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1.2
Compatibility
Required content
Changes
Crashy! 1.2 — Schematics, Scaffolding, and Crashes That Hurt
For Minecraft 1.21.1 / NeoForge 21.1+. Requires Sable 2.0.0+ and its dependencies.
The short version: builds are now something you can save to a file, hand to a friend, and rebuild brick by brick — or have a machine build for you. Platforms can hold several objects that come apart separately. And a launched house is no longer scenery to whatever is standing under it.
Schematics
Blueprints are gone; schematics replace them. Same item, same recipe, same registry name, so a blueprint you already own still works — but what it does is different.
- A schematic is a .nbt file in a
schematicsfolder, in the vanilla structure-block format. It opens in a structure block, in Create, in Litematica's converter, and anything those write loads here. - The folder is yours, not the server's. Save a build on somebody else's server and the file lands on your disk, where you can actually do something with it.
- The Schematic Table shows you the build turning slowly in the corner, takes a name for it, and writes it. Stood on its own instead, it lists your folder — pick a file with the mouse wheel, feed it a blank, and it writes a schematic. The progress bar is bytes actually delivered, not a timer.
- Holding one shows the hologram. Right-click a block face to pin the build where it should go. Blocks you have already placed drop out of the ghost as you work, so what is left of it is what is left to do.
- In survival there is no Build button. The hologram is the plan. Its Materials page lists every item the build costs against how many you are carrying — counted as items, not blocks, so a door is one and a double slab is two.
- In creative one button puts the whole thing down at once, already glued.
The Schematic Cannon
The survival answer to a four-thousand-block build. Pin the schematic, drop it in the cannon with some gunpowder, stand chests around it, press go.
It works up from the bottom row, takes each item out of the containers beside it, glues everything it places, and steps over anything already standing rather than clearing it. Run short and it stops, shows you the item it wants, and carries on the moment you supply it.
The Structural Block
Scaffolding that glue runs through but physics does not.
It bonds to its neighbours like any block, so one activator still reaches everything standing on it — and then stays exactly where it is while whatever was resting on it lifts off as its own object.
A platform with four houses used to be one enormous rigid body. Now it is four houses you can throw at each other over a platform that stays put and cannot be broken by the crash.
Crashes hurt what they land on
A launched house used to go through a crowd of zombies without leaving a mark. Damage now comes off the same blast force that blocks are weighed against, so it already accounts for how heavy the object was and how fast it was going — about five hearts for a single block at full launch speed, far more for a tower. It falls off with distance, throws you clear, and goes through an ordinary damage source, so armour and resistance work normally. Fast-moving debris hurts on the way past too.
Independent of the destruction mode on purpose: Indestructible is a promise about the world's blocks, not about you. There is a toggle on the F7 screen, in the config, and a game rule.
What a crash may break is now a datapack's business
Four block tags — indestructible, fragile, reinforced, explosive — decide what survives,
what shatters early, what holds, and what goes off. Bedrock, barriers, spawners and vaults are spared
out of the box. Spawn protection is respected. Two game rules, crashyDestruction and
crashyEntityDamage, switch the whole thing off per world.
Everything else
- Gluing an area, the way Create does it. Right-click two opposite corners; a green box follows your cursor and turns red the moment the selection is one the server would refuse.
- Glue never breaks blocks. Left-click takes the glue off instead, which is where a hand goes to undo something.
- TNT needs a real hit. Below 24 m/s nothing goes off, however close it is — brushing a stack of TNT while parking an airship should scuff it, not level the area.
- Water and lava behave: a crash into water makes a very large splash instead of a crater, and lava sets the crater alight.
- Seven advancements, from picking up glue to landing a hit at sixty metres a second.
- New sounds for the activator, the charge and the table.
- New Launcher texture.
- Settings are in the mods list. Mods → Crashy! → Config, alongside the in-game F7 panel.
- English and Russian throughout.
Notes for updating
Existing worlds keep their settings and pick up the new hurtEntities default, which is on. Turn
it off in [damage] before first load if a world should stay as it was.
Config files already written keep their old values — new defaults do not overwrite them. If a number
mentioned here does not match what you see, it is in your serverconfig/crashy-server.toml.
The schematics folder is made the first time something is saved, next to options.txt in your own
game directory. Drop .nbt files in and they appear in the table's list within a couple of seconds.
Sable is an intrusive, mixin-heavy mod and can conflict with other mods that touch world rendering or chunk handling. If something breaks, check whether Sable alone reproduces it first.
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| crashy-1.21.1-1.2+neoforge-sources.jar | Unknown | 288.25 KiB |
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:fI6t8UEt:BPw32B91"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:fI6t8UEt:BPw32B91"
}

