Community listing page, reviews here may not be monitored by the author.
Sable: Off-Balance
No reviews yet
Makes you fall down if you stand on tilted sublevels, and ragdolls try to balance themselves instead of falling down
Community voices
Reviews
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
Must be installed on both the client and the server.
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
About
Description
An add-on for Sable Player Ragdolls that turns ragdoll mode into a real physical state with consequences.
Everything below is on by default and can be turned off or tuned in the config. Server settings live in the SERVER config; view and rendering settings live in the CLIENT config.
Falling off tilted sub-levels
Stand on a Sable sub-level that tilts past a threshold and your player drops into ragdoll.
- The mod raycasts down through the sub-level to find the face actually under your feet, so a deck spun so a former wall is now the floor reads as flat, and a steep deck reads as steep.
- Standing still raises the angle you can take before falling. Sprinting lowers it.
- After any ragdoll ends there is a short grace period before the tilt trigger can throw you again, so you get a moment to scramble clear of a still-tilted floor.
Config group: ragdoll (ragdollAngle, standingStillAngleBonus, sprintingAngleReduction).
Tilted view and entity rendering
- Your first-person view (and your aim) tilts to line up with the surface you are standing on, with configurable smoothing.
- Other entities render aligned to the surface normal of the sub-level they stand on.
Config group: rendering (viewTilted, entitiesTilted, smoothSpeed).
Active balance
While a conscious ragdolled player has their feet near the ground, the body fights to stay standing the way a Euphoria-style physics character would.
- Legs step to catch the fall and stagger toward the capture point.
- The torso is righted by tunable "core muscles", the head is held level, and the arms windmill harder the more unstable the body is.
- Leg support only pushes while a foot is actually touching ground, so it can never levitate a fallen body, and all of it is bounded so it cannot blow the light ragdoll parts apart.
- On a tilted sub-level the deck is treated as the floor: the body stands perpendicular to it and resists sliding, up to a configurable tilt, then gives up and tumbles down the slope past a second configurable tilt.
- A body that stays stably standing gets back up on its own.
Config group: balance.
Limb flailing
A conscious ragdolled player's arms and legs whip around while airborne, from a fall or an explosion launch. Unconscious players stay limp. Pure visual juice.
Config group: flail.
Knockback
Hitting an active ragdoll shoves it and can tip it off its feet.
- The blow pushes the body the way the swing went and topples the whole linked body about its support, plus a small linear kick, plus an extra kick on the limb that was struck.
- Optionally scales with the damage dealt, so a heavy weapon knocks harder than a fist.
- Reacts to the ragdolled player taking damage rather than to a specific attack event, so it works with vanilla melee and with combat overhauls alike, with no hard dependency.
Config group: knockback.
Hurt proxy
A ragdolled player's own entity is deliberately un-hittable by design, and combat mods that find targets by scanning for entities cannot touch it. This add-on puts an invisible stand-in hitbox on every active ragdoll. This is made with specifically BetterCombat in mind, but also allows mobs to attack ragdolled players.
- Weapon mods hit the hitbox, and the damage passes straight to the real player. PVP rules, armor, and immunity frames all still apply.
- Mobs that target a ragdolled player are sent to where the body actually lies so they can land a blow, and pursuit is handed back the instant you stand up.
Config group: hurtProxy.
Attacking while ragdolled
Off by default, a ragdolled player cannot attack. Both the server-side damage and the client-side animation and sound are blocked, so a combat overhaul does not play a full sword combo from a body on the floor. Left-click mining is blocked too. Being hit, grabbing, and dragging still work. Again, this was all made with BetterCombat in mind.
Config option: attackWhileRagdolled.
Recovery gate
Every way out of ragdoll mode is its own toggle and set of tunables. While the gate is on, the ragdoll mod's own expiry timers are suppressed.
- Auto stand-up: a stably standing body ends the ragdoll and pops you back up. Configurable tilt, speed, and spin limits and a hold time. For tilt-triggered ragdolls, the floor must have leveled back out first.
- Manual dismount: sneak to get up once configurable posture, speed, and spin criteria hold. Submerging in water dismounts immediately.
- Failsafe: a player locked in ragdoll too long is force-released regardless of stability, so nobody softlocks.
- View on exit: your view snaps to where the head was actually aiming rather than the free-look camera direction.
Config group: recovery (with standUp, manualDismount, and failsafe sub-groups).
Offline ragdolls
When a player logs out, their body stays in the world as an unconscious ragdoll wearing their skin and gear.
- Right-click the body to open its inventory. Shift to grab everything.
- Curios slots are looted too when Curios is present.
- When the player logs back in they return to the body with whatever inventory is left. Their live data is untouched until then, so a crash cannot lose anything.
- Turning the feature off stops new offline bodies from being made. Existing ones are still returned to their owner on login.
Config option: offlineRagdollEnabled.
Unconsciousness and knockouts
A blow that would kill a player, but is small relative to their maximum health, knocks them out cold instead of killing them.
- They stay alive as a limp unconscious ragdoll on low health, one hit from death.
- A player who is already unconscious always dies for real, so finishing someone off works.
/killand the void always kill too. - Knocked-out players wake on their own after a timer, or sooner if someone heals them past a health fraction.
- Being out cold gives Blindness so it reads from the inside.
- Other players can shift-right-click an unconscious body to go through its inventory (both ways), and right-click it holding any food, potion, or consumable to force-feed it. The fed item runs through the victim's own use pipeline so every effect still applies, and the feeder pays the cost and gets any leftover container back.
- This applies to any unconscious player who is still online. Offline bodies use the offline-ragdoll handling above.
Config group: unconscious.
Death corpses
When a player actually dies, their body is left as a ragdoll holding everything that would have dropped, including Curios and Accessories items.
- Shift-right-click the corpse to take your items back. You can take from a corpse but never add to it.
- A corpse is only made for a real death, never for a knockout.
- Striking a corpse shoves it, and after a configurable number of hits it breaks and scatters its remaining items.
- By default no corpse spawns when nothing dropped, so keepInventory does not litter the world with empty bodies.
- Remove any other corpse mod so bodies are not spawned twice.
Config group: deathCorpse.
Admin commands
/offbalance (permission level 2):
| Command | Effect |
|---|---|
unconscious <targets> [true|false] |
Mark players unconscious or conscious, or query their state |
knockout <targets> |
Put players out cold where they stand |
ragdoll <targets> |
Force players into ragdoll where they stand |
getup <targets> |
Force-release active ragdolls, bypassing the stability gate |
Example Videos
If you are building a modpack
you might be interested in some of my other mods for modpacks: AttributeSetter RPGDamageOverhaul FoodAttributes
Or Claims n Raids for servers/smp!
An add-on for Sable Player Ragdolls that turns ragdoll mode into a real physical state with consequences.
Everything below is on by default and can be turned off or tuned in the config. Server settings live in the SERVER config; view and rendering settings live in the CLIENT config.
Falling off tilted sub-levels
Stand on a Sable sub-level that tilts past a threshold and your player drops into ragdoll.
- The mod raycasts down through the sub-level to find the face actually under your feet, so a deck spun so a former wall is now the floor reads as flat, and a steep deck reads as steep.
- Standing still raises the angle you can take before falling. Sprinting lowers it.
- After any ragdoll ends there is a short grace period before the tilt trigger can throw you again, so you get a moment to scramble clear of a still-tilted floor.
Config group: ragdoll (ragdollAngle, standingStillAngleBonus, sprintingAngleReduction).
Tilted view and entity rendering
- Your first-person view (and your aim) tilts to line up with the surface you are standing on, with configurable smoothing.
- Other entities render aligned to the surface normal of the sub-level they stand on.
Config group: rendering (viewTilted, entitiesTilted, smoothSpeed).
Active balance
While a conscious ragdolled player has their feet near the ground, the body fights to stay standing the way a Euphoria-style physics character would.
- Legs step to catch the fall and stagger toward the capture point.
- The torso is righted by tunable "core muscles", the head is held level, and the arms windmill harder the more unstable the body is.
- Leg support only pushes while a foot is actually touching ground, so it can never levitate a fallen body, and all of it is bounded so it cannot blow the light ragdoll parts apart.
- On a tilted sub-level the deck is treated as the floor: the body stands perpendicular to it and resists sliding, up to a configurable tilt, then gives up and tumbles down the slope past a second configurable tilt.
- A body that stays stably standing gets back up on its own.
Config group: balance.
Limb flailing
A conscious ragdolled player's arms and legs whip around while airborne, from a fall or an explosion launch. Unconscious players stay limp. Pure visual juice.
Config group: flail.
Knockback
Hitting an active ragdoll shoves it and can tip it off its feet.
- The blow pushes the body the way the swing went and topples the whole linked body about its support, plus a small linear kick, plus an extra kick on the limb that was struck.
- Optionally scales with the damage dealt, so a heavy weapon knocks harder than a fist.
- Reacts to the ragdolled player taking damage rather than to a specific attack event, so it works with vanilla melee and with combat overhauls alike, with no hard dependency.
Config group: knockback.
Hurt proxy
A ragdolled player's own entity is deliberately un-hittable by design, and combat mods that find targets by scanning for entities cannot touch it. This add-on puts an invisible stand-in hitbox on every active ragdoll. This is made with specifically BetterCombat in mind, but also allows mobs to attack ragdolled players.
- Weapon mods hit the hitbox, and the damage passes straight to the real player. PVP rules, armor, and immunity frames all still apply.
- Mobs that target a ragdolled player are sent to where the body actually lies so they can land a blow, and pursuit is handed back the instant you stand up.
Config group: hurtProxy.
Attacking while ragdolled
Off by default, a ragdolled player cannot attack. Both the server-side damage and the client-side animation and sound are blocked, so a combat overhaul does not play a full sword combo from a body on the floor. Left-click mining is blocked too. Being hit, grabbing, and dragging still work. Again, this was all made with BetterCombat in mind.
Config option: attackWhileRagdolled.
Recovery gate
Every way out of ragdoll mode is its own toggle and set of tunables. While the gate is on, the ragdoll mod's own expiry timers are suppressed.
- Auto stand-up: a stably standing body ends the ragdoll and pops you back up. Configurable tilt, speed, and spin limits and a hold time. For tilt-triggered ragdolls, the floor must have leveled back out first.
- Manual dismount: sneak to get up once configurable posture, speed, and spin criteria hold. Submerging in water dismounts immediately.
- Failsafe: a player locked in ragdoll too long is force-released regardless of stability, so nobody softlocks.
- View on exit: your view snaps to where the head was actually aiming rather than the free-look camera direction.
Config group: recovery (with standUp, manualDismount, and failsafe sub-groups).
Offline ragdolls
When a player logs out, their body stays in the world as an unconscious ragdoll wearing their skin and gear.
- Right-click the body to open its inventory. Shift to grab everything.
- Curios slots are looted too when Curios is present.
- When the player logs back in they return to the body with whatever inventory is left. Their live data is untouched until then, so a crash cannot lose anything.
- Turning the feature off stops new offline bodies from being made. Existing ones are still returned to their owner on login.
Config option: offlineRagdollEnabled.
Unconsciousness and knockouts
A blow that would kill a player, but is small relative to their maximum health, knocks them out cold instead of killing them.
- They stay alive as a limp unconscious ragdoll on low health, one hit from death.
- A player who is already unconscious always dies for real, so finishing someone off works.
/killand the void always kill too. - Knocked-out players wake on their own after a timer, or sooner if someone heals them past a health fraction.
- Being out cold gives Blindness so it reads from the inside.
- Other players can shift-right-click an unconscious body to go through its inventory (both ways), and right-click it holding any food, potion, or consumable to force-feed it. The fed item runs through the victim's own use pipeline so every effect still applies, and the feeder pays the cost and gets any leftover container back.
- This applies to any unconscious player who is still online. Offline bodies use the offline-ragdoll handling above.
Config group: unconscious.
Death corpses
When a player actually dies, their body is left as a ragdoll holding everything that would have dropped, including Curios and Accessories items.
- Shift-right-click the corpse to take your items back. You can take from a corpse but never add to it.
- A corpse is only made for a real death, never for a knockout.
- Striking a corpse shoves it, and after a configurable number of hits it breaks and scatters its remaining items.
- By default no corpse spawns when nothing dropped, so keepInventory does not litter the world with empty bodies.
- Remove any other corpse mod so bodies are not spawned twice.
Config group: deathCorpse.
Admin commands
/offbalance (permission level 2):
| Command | Effect |
|---|---|
unconscious <targets> [true|false] |
Mark players unconscious or conscious, or query their state |
knockout <targets> |
Put players out cold where they stand |
ragdoll <targets> |
Force players into ragdoll where they stand |
getup <targets> |
Force-release active ragdolls, bypassing the stability gate |
Example Videos
If you are building a modpack
you might be interested in some of my other mods for modpacks: AttributeSetter RPGDamageOverhaul FoodAttributes
Or Claims n Raids for servers/smp!
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers