
Sable Hostile Takeover
Hostile mobs attack, break and fight over Sable sublevels. They drive vehicles, fly airships and man turrets and autocannons.
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Список изменений
Sable Mob Interactions 1.1.0
Mobs can now spawn driving custom vehicles. This is the biggest update so far.
Requirements
- Minecraft 1.21.1 with NeoForge
- Create and Sable
- SableCat 1.0.3 or newer (required)
- Simulated, Create Connected and Offroad (needed by the built-in car)
What's new
Mob-driven vehicles
- Vehicles spawn as physics sub-levels with a mob in the driver's seat.
- Pilots drive with the new Mob Transmitter block and can wander, chase and circle players, avoid obstacles and players, and reverse out of jams.
- Pilots respawn if you leave the area or reload the world.
- Cars calibrate their own steering and throttle direction, so most builds drive correctly without setup.
- Each tier has its own max_speed.
Spawn nodes
- Each tier has a node: a road structure that spawns cars nearby.
- Nodes sit on a levelled pad with tapered edges, so they stay clear of trees and hills.
- The pad matches its surroundings: sandstone and sand in deserts, packed mud, red sand and terracotta in badlands, snow in snowy biomes, gravel and stone on stony shores, and dirt and grass everywhere else.
- Nodes only generate in open biomes (plains, desert, savanna, badlands and similar). The list is a biome tag you can edit: sablemobinteractions:vehicle_node_biomes.
- Nodes follow each tier's ring (min_radius and max_radius), and are skipped on steep terrain and near water.
- Nodes fill with cars much faster than before, and cars are placed only on flat, clear ground and no longer spawn inside each other.
- /place structure now works for nodes. It ignores the biome, ring, flatness and sea level checks, so you can place one anywhere for testing.
Custom cars
- Put your own .nbt car files in saves/
/vehicles/ , for example saves/ /vehicles/tier_1_scrap. - They join that tier's pool and are rescanned as files change.
- The built-in car is copied into the tier 1 folder the first time a world needs it. Delete it from that folder if you don't want it in your pool.
- If a tier's folder is empty, the built-in car is installed again so the tier always has something to spawn.
New driving goals
- avoid_water: steers away from deep water and lava.
- avoid_cliffs: steers away from large drops.
- slow_turn: slows down before sharp turns so cars are less likely to flip.
- stay_upright: reduces speed when tilted, and rights a car that has flipped over and stopped.
- Chase and wander now interrupt each other properly.
Commands
- /sablemobinteractions vehicles
- /sablemobinteractions customcars
- /sablemobinteractions clearvehicles
- /sablemobinteractions debugdrive <true|false>
clearvehicles removes only cars spawned by the mod, never vehicles built by players. It needs SableCat.
Fixed
- Cars driving in a straight line while the wheels wiggle.
- Steering flipping direction on cars that drive with the throttle reversed.
- Pilots that never respawned after leaving the area.
- Cars spawning on cliffs, on tree canopies and inside trees.
- Long waits before a node filled with cars.
- A lot of log spam, which now only appears with debug logging on.
Upgrading
- Nodes only appear in newly generated chunks. Existing worlds will see them as they explore.
- If you have your own tier JSON files, add the new goals before unstick: avoid_water, avoid_cliffs, slow_turn, stay_upright.
- If your tier JSON lists the built-in car under structures, set it to [] so it doesn't get picked twice.
- Custom cars live in each world's vehicles folder. They are not copied between worlds automatically.
- Several old test commands were removed.
Файлы
sablemobinteractions-1.1.0.jar(269.13 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
v1.1.0
Загрузчики
NeoForge
Версии игры
1.21.1–1.21.11
Загрузок
32
Дата публикации
27.10.2026
