Version 2.1.0 rebuilds collision damage, heavy landings and destruction effects around a safer material-and-energy model. Small accidents remain small, while genuinely massive impacts can tear structures apart, fracture ordinary hard materials and leave a convincing crater.
## Highlights
- Reworked damage into block-by-block structural failure instead of long layer-shaped trenches.
- Added cinematic giant-impact sequences with a contact flash, expanding shock fronts, ballistic rubble, an upward dust plume and delayed settling dust.
- Added three new custom shaders for pressure waves, volumetric dust plumes and faceted rubble. The mod now uses nine dedicated particle shaders.
- Added distance-attenuated camera and FOV shake with a fast impact kick followed by a slower ground rumble.
- Added circular, severity-scaled craters and stronger heavy-impact pressure damage to world terrain.
- Added client-side LOD and compact event networking to keep large effects practical in multiplayer.
## Damage and material balance
- Replaced the previous mass heuristic with a deterministic kinetic-energy, reduced-mass and material-toughness model.
- Added a low-speed safety floor: dropping a normal stone block from roughly two blocks no longer makes it drill toward the bottom of the world.
- Disabled layer penetration by default. Optional extreme-impact penetration requires at least 20 m/s and is capped at two additional blocks.
- Disabled multi-block cluster detach by default so normal damage progresses one contact block at a time.
- Added a capped mass advantage. Adding more grass or another soft material no longer turns it into an armour-piercing projectile.
- Added attacker self-damage when a soft contact face hits a much harder defender.
- Rebalanced every finite ordinary toughness tier. Stone, metal, obsidian, netherite and reinforced blocks can fail under a proportionate impact instead of behaving as immortal blocks.
- Bedrock, barriers, command/structure blocks and portal infrastructure remain intentionally protected.
- Fixed Sable body-mass conversion and removed an accidental second application of `massScale`.
- Fixed explosion DETACH so it creates an actual physics fragment instead of silently deleting the block.
## Giant-impact effects
- Heavy landings now require confirmed contact with solid world terrain.
- Impact origin is calculated from the transformed bottom centre of the falling Sable body.
- Added a fast dusty shock ring and a separate translucent pressure front.
- Added physical rubble with gravity, world collision and damped ground bounces.
- Added a long-lived rising plume with turbulent drift, expansion and gradual opacity loss.
- Added delayed skirt dust and secondary fragments after the initial collision.
- Added severity-scaled boom, low rumble and crater-crack sound layers.
- Fixed shader atlas handling that could make dust and shockwave sprites appear square, clipped or incorrectly centred.
- Dust and grit now collide and settle in the correct coordinate space, including particles attached to moving Sable sub-levels.
## Performance and multiplayer
- A heavy impact now sends one compact deterministic event to each nearby player instead of hundreds of individual server particle packets.
- Particle density scales with distance and the player's Minecraft particle setting.
- Added a shared per-tick client spawn budget and a limit on simultaneous impact sequences.
### - Existing server FX budgets, spatial deduplication and destruction queue limits remain active.
### - Dedicated servers do not load client-only shader or screen classes.
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### ## Configuration
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### The `/sable-dv config panel` screen now includes controls for:
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### - Epic heavy-impact effects
### - Camera shake enable/disable
### - Camera shake strength
### - Impact FX density
### - Maximum shockwave radius up to 48 blocks
### - Crater depth and knockback
### - Material gates, self-damage and optional penetration
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### Settings remain persistent in `config/sabledestructive-common.toml`.
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### ## Compatibility and installation
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### - Minecraft 1.21.1
### - NeoForge 21.1.235 or newer
### - Sable 2.0.3 or newer
### - Java 21
### - Client and dedicated-server compatible
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### Remove the previous Sable: Destructive JAR, install `sabledestructive-2.1.0.jar`, and fully restart the game or server. Do not hot-swap this update.
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### ## Verification
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- Clean Gradle build completed successfully.
- 7 deterministic physics regression tests passed.
- 0 test failures and 0 test errors.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }