▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Моды/Sable: Destructive
Sable: Destructive

Sable: Destructive

Sable: Destructive makes Sable physics blocks actually break. Real kinetic energy, inertial penetration, density-aware self-damage, radial shockwaves on heavy hits — fast hammers dig deep into dirt, soft hammers shatter against stone, big drops radiate.

Оцените первым
4.8K
29

Shockwave

Release25.04.2026

Список изменений

Heavy hits now radiate. When a big sub-level slams the ground hard enough, a stylised shockwave rolls outward from the contact point — dust ring, "пшшш" sweep sound, then graded damage by distance.

What changed

  • New: Shockwave effect. Triggered when total impact kinetic energy passes shockwaveMinEnergy (default 250 kJ ≈ 4000 kg @ 11 m/s). Bigger impacts produce bigger waves — radius scales as sqrt(E / shockwaveReferenceEnergy) × shockwaveRadiusMultiplier, hard-capped at shockwaveMaxRadius.

  • 3-tier graded damage:

    • Plants & flowers: trampled out to the full radius. Tall grass, saplings, ferns, mushrooms, sugar cane, lily pads, sweet berry bushes, glow lichen, moss carpets, nether sprouts, roots — all of these get flattened.
    • Leaves: 35% per-block break chance inside the inner 70% of the radius (linear falloff with distance).
    • Weak blocks: only on really heavy hits (≥ 5 MJ by default). 60% chance per block inside the inner 35%, restricted to structurally weak blocks (snow, fire, carpets, candles, redstone wire, vines, wool, hay, cobwebs, torches, ladders) AND capped at shockwaveBlockToughnessCeiling. Nothing serious gets griefed.
  • Visual: 3 expanding rings of POOF + CLOUD particles plus a single block-dust burst sampled from the actual ground colour underneath the impact, so a wave on grass looks green-brown and a wave on sand looks tan.

  • Audio: layered SAND_BREAK + WOOL_BREAK + low-pitched explosion for the satisfying "пшшш … thump" sweep.

  • Crash-safety: shockwave never spawns sub-levels, never touches tile entities, never breaks bedrock-class blocks, all mutations wrapped in try/catch. Failure of the visual pipeline never blocks the destruction pipeline.

New tuning knobs (all auto-persisted to config/sabledestructive-common.toml, all live-reloadable):

  • shockwaveEnabled (default true)
  • shockwaveMinEnergy (default 250000.0)
  • shockwaveReferenceEnergy (default 1000000.0)
  • shockwaveRadiusMultiplier (default 6.0)
  • shockwaveMaxRadius (default 32)
  • shockwaveVerticalRange (default 3)
  • shockwavePlantChance (default 1.0)
  • shockwavePlantRadiusFraction (default 1.0)
  • shockwaveLeafChance (default 0.35)
  • shockwaveLeafRadiusFraction (default 0.7)
  • shockwaveBlockChance (default 0.6)
  • shockwaveBlockRadiusFraction (default 0.35)
  • shockwaveBlockEnergyThreshold (default 5000000.0)
  • shockwaveBlockToughnessCeiling (default 30.0)
  • shockwaveParticlesPerBlock (default 18)
  • shockwaveMaxParticles (default 800)
  • shockwaveSoundVolume (default 1.0)

Compatibility

  • No breaking changes for end users. Existing 1.2.0 worlds load as-is. The Addon API is unchanged (API_VERSION still 1).
  • To completely disable: /sable-dv set shockwaveEnabled false
  • To raise the threshold so only enormous hits trigger: /sable-dv set shockwaveMinEnergy 5000000.0

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.227+
  • Sable 1.1.3+

Credits

  • Code: Xylos_Official
  • Visuals: Viaquelt
  • Built on top of Sable by ryanhcode

License

  • MIT

Файлы

sabledestructive-1.3.0.jar(195.96 KiB)
Основной
Скачать

Метаданные

Канал релиза

Release

Номер версии

1.3.0

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

1.7K

Дата публикации

25.04.2026

Загрузил

ID версии

Главная