Tags
Creators
Details
All versions
v1.1.0
Release
Sable Mob Interactions v1.1.0last week 96
Compatibility
Minecraft: Java Edition
1.21.1–1.21.11
Platform
NeoForge
Supported environments
Client and server
Required content
Unavailable version
Unavailable version
Unavailable version
Unavailable version
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Unavailable version
Changes
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/<world>/vehicles/<tier>, for example saves/<world>/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.
Optional dependencies
Unavailable version
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:QnQhco9i"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8Li3hjCn:QnQhco9i"
}

