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Sable: Off-Balance

Sable: Off-Balance

by httpedor • Downloads: 0 • Followers: 0
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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. /kill and 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!

How to Install Sable: Off-Balance (Mod)

Sable: Off-Balance by httpedor is verified for Neoforge across Minecraft versions 1.21.1, 1.21.10, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6 (latest release: 2.0, file size: 186 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21.1, 1.21.10, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded Sable: Off-Balance file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Neoforge
2mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
5mo ago 1
[2.0] Sable: Off-Balance 2.0 by httpedor on Sep 05, 2026
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# Changelog

## 2.0 (August 26, 2026)

This is a big one. The mod grew from "tilted floors knock you over" into a full set of
ragdoll combat, looting, and downed-state mechanics.

### Knockback

  • Hitting an active ragdoll now shoves it and can tip it off its feet. The blow pushes
the body the way the swing went and topples the whole linked assembly about its
support, plus a small overall linear kick.
  • Works with plain vanilla melee and with combat overhauls like Better Combat, with no
hard dependency on either. The mod reacts to the ragdolled player actually taking
damage rather than to any specific attack event, so it does not care how the hit was
delivered.
  • New config group knockback: toggle it on or off, scale the overall strength, and
choose whether the shove scales with the damage dealt (a heavy weapon hits harder than
a fist) or stays fixed.

### Hurt proxy (keeps ragdolls hittable by combat mods)

  • Every active player ragdoll now carries an invisible stand-in hitbox. Weapon mods that
find their targets by scanning for entities can hit that hitbox, and the damage is
passed straight through to the real player. PVP rules, armor, and hit-immunity frames
all still apply. Without this, going ragdoll made you immune to those mods entirely.
This was made specifically with Better Combat in mind.
  • Mobs that pick a ragdolled player as their target are sent to the body where it
actually lies, so they can walk up and land a blow. Pursuit is handed back the moment
you stand up, so ragdolling is not a way to shake a chase.
  • New config group hurtProxy: toggle the proxy, toggle the mob retargeting, and tune
how far past the limbs the hitbox reaches.

### Attacking while ragdolled

  • A ragdolled player can no longer swing at things by default. A body sprawled on the
floor has no business landing a sword hit, and combat overhauls happily play the full
attack animation and sound from down there. The block covers both the server-side
damage and the client-side animation and sound. Again, made with Better Combat in mind.
  • Being hit, grabbing, and dragging are all untouched. Left-click mining is also blocked
while ragdolled, since the ragdoll mod uses that key anyway.
  • New config option attackWhileRagdolled (off by default) to allow it.

### Limb flailing

  • A conscious ragdolled player's arms and legs now whip around while airborne, whether
from a fall or an explosion launch. Unconscious players stay limp.
  • The motion is a pure function of game time, so there is nothing to track or clean up.
  • New config group flail: toggle it and scale the overall strength.

### Active balance (conscious ragdolls fight to stay standing)

  • Conscious ragdolled players now struggle to stay upright the way a Euphoria-style
physics character would. Legs step to catch the fall, the head is held level, the
torso is righted by "core muscles", and a body that is stably standing gets back up on
its own.
  • The actuation is al
...
Knockback mechanics

Improved sublevel angle detection

Improved balance
[1.1] Sable: Off-Balance 1.1 by httpedor on Jul 03, 2026
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Ragdolls now try to balance themselves instead of falling down

Arms and legs flail while falling in ragdoll mode
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