Community listing page, reviews here may not be monitored by the author.
Aeronautics:Tweaks & Toolkit
No reviews yet
SableStopNow is a NeoForge mod designed for the Sable physics engine, providing force limiting, physics body management, and split confirmation features.
Community voices
Reviews
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
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
Resources
External Links
About
Description
When I do something stupid, I always want to shout at the game "Oh…Stop Now!" So I made this mod to prevent that.
also call it “航空学工具箱”
THIS MOD IS GENERATED BY DEEPSEEK
Aeronautics: Tweaks & Toolkit
A practical NeoForge addon for Create: Aeronautics / Simulated and the Sable physics engine (Minecraft 1.21.1). Mod id stays sablestopnow.
What it does
Two toolkits on top of Sable's sub-level physics:
1. Force monitor & limiter
Protect your physics builds from excessive forces:
- Filter forces above a configurable threshold (
[force_limiter].threshold), with group allow-lists (excluded_groups, e.g. letsable:gravitypass). - Optional auto-pause when a force is filtered, with a server-wide broadcast and a clickable
/sablesn forceshint. - Paginated force history:
/sablesn forces [page]and/sablesn forces filtered [page]; click a sub-level ID to fill in a/tpcommand. - Split confirmation (
/sablesn confirm//sablesn deny) before a heat-map driven split. - Paused-physics stepping:
/sablesn tick <steps>steps the specified number of physics ticks while paused, then restores the pause automatically. - Speed auto-lock: bodies faster than
speed_limit_thresholdare locked automatically and announced in chat with a clickable teleport suggestion; bodies that are currently being dragged or rescaled are never falsely locked. - Utility toggles: auto-lock freshly assembled sub-levels, disable block-placement collision checks, render surface outlines/axes.
2. Physics Staff Enhancements
Upgrade the Aeronautics physics staff into a practical build tool (master switch: [staff_enhance].enable_staff_enhance). Every binding is a real Minecraft KeyMapping, so it can be rebound in Options → Controls → Aeronautics: Tweaks & Toolkit.
| Key | Default | Action |
|---|---|---|
| Multi-select | Ctrl | Enter / leave multi-select mode |
| Region select | Z | Two-corner region select (see below) |
| Whole-group no-collision | V | Toggle the no-collision marker for the whole queue |
| Group centering / view lock | C | Ease the group centroid to the view centre — or, outside group control, hold to lock your view onto the nearest body |
| Ownership | O | Claim / release the whole queue |
| Snapshot | K | Create / cancel a snapshot of the whole queue |
| Restore | R | Roll the snapshot back |
| Scale | X | Hold X + scroll to scale the selection |
| Penetration modifier | Alt | Alt + scroll picks through layers (always available) |
| Open settings | Ctrl+O | Open this mod's in-game settings screen |
Multi-select & selection queue
- Ctrl toggles multi-select; RMB adds the pointed body, Shift+RMB removes it.
- One body belongs to one player: bodies already claimed or already owned by somebody else are refused, with a chat hint naming the owner. Your own queue is independent of other players'.
- Outline colour is assigned per player (12-colour palette), so different players' selections are visually distinct; other players' selections are rendered only within 64 blocks.
- Leaving multi-select keeps your queue (so you can go straight into group control) but releases the server-side claim.
Region select (Z)
- Press Z anywhere (multi-select not required) to start.
- Scroll sets the distance of the cursor point from you, your view sets its direction; before the first corner the preview is a single-block box.
- RMB confirms the first corner. While picking the second one, the bodies that would be selected are outlined live in yellow-green.
- RMB again selects everything intersecting the box; Z cancels.
Ownership (O)
- O claims the queue for you; press again when the whole queue is already yours to release it.
- Ownership is written to the save (
SavedData), so it survives restarts, and the owner is shown on the HUD when you look at a body. - OP back door:
/sablesn owner list,/sablesn owner clear <player>,/sablesn owner clear all.
Snapshots (K / R)
- K snapshots the whole queue (a light-blue camera icon marks snapshot members); K again cancels.
- R restores it: blocks, position, orientation, velocity and name all return to the moment of the snapshot. Snapshots are per player and live in server memory.
View lock (C)
- Holding staff, outside multi-select and group control, holding C keeps re-picking the body with the smallest angle to your view and locks your view onto it; release to unlock.
Scaling (X + scroll)
- Hold X and scroll to scale the selected queue between
scale_minandscale_max(0.2–8.0 by default). - The group is scaled about its common centroid, keeping relative positions and orientations, so shapes never fall apart. The HUD shows the current factor, plus the factor of whatever body you are looking at.
- The first X press normalises a mixed-scale selection back to 1.0 before scaling.
Group control
- After leaving multi-select, RMB a queued body to unlock everything and enter group control: turn your view or walk to move the group, scroll to change the distance along the eye→centroid line, hold C to ease the centroid into the view centre, hold TAB and move the mouse to rotate about the centroid, RMB again to finish. LMB toggles locking and V toggles no-collision for the whole queue.
Ghosting / no player collision
- V toggles the no-collision marker for the whole queue (saved).
dragged_no_player_collision(default on): a body that is currently being dragged no longer collides with the player dragging it.scaled_no_player_collision(default on): a body whose scale is not 1 no longer collides with any player.
Outlines & HUD
- Selection / hover outlines use thin elongated cuboid boxes in the spirit of Create blueprints and super glue, with adjustable thickness (
staff_outline_thickness); when the pointed body is part of the queue the whole group's outline is thickened (staff_outline_bold_scale). - Sub-level outlines have a "contour only" mode that draws just the exposed edges (with a fixed seam bug that used to draw an extra inward ring), plus always-visible / focused-only variants and an animated three-colour axis gizmo.
- The top-left HUD shows only what is currently relevant: mode, region-select step and distance, group control, view lock, penetration depth, selection count, the name and owner of the body under the crosshair, and the current scale.
Configuration
config/sablestopnow-common.toml, or the in-game screen (Ctrl+O, or the mod list's Config button):
[force_limiter]— force threshold, excluded groups, auto-pause, split confirmation, speed auto-lock, outlines/axes and more.[staff_enhance]— master switch, outline thickness, scale sensitivity/limits and the two ghost-collision options.
Keys are no longer GLFW codes: they live in the vanilla Controls screen, so rebinding takes effect immediately.
Commands
/sablesn forces [page],/sablesn forces filtered [page]/sablesn confirm,/sablesn deny/sablesn tick <steps>(permission level 2)/sablesn owner list | clear <player> | clear all(permission level 2)
Requirements
- Minecraft 1.21.1 · NeoForge 21.1.248
- Sable 2.0.4
- Simulated / Aeronautics 1.3.1 (bundled) — provides the physics staff & lock mechanics
- Create 6.0.10 (optional, Sable ecosystem)
Highlights
- No registry additions — everything is additive behaviour on Sable/Simulated via events and Mixins.
- Full bilingual (EN/CN) prompts, in-game HUD hints and a custom animated settings screen.
- Server-authoritative selection, ownership, snapshot and no-collision state, synced to clients.
Known limitations
- Scaling is a visual + entity-collision feature: Rapier collider size and mass do not follow the scale, so the physics of a rescaled body is still computed at its original size. Sable's serializer drops
scale, so the mod persists it itself. - Ghosting only removes collision — Sable's tracking still carries players standing on a ghosted body.
- The no-collision marker cannot affect terrain (Sable has no per-body "vs world" filter).
- Snapshots are not written to disk; restoring rebuilds the body (a brief respawn flicker).
- Group control drives members with physics motors; very large or fast structures may wobble slightly (stiffness/damping constants in
server/StaffEnhanceServer).
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
Statistics
Resources