Ai Sable

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Ai Sable

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Adds AI to create and participate in battles.

Mod Loaders
Minecraft

About

Description

SableAi 0.3.40 — CurseForge description and guide

**SableAi** adds AI control to vehicles assembled with Sable in Minecraft 1.21.1. Place an AI Center on a vehicle, define its forward direction, and connect propulsion and weapons. The vehicle can find enemies, move, aim supported weapons, and attack. Ground vehicles, fixed-wing aircraft, VTOL craft, and space vehicles are supported.

One center can control connected parts of the same Sable vehicle. The mod can discover Create Big Cannons mounts and Synaxis Compact Flaps, control compatible motors and redstone inputs, and use supported CreateArms launchers. There is also experimental aiming and standard bomb release support for Mianbao Modern Warfare. Actual flight and combat still depend on a working physical build, engine, ammunition, and loaded chunks. The AI Center cannot make an incorrectly assembled propeller or wing produce thrust or lift.

**Requirements:** Minecraft 1.21.1, NeoForge 21.1.228+, Java 21, and Sable 2.0.5. Create Big Cannons 5.11.7, Synaxis 1.4.3–1.5.x, and CreateArms 1.0.x are optional dependencies for their respective features. Install SableAi on both the server and the client. There are no crafting recipes for SableAi items yet; use Creative mode or `/give`.

## Quick start

1. Assemble a physical vehicle with **Sable**. The AI Center must be on an assembled Sable vehicle, not on ordinary stationary world blocks. Connected turrets and sections can share one center.
2. Get `sableai:ai_center` and `sableai:control_wand` from the **SableAi** Creative tab. Place the AI Center on the vehicle and right-click it with the wand to create and select its AI. Right-click again to select an existing center. Shift-right-click the center to cycle **Wait → Attack → Retreat**.
3. Look horizontally **from the tail toward the nose** and run `/sableai heading`. The AI uses this direction as the vehicle's forward axis.
4. Run `/sableai scan`, then `/sableai status`. Status reports detected guns, drives, flaps, thrust, target tracking, and reasons a gun is not firing.
5. With your center selected, right-click an **ordinary hull block** of another vehicle, or a player, with the wand to mark an enemy. Shift-right-click marks a friend. Click the hull rather than the other vehicle's AI Center or gun mount, which have separate wand actions.
6. Run `/sableai attack`. For a fight between two AI vehicles, set both to Attack. `/sableai next` repeats the current setup hint; `/sableai skip` skips a hint without configuring anything.

## Build a fixed-wing aircraft

1. Build a Sable airframe with a real forward propeller or engine and wings that can lift the vehicle. Leave enough space for the takeoff run. First verify manually that the propulsion and wings actually work; the AI cannot fix an aircraft without enough thrust or lift.
2. Place an AI Center on the main hull, select it with the wand, look along the nose, and run:

   ```text
   /sableai chassis air
   /sableai vtol off
   /sableai heading
   /sableai flaps on
   /sableai scan
   ```

   `/sableai heading` saves your manual forward direction. `/sableai autoheading on` allows automatic forward detection from a gun again if you want that instead.
3. Connect propulsion. If redstone enables the propeller through a directional gearshift, look in the direction of thrust and right-click the **gearshift face** where a virtual redstone block should appear. A single virtual output on a fixed-wing aircraft is treated as the propeller control. Shift-right-click that face to unbind it. Alternatively, right-click a compatible engine with the wand, or place `sableai:ai_output` beside its redstone input and bind that output. You can obtain this optional output block with `/give @s sableai:ai_output`.
4. Build Synaxis Compact Flaps with actual assembled wing surfaces. Automatic roles use the front horizontal pair for roll, the rear horizontal pair for pitch, and a vertical tail surface for yaw. A one-block wing can work **if Synaxis reports it as assembled**. After `/sableai scan`, check the “Synaxis flaps” line in `/sableai status`: a detected but unassembled flap cannot steer the aircraft.
5. If automatic roles are wrong, right-click the AI Center with the wand again, then click the flaps in this order: front left, front right, rear left, rear right, tail left, tail right. Chat tells you the next step after each click. You may omit the second tail flap if the aircraft has only one. `/sableai flaproles auto` restores automatic role assignment.
6. Build and load forward-facing Create Big Cannons guns. `/sableai guns all` connects detected mounts. A normal CBC Cannon Mount can aim independently. A Fixed Cannon Mount keeps its configured angle and needs the whole aircraft, or a Synaxis-driven turret, to turn toward the target. Autocannons fire only when the calculated trajectory is safe and CBC's own reload allows another shot.
7. Mark an enemy, run `/sableai attack`, and check `/sableai status`. During takeoff the flight stage should say `runup`, the redstone signal should reach the drive, and the propeller should spin. Once airborne, the AI begins its attack. If the target moves behind the aircraft, the AI may temporarily reduce thrust at a safe altitude to turn back; close to the ground it keeps propulsion for recovery.

`/sableai takeoffSpeed 8` sets the takeoff speed threshold, and `/sableai altitude 20` sets the normal flight height. `/sableai turnSpeed 15` raises the requested turn rate, but the actual turn remains limited by the vehicle's physics, flap authority, and the controller's internal cap. `/sableai speed` is a base speed setting: air combat adjusts its speed request for pursuit and turn-back, so it is not a hard propeller speed limit.

## Tank, anti-air, and rocket artillery

1. Assemble a Sable hull with working wheels or tracks and a drive. Place and select an AI Center, look toward the front of the vehicle, and run `/sableai heading`.
2. Run `/sableai chassis tank` and `/sableai scan`. If needed, bind a compatible engine by right-clicking it with the wand. `/sableai status` shows what was found and whether it receives a movement command.
3. Build and load a CBC gun, then run `/sableai guns all`. For a rotating turret with a Fixed Cannon Mount, Shift-right-click its mount to select that gun, then right-click the Synaxis motors for turret traverse and elevation. The motors must physically connect the turret to its base.
4. Mark an enemy and run `/sableai attack`. For example, `/sableai distance 120` sets a preferred engagement range and `/sableai speed 6` sets ground travel speed. `/sableai role pvo` selects airborne targets, `/sableai role rszo` selects ground targets, and `/sableai role tank` restores the normal role.

For supported CreateArms launchers, use `/sableai missiles all`. Launches still require their normal ammunition and must satisfy `/sableai missileMinRange` and `/sableai missileMaxRange`. `/sableai bombs on` enables experimental automatic release of a supported standard Mianbao bomb rack above a target. Other Mianbao weapons do not automatically fire just because the AI has selected a target; a remote weapon station still needs its normal redstone firing signal.

## VTOL and space vehicles

For a helicopter or VTOL craft, build a working vertical drive, bind its upward thrust direction, and use `/sableai chassis air`, `/sableai vtol on`, and `/sableai altitude 20`. Check altitude, vertical speed, and power delivery in `/sableai status`. Use `/sableai vtol off` to return to fixed-wing behavior.

For a space vehicle, use `/sableai chassis space`, define forward with `/sableai heading`, connect working engines, and set `/sableai chassisGravity 0` if appropriate. This command changes the AI's gravity compensation; it does not remove world gravity. Connect guns and designate targets as for a ground vehicle.

## Useful commands and troubleshooting

| Command | Purpose |
| --- | --- |
| `/sableai wait`, `/sableai attack`, `/sableai retreat` | Set the selected vehicle's mode |
| `/sableai scan` | Refresh component discovery |
| `/sableai guns all` | Connect all detected CBC guns |
| `/sableai status` | Show movement, targeting, and firing diagnostics |
| `/sableai enemies ai` | Target enemy AI vehicles |
| `/sableai enemies all` | Also consider other foreign vehicles and eligible players |
| `/sableai battleall` | Set loaded AI Centers to Attack and enable broad enemy detection |
| `/sableai approach direct` | Approach directly; `rear` requests a rear approach |
| `/sableai aimpoint auto` | Aim lower on ground vehicles and near the center of aircraft |
| `/sableai next`, `/sableai skip` | Repeat or skip a setup hint |

Vehicles owned by the same player or team are friendly by default. To make **two of your own** vehicles fight, select each center in turn and mark the other hull as an enemy with the wand, then put both in Attack mode. `/sableai battleall` alone does not override same-owner friendship. The center's owner and Creative or Spectator players are not selected as targets.

If an aircraft does not take off, inspect heading, `runup`, the powered output, whether the redstone signal reaches the drive, and propeller rotation in `/sableai status`. If flaps are found but not assembled, fix their physical construction. If a gun does not fire, check ammunition, assembly, range, barrel direction, friendlies, and blocks in the trajectory. Targets must be in loaded chunks. Flight and hits against maneuvering targets depend on the physics of the other mods, so test a new build in an open area before a large battle.