2.2.0
Compatibility
Changes
Sable: Destructive 2.2.0 — Destruction, Compatibility & Safety
Version 2.2.0 is a large stability, compatibility, balance and visual-effects update for Sable: Destructive. It completes the impact-system overhaul, makes explosions and collisions safer around Sable sub-levels, fixes snow-covered terrain, improves hard-material destruction, prevents several Sable lifecycle crashes and adds a supported API for other mod authors.
The result is a destruction system that is more physical and more spectacular under heavy impacts, while being substantially safer during ordinary gameplay, large explosions, level unloading and repeated collision events.
Major highlights
- Fixed explosions and mine-triggered explosions crashing while scanning Sable plots.
- Fixed explosions producing sound while destruction of affected Sable blocks was skipped after an unsafe plot access.
- Fixed thin snow remaining suspended after the dirt, grass or other supporting terrain below it was destroyed.
- Fixed collision dust being spawned in Sable's hidden plot-storage space instead of the visible parent world.
- Fixed removed sub-levels continuing heat-map splitting and attempting to assemble blocks inside an already removed plot.
- Rebalanced high-toughness finite blocks so the 20–30 toughness range is no longer effectively immortal.
- Preserved meaningful armour behaviour for obsidian, netherite and reinforced materials.
- Improved heavy-impact flash, shockwave, debris, dust-plume, sound and camera feedback.
- Added strict server and client budgets so large destruction events scale down safely instead of flooding the tick or render loop.
- Added the public
SableDestructiveApiintegration surface for weapons, vehicles, explosives and other addons. - Removed normal-shutdown diagnostic spam and filtered harmless Modrinth App launcher disconnects.
Collision destruction and impact physics
- Rebuilt the break decision around a deterministic kinetic-energy and fracture-cost model.
- Impact calculations now account for:
- defender block mass;
- defender material strength and fracture toughness;
- real Sable body mass;
- attacker contact hardness;
- relative impact speed;
- reduced contact mass;
- impact-energy retention;
- the difference between known and unknown attacker materials.
- Fixed inconsistent Sable mass conversion and removed the former second application of
massScale. - Added a capped mass advantage. A huge construction still hits harder, but additional soft blocks cannot provide unlimited armour penetration.
- Added a physical low-speed safety floor. Small blocks dropped from ordinary heights bounce or stop instead of repeatedly drilling through terrain.
- Unknown contact materials are treated conservatively as ordinary material instead of inheriting the defender's hardness.
- Invalid or missing mass, speed and direction values are sanitized before entering the destruction queue.
- Soft attacking faces can damage themselves when they strike a significantly harder surface.
- Damage is block-by-block by default, avoiding the old long layer-shaped trenches.
- Optional penetration now spends actual remaining fracture energy one block at a time.
- Penetration is disabled by default, requires an extreme impact when enabled and is capped at two additional blocks.
- Optional cluster detachment is disabled by default and protected by parent, size, speed, cooldown and active-fragment limits.
- Detached fragments inherit safe motion, receive bounded separation and rebound impulses, and are explicitly woken in Sable's physics pipeline.
- Failed or unsafe detach operations fall back to a controlled VANISH result instead of leaving a half-assembled fragment.
Material balance
- Rebalanced the ordinary finite toughness table so blocks above the stone band can actually fail under proportionate impacts.
- Materials in the former 20–30 toughness dead zone are substantially less resistant than before.
- Mid-strength stone and masonry remain tougher than dirt, snow, leaves and glass.
- Hard materials still require both sufficient speed and sufficient fracture energy; mass alone is not an automatic bypass.
- Extremely fast impacts can gradually relax the contact-material ratio for a known attacker, so finite materials do not become absolutely immortal.
- Unknown attackers cannot use a fabricated huge mass value as a reliable shortcut through the strongest material tiers.
- Obsidian, crying obsidian, respawn anchors, ancient debris, netherite and reinforced deepslate retain dedicated high-tier material entries.
- Bedrock, barriers, command blocks, structure infrastructure, portals and other administrative or immutable blocks remain protected.
- Modded blocks without a dedicated entry receive a bounded fallback based on vanilla hardness, explosion resistance and map-colour density.
- The material cache can be invalidated cleanly when configuration or registry-dependent values change.
Snow and winter-biome behaviour
- Added dedicated fragile-snow classification for snow layers, snow blocks and powder snow.
- Added a snow-specific impact multiplier so light snow gives way before the terrain beneath it.
- Fixed moving Sable constructions passing through the visible snow cover while breaking only the dirt or grass block below.
- When a collision or shockwave removes a supporting terrain block, a thin
minecraft:snowlayer directly above it is now removed in the same tick. - The support cleanup works in both the normal world and plot-local Sable destruction paths.
- Plot-local snow cleanup checks the exact plot bounds before accessing the embedded level, preserving compatibility with older Sable builds.
- Snow cleanup uses the same no-block-drop destruction policy and does not generate an extra vanilla explosion-particle event.
- Full snow blocks and powder snow are not blindly removed merely because a lower block changed; only unsupported thin cover receives the automatic cleanup.
Explosions and mine compatibility
- Hardened the NeoForge explosion path used by TNT, creepers, end crystals, beds, respawn anchors and compatible modded explosives or mines.
- Explosion spheres are now clamped to each Sable plot's real local bounding box before
EmbeddedPlotLevelAccessoris queried. - Empty space outside a plot is never scanned through unsafe negative or unmapped plot chunk indices.
- Removed, missing and partially unloaded sub-levels are skipped safely.
- One broken or stale plot can no longer abort processing for every other Sable construction in the same explosion.
- Per-sub-level and per-outcome exception containment prevents an individual bad target from crashing the complete explosion event.
- Break candidates are collected first and processed from the explosion centre outward.
- A strict maximum-break budget prevents very large explosions from producing an unbounded amount of synchronous plot work.
- Internal explosions use configurable absorption while external explosions use distance-based energy falloff.
- VANISH outcomes remove the block without creating the vanilla block-item drop or duplicate break event.
- Container blocks still spill their inventory contents before being removed.
- DETACH outcomes now queue a real Sable physics fragment with an outward explosion impulse.
- If a fragment cannot be created safely, the result falls back to VANISH rather than silently doing nothing.
- Explosion visuals are transformed from plot-local coordinates to the actual parent-world position.
Heavy impacts, flash and shockwave effects
- Heavy shockwaves now require a substantial falling body and confirmed contact with solid world terrain.
- Impact origin is resolved from the transformed lower centre of the Sable construction instead of an arbitrary storage coordinate.
- Crater radius, depth, debris, knockback and effect strength use bounded mass- and speed-based scaling.
- Craters are processed from the centre toward the rim, keeping their shape coherent if the server break budget is reached.
- Shockwave pressure uses a dedicated effective contact hardness rather than pretending the crater was made by a soft dirt projectile.
- Added a fast contact flash to make the first impact frame readable.
- Added separate dusty and translucent pressure fronts with different expansion speeds.
- Added physical-looking faceted rubble with gravity, world collision, bounce damping and delayed settling.
- Added a rising turbulent dust column and a delayed ground-hugging dust skirt.
- Added secondary debris and dust phases so giant impacts feel like one continuous event rather than a single flat particle burst.
- Added severity-scaled impact boom, low rumble and crater-crack sound layers.
- Added distance-attenuated camera-angle and FOV shake with a fast initial vibration followed by a slower rumble.
- Camera shake, cinematic effects, effect density, crater depth, radius and knockback remain configurable.
- A lightweight classic-effect fallback is used when the cinematic impact suite is disabled.
Dust, particles and coordinate-space fixes
- Collision dust originating from a Sable storage position is now transformed into parent-world coordinates before it is sent to clients.
- Collision dust no longer becomes attached to the moving sub-level that caused the collision.
- Fixed dust appearing in the hidden Sable plot world or colliding with invisible plot geometry.
- Explicit sub-level effects that should move with a live construction still use plot-local coordinates and Sable particle tracking.
- Plot effect payloads are normalized from storage coordinates to valid local coordinates before transmission.
- Invalid or out-of-bounds plot particle positions are rejected instead of reaching client particle physics.
- Improved sub-level particle collision against floors and thin walls using actual block collision shapes.
- Missing client plot chunks or a removed client sub-level no longer crash the render thread.
- Fixed dust and grit settling or bouncing in the wrong coordinate space.
- Fixed particle-atlas handling that could make flash, dust and shockwave sprites look square, clipped or incorrectly centred.
- Added dedicated shader passes for pressure waves, volumetric plume particles and faceted rubble.
- The complete effect suite now uses dedicated shatter, dust, shockwave, spark, flash, grit, pressure, plume and rubble rendering.
Performance and multiplayer
- Collision callbacks only enqueue validated lightweight contact records; destructive world changes remain on the server tick.
- The break queue is lock-free and uses an atomic size counter.
- Added an epoch-based contact deduplication ring to collapse repeated physics callbacks for the same collision.
- Added per-physics-step offer limits, total queue capacity and per-server-tick drain budgets.
- Queue entries belonging to an unloading level are removed without disturbing other dimensions.
- Pending detaches are also cleared when their level unloads or the server stops.
- Repeated nearby break effects use spatial and temporal deduplication to reduce particle and sound stacking.
- VANISH effects have a hard per-tick limit and degrade to reduced audio when the visual budget is exhausted.
- Heavy impacts send one compact deterministic event to each nearby player instead of hundreds of individual particle packets.
- Clients expand that event locally using a shared seed.
- Particle density scales with distance, the configured effect scale and Minecraft's
All,DecreasedorMinimalparticle setting. - Added a shared per-tick client spawn budget.
- Simultaneous long-lived heavy-impact sequences are capped.
- Players outside the effect range do not receive the impact payload.
- Dedicated servers do not load client-only particle, shader, camera or configuration-screen classes.
Crash and lifecycle safety
- Fixed
Sub-level assembly attempted inside plot of already removed sub-level. - Added a compatibility mixin that cancels Sable heat-map
tick()andsplit()operations after their owner sub-level has been removed. - Added repeated
isRemoved()checks before plot access, cluster assembly, fragment registration and final impulse application. - Added a short break-immunity window for newly detached fragments to prevent immediate recursive re-splitting.
- Despawn and level-unload cleanup clears tracked fragments, queues, effect state and shockwave state.
- Explosion and collision handlers contain failures locally and continue processing safe work.
- High error rates temporarily disable destructive processing for 60 seconds instead of allowing a runaway failure loop.
- Destruction automatically resumes after the emergency-disable window expires.
- Normal game shutdown no longer creates
sable-destructive-shutdown-*.log. - Genuine uncaught failures create at most one
sable-destructive-emergency-*.logper process. - Emergency reports retain the useful thread, uptime, queue, dedup, processed-event and error-rate counters.
- Harmless Modrinth App
Theseus RPCSocketException/UncheckedIOExceptiondisconnects are recognized as external launcher shutdown noise and ignored. - A failed report write can be retried by a later genuine emergency.
Block removal and inventory safety
- Centralized collision, shockwave, explosion and public-API block removal through
ImpactBlockBreak. - Blocks destroyed by Destructive do not drop a duplicate block item.
- Vanilla level event
2001is avoided, preventing duplicate vanilla explode-block dust on top of the custom effect. - Block entities are removed defensively.
- Randomizable containers unpack their loot table before destruction.
- Chests and other containers spill and clear their contents instead of deleting inventory data.
- World and plot-local removal share the same safety rules.
- Thin snow support cleanup is now part of this central path, so future integrations receive the fix automatically.
API and compatibility for other mod authors
- Added
com.destroynautics.sabledestructive.api.SableDestructiveApi. - Added stable API version constant
API_VERSION = 2_2_0. - Added
isEnabled()for checking whether destructive processing is active. - Added
evaluateImpact(...)for obtaining the complete deterministic break verdict. - Added
canBreak(...)for simple material, mass and speed checks. - Added
destroyWorldBlock(...)for safe no-block-drop world destruction. - Added
destroySubLevelBlock(...)for safe plot-local destruction using Sable local coordinates. - Other mods no longer need to access the internal break queue, explosion handler or plot-storage conversion details.
- The shared destruction API preserves container contents, protected blocks, snow-support cleanup and the common no-duplicate-particle policy.
- Public integration is intended for weapon, mine, bomb, vehicle and structural-damage addons.
Configuration and defaults
- Kept persistent configuration in
config/sabledestructive-common.toml. - The
/sable-dv config panelexposes the important gameplay and visual controls. - Layer penetration and multi-block detach ship disabled by default for stable block-by-block damage.
- Explosion handling, shockwave terrain damage, falling dust and heavy-impact effects can be controlled independently.
- Material ratio, self-damage, queue capacity, per-tick budgets, fragment limits and safety ceilings remain tunable.
- Added a safe world-space collision-dust default.
- Snow receives a dedicated default impact multiplier without weakening the supporting terrain.
Compatibility
- Minecraft 1.21.1
- NeoForge 21.1.243 or newer
- Sable 2.0.3 or newer
- Java 21
- Client, integrated server and dedicated server supported
- Mod version:
2.2.0 - Public API version:
2_2_0
Verification
- Clean Gradle build completed successfully.
- 7 deterministic impact-physics regression tests passed.
- 0 test failures.
- 0 test errors.
- Final artifact:
sabledestructive-2.2.0.jar. - SHA-256:
368C8DC576EF70A7803B4DF9DB46C6C4CA01F093AD04FA0243E714A10A717C43.
Upgrade notes
- Remove the previous Sable: Destructive JAR before installing 2.2.0.
- Install only one version of Sable: Destructive.
- Fully restart Minecraft or the dedicated server after replacing the file.
- Do not hot-swap the mod while a world or server is running.
- Existing configuration files remain supported; review the new defaults if upgrading from an older aggressive penetration setup.
Sable: Destructive 2.1.0 — Impact Overhaul
Version 2.1.0 rebuilds collision damage, heavy landings and destruction effects around a safer material-and-energy model. Small accidents remain small, while genuinely massive impacts can tear structures apart, fracture ordinary hard materials and leave a convincing crater.
Highlights
- Reworked damage into block-by-block structural failure instead of long layer-shaped trenches.
- Added cinematic giant-impact sequences with a contact flash, expanding shock fronts, ballistic rubble, an upward dust plume and delayed settling dust.
- Added three new custom shaders for pressure waves, volumetric dust plumes and faceted rubble. The mod now uses nine dedicated particle shaders.
- Added distance-attenuated camera and FOV shake with a fast impact kick followed by a slower ground rumble.
- Added circular, severity-scaled craters and stronger heavy-impact pressure damage to world terrain.
- Added client-side LOD and compact event networking to keep large effects practical in multiplayer.
Damage and material balance
- Replaced the previous mass heuristic with a deterministic kinetic-energy, reduced-mass and material-toughness model.
- Added a low-speed safety floor: dropping a normal stone block from roughly two blocks no longer makes it drill toward the bottom of the world.
- Disabled layer penetration by default. Optional extreme-impact penetration requires at least 20 m/s and is capped at two additional blocks.
- Disabled multi-block cluster detach by default so normal damage progresses one contact block at a time.
- Added a capped mass advantage. Adding more grass or another soft material no longer turns it into an armour-piercing projectile.
- Added attacker self-damage when a soft contact face hits a much harder defender.
- Rebalanced every finite ordinary toughness tier. Stone, metal, obsidian, netherite and reinforced blocks can fail under a proportionate impact instead of behaving as immortal blocks.
- Bedrock, barriers, command/structure blocks and portal infrastructure remain intentionally protected.
- Fixed Sable body-mass conversion and removed an accidental second application of
massScale. - Fixed explosion DETACH so it creates an actual physics fragment instead of silently deleting the block.
Giant-impact effects
- Heavy landings now require confirmed contact with solid world terrain.
- Impact origin is calculated from the transformed bottom centre of the falling Sable body.
- Added a fast dusty shock ring and a separate translucent pressure front.
- Added physical rubble with gravity, world collision and damped ground bounces.
- Added a long-lived rising plume with turbulent drift, expansion and gradual opacity loss.
- Added delayed skirt dust and secondary fragments after the initial collision.
- Added severity-scaled boom, low rumble and crater-crack sound layers.
- Fixed shader atlas handling that could make dust and shockwave sprites appear square, clipped or incorrectly centred.
- Dust and grit now collide and settle in the correct coordinate space, including particles attached to moving Sable sub-levels.
Performance and multiplayer
- A heavy impact now sends one compact deterministic event to each nearby player instead of hundreds of individual server particle packets.
- Particle density scales with distance and the player's Minecraft particle setting.
- Added a shared per-tick client spawn budget and a limit on simultaneous impact sequences.
- Existing server FX budgets, spatial deduplication and destruction queue limits remain active.
- Dedicated servers do not load client-only shader or screen classes.
Configuration
The /sable-dv config panel screen now includes controls for:
- Epic heavy-impact effects
- Camera shake enable/disable
- Camera shake strength
- Impact FX density
- Maximum shockwave radius up to 48 blocks
- Crater depth and knockback
- Material gates, self-damage and optional penetration
Settings remain persistent in config/sabledestructive-common.toml.
Compatibility and installation
- Minecraft 1.21.1
- NeoForge 21.1.235 or newer
- Sable 2.0.3 or newer
- Java 21
- Client and dedicated-server compatible
Remove the previous Sable: Destructive JAR, install sabledestructive-2.1.0.jar, and fully restart the game or server. Do not hot-swap this update.
Verification
- Clean Gradle build completed successfully.
- 7 deterministic physics regression tests passed.
- 0 test failures and 0 test errors.
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:s8kSCCgD:OdjEhksA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:s8kSCCgD:OdjEhksA"
}

