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Sable: Sure Footing

Fixes issues around high velocity sub levels and player/entity orientation, movement

Download v1.2.1
  • Redstone
  • Mobs
Before

Before

Jumping on a spinning contraption does not preserve momentum to the sable

A tiny NeoForge 1.21.1 mod for Sable that keeps you moving with a contraption while you jump, so you land where you took off — including on rotating platforms.

WhatSideHow
You (jumping, walking)ClientCarry through jump arcs + frame-rotate velocity
Non-player entities (item drops, XP orbs, mobs, boats…)ServerSame carry state machine, plus tracking is seeded when an entity spawns over a contraption (dropped items pop upward and would otherwise never catch a fast deck). Projectiles are excluded — Sable already gives them launch velocity, and frame-locking would bend their flight.
Particles (smoke, flames, block breaking…)ClientSable frame-locks particles but releases them after 0.5 blocks of drift with a one-shot linear velocity — rising smoke gets flung tangentially. We re-anchor tracked particles every tick while they stay near the contraption.

On a server without the mod, the player and particle fixes still work for clients that have it; the entity fix needs the mod on the server.

Config (config/surefooting-client.toml)

OptionDefaultMeaning
enabledtrueToggle the fix
rotate_jump_velocitytrueRotate your airborne velocity with the sub-level's frame, so a jump aimed across a spinning platform lands where you aimed
rotate_ground_velocitytrueRotate your walking momentum with the frame too, cancelling most of the sideways (Coriolis-like) pull when moving on a fast spinner
jump_rotation_strength1.16Multiplier on the airborne rotation; 1.0 aligns to the frame but trails it slightly while your velocity is applied, values above add lead so cross-jumps stay accurate at any constant spin rate (default tuned in-game)
ground_rotation_strength2.25Multiplier on the grounded rotation; higher values also compensate per-step lag on fast spinners (tuned in-game — 2.2–2.3 walks straight), lower toward 1.0 if you curl into the spin
carry_timeout_ticks60Max airborne ticks to stay in the contraption's frame
exit_distance_blocks4.0Stop carrying once this far outside the sub-level's bounds
anchor_particlestrueKeep particles anchored to the contraption they spawned on while they stay near it
debug_loggingfalseLog carry transitions and per-jump landing offsets
Downloads
2.1k
Followers
19
Version
v1.2.1
Updated
1mo ago
Created
1mo ago
Loaders
neoforge
Game versions
1.21.1
License
MIT License
SourceIssuesModrinth