using these functions, this sensor transcends simple redstone logic and allows you to use sublevels as a way to query regional game state, automating logistics based on if someone is present and who. 

A few examples of this could be:

    • A Create: Coasters Simulated rollercoaster that automatically starts a countdown once a specified amount of passengers have boarded
    
    • A cafe that keeps track of new customers waiting to be tended to.
    
    • A parkour course with platforms that start to move as a player lands on them.
    
    • A cockpit whose door only opens once the Captain's UUID is present on board.
 
    • A home where every room's floor is a unique sublevel, allowing a security system to tell you exactly what room an intruder is in.
    

There are plenty of vessel protocols, minigames, home automations, and roleplay applications that are opened up by this little block.

This is my first mod ever, and as such, there may be some unforeseen bugs. Please provide any relevant details, screenshots, videos, or steps to reproduce it in a GitHub ticket should you stumble across one.

Credit to Tefra_K for art.

Downloads
64
Followers
n/a
Latest version
vsable_sublevel_detection-1.1.jar
Updated
2d ago
Published
Aug 27, 2026
Loaders
NeoForge
Game versions
1.21.1
License
See CurseForge
Source Open on CurseForge
Sable: Sublevel Detection · Sable Addons