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Sable: Off-Balance

Makes you fall down if you stand on tilted sublevels, and ragdolls try to balance themselves instead of falling down

Modrinth game-mechanics

Описание

An add-on for [Sable Player Ragdolls](https://modrinth.com/mod/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 [true\|false]` | Mark players unconscious or conscious, or query their state | | `knockout ` | Put players out cold where they stand | | `ragdoll ` | Force players into ragdoll where they stand | | `getup ` | 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](https://modrinth.com/mod/attributesetter) [RPGDamageOverhaul](https://modrinth.com/mod/rpgdo) [FoodAttributes](https://modrinth.com/mod/foodattributes) Or [Claims n Raids](https://modrinth.com/mod/claims-n-raids) for servers/smp!