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Моды/Sable: Off-Balance
Sable: Off-Balance

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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An add-on for Sable Player Ragdolls that turns ragdoll mode into a real physical state with consequences.

Everything below is on by default and can be turned off or tuned in the config. Server settings live in the SERVER config; view and rendering settings live in the CLIENT config.


Falling off tilted sub-levels

Stand on a Sable sub-level that tilts past a threshold and your player drops into ragdoll.

  • The mod raycasts down through the sub-level to find the face actually under your feet, so a deck spun so a former wall is now the floor reads as flat, and a steep deck reads as steep.
  • Standing still raises the angle you can take before falling. Sprinting lowers it.
  • After any ragdoll ends there is a short grace period before the tilt trigger can throw you again, so you get a moment to scramble clear of a still-tilted floor.

Config group: ragdoll (ragdollAngle, standingStillAngleBonus, sprintingAngleReduction).

Tilted view and entity rendering

  • Your first-person view (and your aim) tilts to line up with the surface you are standing on, with configurable smoothing.
  • Other entities render aligned to the surface normal of the sub-level they stand on.

Config group: rendering (viewTilted, entitiesTilted, smoothSpeed).

Active balance

While a conscious ragdolled player has their feet near the ground, the body fights to stay standing the way a Euphoria-style physics character would.

  • Legs step to catch the fall and stagger toward the capture point.
  • The torso is righted by tunable "core muscles", the head is held level, and the arms windmill harder the more unstable the body is.
  • Leg support only pushes while a foot is actually touching ground, so it can never levitate a fallen body, and all of it is bounded so it cannot blow the light ragdoll parts apart.
  • On a tilted sub-level the deck is treated as the floor: the body stands perpendicular to it and resists sliding, up to a configurable tilt, then gives up and tumbles down the slope past a second configurable tilt.
  • A body that stays stably standing gets back up on its own.

Config group: balance.

Limb flailing

A conscious ragdolled player's arms and legs whip around while airborne, from a fall or an explosion launch. Unconscious players stay limp. Pure visual juice.

Config group: flail.

Knockback

Hitting an active ragdoll shoves it and can tip it off its feet.

  • The blow pushes the body the way the swing went and topples the whole linked body about its support, plus a small linear kick, plus an extra kick on the limb that was struck.
  • Optionally scales with the damage dealt, so a heavy weapon knocks harder than a fist.
  • Reacts to the ragdolled player taking damage rather than to a specific attack event, so it works with vanilla melee and with combat overhauls alike, with no hard dependency.

Config group: knockback.

Hurt proxy

A ragdolled player's own entity is deliberately un-hittable by design, and combat mods that find targets by scanning for entities cannot touch it. This add-on puts an invisible stand-in hitbox on every active ragdoll. This is made with specifically BetterCombat in mind, but also allows mobs to attack ragdolled players.

  • Weapon mods hit the hitbox, and the damage passes straight to the real player. PVP rules, armor, and immunity frames all still apply.
  • Mobs that target a ragdolled player are sent to where the body actually lies so they can land a blow, and pursuit is handed back the instant you stand up.

Config group: hurtProxy.

Attacking while ragdolled

Off by default, a ragdolled player cannot attack. Both the server-side damage and the client-side animation and sound are blocked, so a combat overhaul does not play a full sword combo from a body on the floor. Left-click mining is blocked too. Being hit, grabbing, and dragging still work. Again, this was all made with BetterCombat in mind.

Config option: attackWhileRagdolled.

Recovery gate

Every way out of ragdoll mode is its own toggle and set of tunables. 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 you back up. Configurable tilt, speed, and spin limits and a hold time. For tilt-triggered ragdolls, the floor must have leveled back out first.
  • Manual dismount: sneak to get up once configurable posture, speed, and spin criteria hold. Submerging in water dismounts immediately.
  • Failsafe: a player locked in ragdoll too long is force-released regardless of stability, so nobody softlocks.
  • View on exit: your view snaps to where the head was actually aiming rather than the free-look camera direction.

Config group: recovery (with standUp, manualDismount, and failsafe sub-groups).

Offline ragdolls

When a player logs out, their body stays in the world as an unconscious ragdoll wearing their skin and gear.

  • Right-click the body to open its inventory. Shift to grab everything.
  • Curios slots are looted too when Curios is present.
  • When the player logs back in they return to the body with whatever inventory is left. Their live data is untouched until then, so a crash cannot lose anything.
  • Turning the feature off stops new offline bodies from being made. Existing ones are still returned to their owner on login.

Config option: offlineRagdollEnabled.

Unconsciousness and knockouts

A blow that would kill a player, but is small relative to their maximum health, knocks them out cold instead of killing them.

  • 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 works. /kill and the void always kill too.
  • Knocked-out players wake on their own after a timer, or sooner if someone heals them past a health fraction.
  • Being out cold gives Blindness so it reads from the inside.
  • Other players can shift-right-click an unconscious body to go through its inventory (both ways), and right-click it holding any food, potion, or consumable to force-feed it. The fed item runs through the victim's own use pipeline so every effect still applies, and the feeder pays the cost and gets any leftover container back.
  • This applies to any unconscious player who is still online. Offline bodies use the offline-ragdoll handling above.

Config group: unconscious.

Death corpses

When a player actually dies, their body is left as a ragdoll holding everything that would have dropped, including Curios and Accessories items.

  • Shift-right-click the corpse to take your items back. You can take from a corpse but never add to it.
  • A corpse is only made for a real death, never for a knockout.
  • Striking a corpse shoves it, and after a configurable number of hits it breaks and scatters its remaining items.
  • By default no corpse spawns when nothing dropped, so keepInventory does not litter the world with empty bodies.
  • Remove any other corpse mod so bodies are not spawned twice.

Config group: deathCorpse.

Admin commands

/offbalance (permission level 2):

CommandEffect
unconscious <targets> [true|false]Mark players unconscious or conscious, or query their state
knockout <targets>Put players out cold where they stand
ragdoll <targets>Force players into ragdoll where they stand
getup <targets>Force-release active ragdolls, bypassing the stability gate

Example Videos

If you are building a modpack

you might be interested in some of my other mods for modpacks: AttributeSetter RPGDamageOverhaul FoodAttributes

Or Claims n Raids for servers/smp!

Партнёрский материал

Как поиграть с друзьями с модом Sable: Off-Balance?

Мод Sable: Off-Balance куда интереснее в компании: поднимите сервер Майнкрафт с уже установленным модом, позовите друзей и играйте по своим правилам. Хостинг Майнкрафт для мода Sable: Off-Balance будет готов за пару минут - BungeeHost сделает всё за вас.

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Minecraft: Java Edition

1.21.x

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Опубликован:2 месяца назад
Обновлён:1 неделю назад
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