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v1.0.1
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Sable Mob Interactions v1.0.1
The first release. Hostile mobs, vanilla or modded, can now genuinely see, target, and damage Sable sub-levels: ships, airships, rovers, and anything else built on Sable's sub-level system.
Highlights
- Vanilla mobs, properly tuned. Skeletons fire real arrows, Drowned throw tridents, zombies punch through hulls, creepers explode near your vessel (toggleable), guardians charge a beam, and Endermen make off with your decor (toggleable).
- Any mod's mobs, automatically. A generic fallback goal gives any other hostile mob a real target and steps back, letting its own attack AI (melee, ranged, or a fully custom weapon system) fire naturally, with zero code required from that mod's author. Tested against Scorched Guns Neoforged's gunner mobs.
- Any mod's projectiles, automatically. Arrows, tridents, bullets, and anything else extending vanilla's Projectile class correctly damage sub-level blocks on impact, regardless of who fired them.
- Stuck-projectile culling. Arrows and other projectiles that embed in a sub-level block are automatically cleaned up a short time after impact, rather than persisting indefinitely and adding tracking overhead to a moving sub-level. Normal terrain hits are unaffected.
- Ship-aware targeting. Sub-levels only become valid targets if they contain real propulsion/structural parts (a configurable block tag) and have a player nearby, so idle player builds stay safe by default.
- Optional deep compatibility. Create: Big Cannons' own block armor system scales how many hits a block takes to break, if installed.
- Fully configurable. Search radius, attack range, fire rate, hit thresholds, creeper griefing, Enderman theft, ship-detection strictness, player-presence range, and more, all editable from the in-game config screen.
- A public API for other modders. Implement
SubLevelAttackeron your own mob for tighter, purpose-built control instead of relying on the generic fallback.
Requires
Everything else, Create, Create Aeronautics, Create Submarine, Create: Big Cannons, is optional and only enhances specific behaviors when present.
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:8Li3hjCn:OZ9o01JB"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8Li3hjCn:OZ9o01JB"
}

