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release
Sable Long Range Warfare 1.0.1
1.0.117 авг. 2026 г.7,9 тыс.Minecraft: 1.21.1neoforge
Что нового
Full visual effects overhaul
Implemented MTS-compliant explosion presets. Explosion visuals are now separated into presets for each ammunition type, with multiple layers—flash, fireball, shockwave, smoke, debris, and scorch marks—appearing with different timings.
Separated explosion scale into ExplosionTier. The block-destruction radius (explosionPower, which is based on game balance) does not necessarily correspond to the visual scale of an explosion (which is based on the real-world warhead), so these values are now handled separately. For example, the AGM-114K has an in-game power of 32, but its real warhead is a 9 kg shaped charge, so its visual explosion is scaled more like an air-to-air missile.
Added particles such as mushroom clouds, ground rings, flashes, spark bursts, scorch marks, water surface rings, and cartridge smoke.
Organized particle rendering types into three categories: ground-attached quads, upright quads, and tumbling quads.
Thermal Vision
Implemented thermal imaging. Thermal visuals are rendered as white-hot imagery through Veil's shader preprocessor, with a separate mask buffer for entities.
The rendering path automatically switches depending on whether Sodium / Iris / Oculus / Embeddium are present.
Thermal vision can be toggled from both the targeting pod display and the TV missile camera.
Weapons & Damage Processing
Implemented HEAT (High-Explosive Anti-Tank) penetration through ArmorPenetration. Instead of a spherical explosion, the shaped-charge jet creates a 1-block-wide hole along its axis, continuing until the armor has absorbed the jet's energy. It references the armor hardness values from Create: Big Cannons.
Fixed ship hull damage from explosions by converting the damage position into the ship's sub-level coordinate system before applying it. Previously, the position was referenced in world coordinates, meaning explosions had no effect on ship hulls. The processing is now distributed across multiple ticks.
Changed the contact fuze to use the physics engine's collision callback system. Since the engine provides the exact moment of contact, fast-moving projectiles can no longer pass through between ticks without triggering.
Core
Introduced a dedicated ticket type for forced chunk loading (ModTickets). Previously, TicketType.PORTAL was reused, which was incorrect for two reasons.
Changed radar display paint types to use a registration-based system (RadarPaintRegistry).
Added targeting pod latch memory (PodLatchMemory), so the selected target remains locked even after closing and reopening the MFD.
release
Sable Long Range Warfare 1.0.0
1.0.012 июл. 2026 г.3,1 тыс.Minecraft: 1.21.1neoforge
Что нового
Description
Sable Warfare
# ### **This mod is developed with assistance from various AI tools, including Gemini and Claude, for coding. If you're not comfortable with that, I kindly ask that you refrain from using this mod. Thank you for your understanding.
# ### GeckoLib is required to use this mod!**
For an even better experience, we also recommend using mods such as Distant Horizons and SSRD.
Sable Warfare is an expansion mod for the Create and Sable ecosystem, bringing modern military technology and long-range combat to Minecraft.
The mod introduces advanced missile systems, radar-guided targeting, Identification Friend or Foe (IFF), Vertical Launch Systems (VLS), and aircraft-compatible weapon management systems. Designed with large-scale multiplayer warfare in mind, Sable Warfare focuses on realistic engagement ranges and modern combat doctrine.
Features
Advanced Radar System
Detect, track, and engage targets using a dedicated radar network. Aircraft can use MFD Controllers for short-range combat operations, while ships can utilize CIC Controllers for long-range fleet management.
IFF Identification
Assign unique four-digit IFF codes to identify friendly and hostile units, reducing the risk of friendly fire during multiplayer operations.
Long-Range Missile Combat
Missiles utilize integrated chunk loading technology, allowing them to travel extreme distances without despawning. Combined with advanced guidance systems, this enables engagements far beyond visual range.
Multiple Guidance Modes
Missiles support realistic attack profiles including direct attack, lofted trajectories, top-attack maneuvers, and sea-skimming flight paths.
Naval Warfare
Operate VLS-equipped warships capable of engaging distant targets and supporting future automated air-defense systems.
Aircraft Systems
Use MFD-based targeting and weapon management systems to conduct modern air combat operations.
This mod is actively under development and additional systems, weapons, and combat mechanics are planned for future updates.
Credits
Special thanks to the following contributors for their work on models and assets used in this project:
Ashviper
Le Grape
Myogame
Tamaki
Their contributions helped make this project possible.
The Sable Long Range Warfare Team