Sable: Sure Footing
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Fixes issues around high velocity sub levels and player/entity orientation, movement
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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A tiny NeoForge 1.21.1 mod for Sable that keeps you moving with a contraption while you jump, so you land where you took off — including on rotating platforms.
| What | Side | How |
|---|---|---|
| You (jumping, walking) | Client | Carry through jump arcs + frame-rotate velocity |
| Non-player entities (item drops, XP orbs, mobs, boats…) | Server | Same carry state machine, plus tracking is seeded when an entity spawns over a contraption (dropped items pop upward and would otherwise never catch a fast deck). Projectiles are excluded — Sable already gives them launch velocity, and frame-locking would bend their flight. |
| Particles (smoke, flames, block breaking…) | Client | Sable frame-locks particles but releases them after 0.5 blocks of drift with a one-shot linear velocity — rising smoke gets flung tangentially. We re-anchor tracked particles every tick while they stay near the contraption. |
On a server without the mod, the player and particle fixes still work for clients that have it; the entity fix needs the mod on the server.
Config (config/surefooting-client.toml)
| Option | Default | Meaning |
|---|---|---|
enabled |
true |
Toggle the fix |
rotate_jump_velocity |
true |
Rotate your airborne velocity with the sub-level's frame, so a jump aimed across a spinning platform lands where you aimed |
rotate_ground_velocity |
true |
Rotate your walking momentum with the frame too, cancelling most of the sideways (Coriolis-like) pull when moving on a fast spinner |
jump_rotation_strength |
1.16 |
Multiplier on the airborne rotation; 1.0 aligns to the frame but trails it slightly while your velocity is applied, values above add lead so cross-jumps stay accurate at any constant spin rate (default tuned in-game) |
ground_rotation_strength |
2.25 |
Multiplier on the grounded rotation; higher values also compensate per-step lag on fast spinners (tuned in-game — 2.2–2.3 walks straight), lower toward 1.0 if you curl into the spin |
carry_timeout_ticks |
60 |
Max airborne ticks to stay in the contraption's frame |
exit_distance_blocks |
4.0 |
Stop carrying once this far outside the sub-level's bounds |
anchor_particles |
true |
Keep particles anchored to the contraption they spawned on while they stay near it |
debug_logging |
false |
Log carry transitions and per-jump landing offsets |
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