Sable: Sure Footing
ModFixes issues around high velocity sub levels and player/entity orientation, movement
Description
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 offsetsCompatibility
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