Crashy!СкачатьСкачатьСкачатьСкачать
ВЕРСИИ (4)
release
Crashy! 1.3
1.319 авг. 2026 г.234Minecraft: 1.21.1neoforge
Что нового
# Crashy! 1.3
Four small things, three of them about how a crash meets the world it lands in.
---
## Added
**Cobweb stops a physics object, the way it stops you.** A launched house going through a web at
eighty metres a second and not noticing is the sort of thing that makes the physics read as a
separate game running next to Minecraft. A body in cobweb now has its speed dragged to a quarter
horizontally and a twentieth vertically every tick, which is exactly what vanilla does to a player,
and its spin is dragged with it — an object that keeps tumbling inside a web looks worse than one
that keeps moving.
Bodies bigger than a 4096-block box are not checked. The scan is per body per tick and has to be
bounded somewhere, and a cobweb does not plausibly stop a cathedral either.
`cobwebStopsObjects` and `cobwebDrag` in the config.
**A charge going off leaves the ground burning.** Vanilla TNT does not normally start fires, but a
crash that sets off two dozen at once and leaves a clean crater has always looked wrong. Spots around
each charge that could hold a fire on their own now catch, at a third by default: never floating,
never on water, and the whole crash shares one budget of forty-eight, so a chain does not set light
to the county.
Fires are never lit next to a charge that survived the sweep. Fire would prime it, and a primed TNT is
a *vanilla* explosion — which deletes the blocks around it. The whole reason this mod consumes charges
by hand is so that never happens.
`blastFireChance` in the config; 0 turns it off.
---
## Fixed
**"Received a sub-level movement packet for a non-existent sub-level", by the hundred.** Sable sends
body creations and body movement over two different transports, so a burst of creations lets the
movement stream overtake them, and the client logs that line once per body per tick until it catches
up. 1.2 made this easy to hit: structural blocks let one activation create up to 256 bodies in a
single tick.
An activation now hands the physics engine eight objects a tick and queues the rest, so the two
streams stay in step. `objectsPerTick` in the config if eight is the wrong number for your connection.
This does not remove the race from Sable, it stops us walking into it. If the line still appears in
quantity, the next place to look is debris: a big crash creates hundreds of one-block bodies at once
too.
---
## Notes
**On TNT going off from a nudge:** that was fixed in 1.2 — `minDetonationSpeed`, 24 m/s by default,
below which no charge goes off however close it is. Re-checked this release: the speed gate covers
every path a crash can reach a charge through, including the chain that spreads to neighbouring ones,
since they all come from the same sweep. If you are still seeing charges go off from a light touch,
the value in your world's `serverconfig/crashy-server.toml` is the thing to look at — config files
written before 1.2 keep their old contents, and new defaults never overwrite them.
Existing worlds pick up the two new sections with their defaults on first load.
release
Crashy! 1.2 (Neoforge)
1.27 авг. 2026 г.74Minecraft: 1.21.1neoforge
Что нового
# Crashy! 1.2 — Schematics, Scaffolding, and Crashes That Hurt
For **Minecraft 1.21.1 / NeoForge 21.1+**. Requires **[Sable](https://modrinth.com/mod/sable) 2.0.0+**
and its dependencies.
The short version: builds are now something you can save to a file, hand to a friend, and rebuild
brick by brick — or have a machine build for you. Platforms can hold several objects that come apart
separately. And a launched house is no longer scenery to whatever is standing under it.
---
## Schematics
**Blueprints are gone; schematics replace them.** Same item, same recipe, same registry name, so a
blueprint you already own still works — but what it does is different.
- A schematic is a **.nbt file** in a `schematics` folder, in the vanilla structure-block format. It
opens in a structure block, in Create, in Litematica's converter, and anything those write loads
here.
- **The folder is yours, not the server's.** Save a build on somebody else's server and the file
lands on *your* disk, where you can actually do something with it.
- **The Schematic Table** shows you the build turning slowly in the corner, takes a name for it, and
writes it. Stood on its own instead, it lists your folder — pick a file with the mouse wheel, feed
it a blank, and it writes a schematic. The progress bar is bytes actually delivered, not a timer.
- **Holding one shows the hologram.** Right-click a block face to pin the build where it should go.
Blocks you have already placed drop out of the ghost as you work, so what is left of it is what is
left to do.
- **In survival there is no Build button.** The hologram is the plan. Its **Materials** page lists
every item the build costs against how many you are carrying — counted as items, not blocks, so a
door is one and a double slab is two.
- **In creative** one button puts the whole thing down at once, already glued.
## The Schematic Cannon
The survival answer to a four-thousand-block build. Pin the schematic, drop it in the cannon with
some gunpowder, stand chests around it, press go.
It works up from the bottom row, takes each item out of the containers beside it, glues everything it
places, and steps over anything already standing rather than clearing it. Run short and it stops,
shows you the item it wants, and carries on the moment you supply it.
## The Structural Block
Scaffolding that glue runs through but physics does not.
It bonds to its neighbours like any block, so one activator still reaches everything standing on it —
and then stays exactly where it is while whatever was resting on it lifts off **as its own object**.
A platform with four houses used to be one enormous rigid body. Now it is four houses you can throw
at each other over a platform that stays put and cannot be broken by the crash.
## Crashes hurt what they land on
A launched house used to go through a crowd of zombies without leaving a mark. Damage now comes off
the same blast force that blocks are weighed against, so it already accounts for how heavy the object
was and how fast it was going — about five hearts for a single block at full launch speed, far more
for a tower. It falls off with distance, throws you clear, and goes through an ordinary damage source,
so armour and resistance work normally. Fast-moving debris hurts on the way past too.
Independent of the destruction mode on purpose: **Indestructible** is a promise about the world's
blocks, not about you. There is a toggle on the F7 screen, in the config, and a game rule.
## What a crash may break is now a datapack's business
Four block tags — `indestructible`, `fragile`, `reinforced`, `explosive` — decide what survives,
what shatters early, what holds, and what goes off. Bedrock, barriers, spawners and vaults are spared
out of the box. **Spawn protection is respected.** Two game rules, `crashyDestruction` and
`crashyEntityDamage`, switch the whole thing off per world.
## Everything else
- **Gluing an area, the way Create does it.** Right-click two opposite corners; a green box follows
your cursor and turns red the moment the selection is one the server would refuse.
- **Glue never breaks blocks.** Left-click takes the glue off instead, which is where a hand goes to
undo something.
- **TNT needs a real hit.** Below 24 m/s nothing goes off, however close it is — brushing a stack of
TNT while parking an airship should scuff it, not level the area.
- **Water and lava** behave: a crash into water makes a very large splash instead of a crater, and
lava sets the crater alight.
- **Seven advancements**, from picking up glue to landing a hit at sixty metres a second.
- **New sounds** for the activator, the charge and the table.
- **New Launcher texture.**
- **Settings are in the mods list.** Mods → Crashy! → Config, alongside the in-game F7 panel.
- **English and Russian** throughout.
---
## Notes for updating
Existing worlds keep their settings and pick up the new `hurtEntities` default, which is **on**. Turn
it off in `[damage]` before first load if a world should stay as it was.
Config files already written keep their old values — new defaults do not overwrite them. If a number
mentioned here does not match what you see, it is in your `serverconfig/crashy-server.toml`.
The `schematics` folder is made the first time something is saved, next to `options.txt` in your own
game directory. Drop .nbt files in and they appear in the table's list within a couple of seconds.
Sable is an intrusive, mixin-heavy mod and can conflict with other mods that touch world rendering or
chunk handling. If something breaks, check whether Sable alone reproduces it first.
release
Crashy! 1.1
1.12 авг. 2026 г.39Minecraft: 1.21.1neoforge
Что нового
# Crashy! 1.1
Destruction is no longer something only the launcher can cause: anything with physics that comes
down hard now breaks, Create: Aeronautics airships included. Damage depends on what actually hit
you, big crashes no longer take the server down, and three crashes are gone.
---
## Added
**Anything with physics crashes, not just what you fired.** An airship that loses its lift, a build
you switched physics on and simply dropped, a contraption another mod is moving — all of it now
breaks on impact the same way a launched object does, and digs the same craters.
There is no dependency on any of those mods. Everything Sable simulates is a sub-level, so this mod
watches sub-levels; whichever mod built the thing is not its business. Create: Aeronautics is built
on Sable, which is why its airships are covered without a line of code that knows they exist.
An object is picked up once it is heavier than 8 kg — roughly a kilogram per block — and moving
faster than 7 m/s. Both numbers, and the switch that turns the whole thing off, live under
`[unlaunched]` in `config/crashy-server.toml`. The speed only has to rule out setting something
down: how much a hit actually breaks is decided by mass and speed together, so a heavy airship at
cruising speed digs a real crater, while a small build at the same speed does not reach the minimum
crater size and nothing happens at all.
After breaking something, an object is left alone for five seconds before it may crash again.
Otherwise a hull grinding along a slope would crash on every tick of contact.
**"Debris lies for" on the F7 screen** — how long shards stay as physics blocks after coming to
rest, from 0 to 120 seconds, ten by default. Set it high if you want the wreckage to stay put.
---
## Changed
**Damage scales with mass, not just speed.** A single block and a 400-block tower travelling at the
same speed used to dig identical craters. Crater size and breaking force now both come from kinetic
energy, so at full launch speed:
| Object | Crater | Breaking force |
| --- | --- | --- |
| 1 block | ~1 block | 12 — glass, planks, barely cobblestone |
| 20 blocks | ~3 blocks | 25 — cobblestone comfortably |
| 400 blocks | the configured maximum | 60 — everything short of obsidian |
Crater volume scaling with energy is roughly how it works in reality, and it happens to give the
numbers the game wants.
The force column only bites in **Realistic** mode, where it is weighed against each block's blast
resistance. **Instant** mode breaks whatever is inside the radius by definition, obsidian included.
**Bedrock is never destroyed, in any mode.** Nor is anything else with a hardness of -1 — barriers,
command blocks, end portal frames, structure blocks. They are skipped before any force is
calculated.
**Objects keep going after breaking through.** Something with enough behind it to punch through a
floor stays tracked and keeps breaking what it meets instead of being written off after the first
hit, up to three impacts. Each one is weighed on what is left of the object, so it digs less as it
sheds blocks, and impacts are spaced six ticks apart so ploughing through a floor reads as one
crash rather than one per tick of contact.
One launch may break 500 blocks in total, shared across every impact it makes. Per-impact caps
alone could not bound this: an object going through several floors simply multiplied the work by
the number of floors.
**Large crashes are spread over time rather than done at once.** A 400-block build hitting the
ground used to ask for over five hundred separate physics bodies inside a single tick — each one a
Sable plot, a chunk and a rigid body — and the server went down under the allocation. Shattering is
now queued and processed at a fixed budget per tick, so the crater forms over about a second.
There is still a ceiling on how much debris may be alive at once, but reaching it no longer throws
the rest of the crash away. The oldest shards are settled back into the world early to make room,
which keeps the number of live bodies exactly where it was while letting the next crash through.
Before, for as long as a crater took to settle, nothing anywhere in the world could break — you
could throw a house at a wall in that window and watch it bounce off.
**Craters no longer heal themselves seconds after the hit.** Debris lies where it landed for the
configured time, and is thrown clear hard enough that it does not simply drop back into the hole it
came from.
---
## Fixed
**Large objects registering no impact at all.** Impact detection swept the whole volume of an
object's bounding box, and gave up — reporting that nothing had been hit — once that volume grew
past its scan budget. An airship's bounding box passes that budget on its own, so a ship could come
down on solid ground and land without a scratch. Only the faces travelling forwards are scanned
now, which makes the work depend on how wide an object is rather than how big it is, and every such
face is scanned rather than only the one leading most strongly. A ship easing down as it flies is
checked along its underside *and* its nose, so the mountain in front of it counts.
**`RuntimeException: Body has been removed`, taking the server down mid-flight.** Removing a
physics body only flags it; Sable clears flagged bodies out in the middle of its physics tick. That
tick begins by unloading bodies whose chunks have gone away, and unloading one serialises it
together with every body its bounding box touches — without checking whether those are still alive.
A crater is exactly that arrangement: dozens of overlapping shards, several of them retired every
tick. The flag is now never allowed to outlive the tick that set it.
**`Rapier native panic: No center of mass for body!`, usually followed by `PoisonError`.** When an
assembly came out with no usable mass, this mod declined to use the result — but by then the body
was already in the physics scene, and Rapier's next step aborts the entire process over it. Such a
body is now handed straight back. The `PoisonError` further down the log is the *second* failure,
the poisoned lock, not the cause.
---
## Notes
Existing worlds keep their current settings; a new world starts from `settleDelayTicks` in the
config file.
New icon, while I was at it.
If a big crash still stutters on your hardware, lower `shattersPerTick` — the crater takes longer
to form but each tick does less work. If you have headroom and want bigger craters, raise
`maxBlocksPerLaunch` and `maxDestructionRadius` together: raising the radius alone will just run
into the launch budget, and raising the block caps alone will just run into the debris ceiling.
If airships break more easily than you would like, raise `unlaunchedMinSpeed`. If they should never
break unless you fire them yourself, set `crashUnlaunchedObjects = false`.
release
Crashy! 1.0 for Neoforge
1.027 июл. 2026 г.33Minecraft: 1.21.1neoforge
Что нового
# Crashy! 1.0
First release. Minecraft 1.21.1, NeoForge.
Crashy! is a survival toolkit for [Sable](https://modrinth.com/mod/sable), the sub-level physics
library. Sable gives Minecraft real rigid-body physics but deliberately adds no way to reach it
in-game — this is that way. Glue a build together, switch on physics, then pick it up and throw it
at something.
---
## What's in it
**Construction Glue** — bonds blocks into one rigid structure. Hold it in your off-hand and every
block you place is glued to the ones it touches; glued blocks are outlined while the glue is in
your hand. Glue is stored per-world and survives reloads.
**Physics Activator** — turns a glued build into a live rigid body, on an empty-hand right-click or
a redstone signal. Right-click an existing object with the item form to switch physics back off:
the build settles into the world and stays glued, so you can activate it again.
**Launcher** — right-click an object to grab it, hold to charge to power 10, release to fire. Full
charge throws at about 80 m/s.
**Build Saver + Blueprint** — a table that records the build attached to it, and a reusable
blueprint that stamps it out anywhere, already glued. Pasting skips occupied spots instead of
overwriting them.
**Destruction settings on F7** — three modes, changeable at any time:
- **Instant** — everything inside the blast radius shatters, whatever it is made of
- **Realistic** — impact force is measured against each block's blast resistance, so a power-8 hit
scatters planks across the whole crater but only chips cobblestone near the middle, and obsidian
is untouched
- **Indestructible** — nothing breaks; objects still fly and bounce
Plus sliders for block toughness, crater size, debris scatter and launch speed, and toggles for
world destruction, TNT and debris settling. Settings live in the world and are shared by everyone;
only operators, or the host of a single-player world, can change them.
**TNT** — a crash sets off any TNT it reaches, *instead of* a vanilla explosion. The block is
removed by hand, so the surroundings are not deleted: they survive and get thrown much further.
Chains up to 24 charges per crash.
**Impacts** — custom crash audio in three variants, shrapnel made of the blocks that actually
broke, a ground-hugging dust ring, and sparks that scale with the hit. Debris settles back into
ordinary world blocks once it comes to rest.
Recipes for everything, and English and Russian translations.
---
## Requirements
- Minecraft **1.21.1**
- **NeoForge 21.1.0+**
- **[Sable](https://modrinth.com/mod/sable) 2.0.0+** and its dependencies (Veil, Forge Config API Port)
**Needed on both the client and the server, and the versions have to match.** Crashy! registers
blocks, items and network channels, so a client without it — or with a different version — will be
turned away at the handshake.
---
## Worth knowing before you install
**Sable is intrusive.** It makes heavy use of mixins and is prone to conflicts with mods that touch
world rendering or chunk handling. If something breaks, check whether Sable on its own reproduces
it before reporting it here.
**Switching physics off snaps the build to the grid.** Positions are rounded and block states are
kept exactly as they were, so a tilted object comes back upright and, say, a staircase keeps the
facing it had before launch. Matching block rotation to an arbitrary quaternion would be guesswork,
and a build that returns subtly rearranged is worse than one that returns straight. Anything with
nowhere to land drops as an item rather than vanishing.
**Large objects only break where they were hit.** Past the debris cap, the impact region breaks off
and the rest stays one body. That is deliberate — cheaper, and it looks better than a tower
exploding into confetti.
**There are limits, and they matter.** Every shard is a separate rigid body in Sable's pipeline.
The defaults cap a single crash at 220 world blocks and 320 debris pieces, an object at 8192
blocks, and a blueprint at 4096. Raising them a lot on a busy server will cost you tick time.
**Debris settling is on by default and should stay on.** Turning it off leaves every shard as a
live physics body forever.
**The glue outline covers 28 blocks around you, up to 2048 blocks at a time.** A very large glued
structure will not be highlighted all at once.
---
## Configuration
Most of it is on **F7**. The file `config/crashy-server.toml` holds the hard limits and the starting
values for new worlds — glue group size, blocks per object, blueprint size, hold distance and charge
rate, impact threshold and crater radius, TNT blast figures, and how long debris waits before
settling.
If shards look like they snap back a second after a crash, raise `debrisScatter`: a shard that never
moves counts as settled and gets written back exactly where it broke off.