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Sable - Make it compatible
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Brings compatibility between sable and various mods
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Sable refuses to load with LittleTiles installed - the game will not even start. This lifts that, and then makes the two work together.
You do not have to edit any config
Drop this jar in mods/ next to the normal, unmodified Sable jar and it works from the first launch - no repack, and nothing for you to explain to everyone who installs your pack. If either mod goes away it tidies up after itself.
LittleTiles on a moving vehicle

Put a sub-block build on a Sable ship and it renders, lights, collides and can be built on while the vehicle moves and turns.
- Works on both render paths, with and without Sodium.
- Lighting matches the vehicle instead of double-shading every face.
- Collision is pixel-accurate rather than treating tiles as full blocks. Walking on tiles aboard a ship used to crash.
- Placement previews land where you are pointing.
- A drag that starts on the vehicle and ends in the world no longer tries to fill half the map.
- LittleTiles chairs ride along instead of leaving you behind.

Two more fixes in the same jar
Vehicles going solid black after an edit under a shaderpack, and vehicles staying visible and loaded through an Immersive Portals portal.
Seeing a vehicle through a portal is this mod. Driving one through is Make it Compatible: Immersive Portals.
Known limits
- The hover outline is not drawn on tiles that are on a vehicle. Tiles out in the world keep theirs.
- LittleTiles animations - a door mid-swing - play in the wrong place on a moving vehicle. The closed state is fine.
Getting it running
- NeoForge 1.21.1. Every bridged mod is optional.
- For the LittleTiles half: LittleTiles, CreativeCore and Sable - the normal Sable jar.
- Modpack authors: there is nothing to ship but this jar.
Related mods
NeoForge 1.21.1. Works with just Sable - LittleTiles is not required. Free to use in modpacks.
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