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!