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Vivecraft Sable Compat

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Vivecraft Sable Compat

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Makes Vivecraft VR work while standing on a Sable sub-level. VR teleport lands where you aimed instead of dropping you into the void, and VR melee hits the mobs standing next to you.

Mod Loaders
Minecraft

About

Description

> ⚠️ **Beta — not yet tested in a headset.** Both fixes are verified against real Vivecraft
> and Sable bytecode and covered by unit tests, but nobody has yet teleported in VR on a
> moving Sable structure. Please report anything that misbehaves on the
> [issue tracker](https://github.com/bh679/vivecraft-sable-compat/issues).

Makes [Vivecraft](https://modrinth.com/mod/vivecraft) VR work properly while you are
standing on a [Sable](https://modrinth.com/mod/sable) sub-level — a moving,
physics-driven structure such as a ship or a train carriage.

**Client-side only.** It works on unmodified servers.

## What it fixes

**VR teleport drops you into the void.** You aim at a spot on the moving structure,
teleport, and fall through empty space far away from it. Vivecraft aims with a block
raycast, so on a sub-level it picks a destination in the far-off region where Sable
actually *stores* the structure's blocks — then writes that position to you directly.

**VR melee hits nothing.** Swinging at a mob standing next to you does nothing, and the
log fills with errors. Vivecraft's swing search box is built from two different coordinate
frames at once, so it spans ~20 million blocks. Sable refuses any query that large and
returns no targets at all.

Both are the same underlying problem: Sable keeps a sub-level's blocks somewhere far from
where it draws them, and Vivecraft's VR code predates Sable and does not know that.

## Requirements

- Minecraft 1.21.1 · NeoForge 21.1.228+
- [Vivecraft](https://modrinth.com/mod/vivecraft) (verified against `1.21.1-1.3.15-neoforge`)
- [Sable](https://modrinth.com/mod/sable) 2.0.5+

Neither is bundled — install them yourself. Sable's PolyForm Shield licence does not
permit redistribution.

## Reporting a problem

The mod logs its own diagnosis: whether each fix loaded, and for every teleport, the
destination Vivecraft chose versus the one actually used. Play, quit normally, and send
`logs/latest.log` — that one file is usually enough. See
[TESTING.md](https://github.com/bh679/vivecraft-sable-compat/blob/main/TESTING.md).

[Source](https://github.com/bh679/vivecraft-sable-compat) · PolyForm Shield 1.0.0

Makes Vivecraft VR work properly while you are standing on a Sable sub-level — a moving, physics-driven structure such as a ship or a train carriage.

Client-side only. It works on unmodified servers.

What it fixes

VR teleport drops you into the void. You aim at a spot on the moving structure, teleport, and fall through empty space far away from it. Vivecraft aims with a block raycast, so on a sub-level it picks a destination in the far-off region where Sable actually stores the structure's blocks — then writes that position to you directly.

VR melee hits nothing. Swinging at a mob standing next to you does nothing, and the log fills with errors. Vivecraft's swing search box is built from two different coordinate frames at once, so it spans ~20 million blocks. Sable refuses any query that large and returns no targets at all.

Both are the same underlying problem: Sable keeps a sub-level's blocks somewhere far from where it draws them, and Vivecraft's VR code predates Sable and does not know that.

Requirements

  • Minecraft 1.21.1 · NeoForge 21.1.228+
  • Vivecraft (verified against 1.21.1-1.3.15-neoforge)
  • Sable 2.0.5+

Neither is bundled — install them yourself. Sable's PolyForm Shield licence does not permit redistribution.

Reporting a problem

The mod logs its own diagnosis: whether each fix loaded, and for every teleport, the destination Vivecraft chose versus the one actually used. Play, quit normally, and send logs/latest.log — that one file is usually enough. See TESTING.md.

Source · PolyForm Shield 1.0.0