Sable: Sure Footing
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🖼️ Gallery (2 images)
🔍 Analysis
- 👍 0.5% endorsement rate
- 🏆 #10 of 22 game-mechanics mods in this game by downloads
📋 About This Mod
A tiny NeoForge 1.21.1 mod for Sable that keeps you moving with a contraption while you jump, so you land where you took off — including on rotating platforms. | What | Side | How | | --- | --- | --- | | **You** (jumping, walking) | Client | Carry through jump arcs + frame-rotate velocity | | **Non-player entities** (item drops, XP orbs, mobs, boats…) | Server | Same carry state machine, plus tracking is seeded when an entity spawns over a contraption (dropped items pop upward and would otherwise never catch a fast deck). Projectiles are excluded — Sable already gives them launch velocity, and frame-locking would bend their flight. | | **Particles** (smoke, flames, block breaking…) | Client | Sable frame-locks particles but releases them after 0.5 blocks of drift with a one-shot linear velocity — rising smoke gets flung tangentially. We re-anchor tracked particles every tick while they stay near the contraption. | On a server without the mod, the player and particle fixes still work for clients that have it; the entity fix needs the mod on the server. ## Config (`config/surefooting-client.toml`) | Option | Default | Meaning | | --- | --- | --- | | `enabled` | `true` | Toggle the fix | | `rotate_jump_velocity` | `true` | Rotate your airborne velocity with the sub-level's frame, so a jump aimed across a spinning platform lands where you aimed | | `rotate_ground_velocity` | `true` | Rotate your walking momentum with the frame too, cancelling most of the sideways (Coriolis-like) pull when moving on a fast spinner | | `jump_rotation_strength` | `1.16` | Multiplier on the airborne rotation; 1.0 aligns to the frame but trails it slightly while your velocity is applied, values above add lead so cross-jumps stay accurate at any constant spin rate (default tuned in-game) | | `ground_rotation_strength` | `2.25` | Multiplier on the grounded rotation; higher values also compensate per-step lag on fast spinners (tuned in-game — 2.2–2.3 walks straight), lower toward 1.0 if you curl into the spin | | `carry_timeout_ticks` | `60` | Max airborne ticks to stay in the contraption's frame | | `exit_distance_blocks` | `4.0` | Stop carrying once this far outside the sub-level's bounds | | `anchor_particles` | `true` | Keep particles anchored to the contraption they spawned on while they stay near it | | `debug_logging` | `false` | Log carry transitions and per-jump landing offsets |
A tiny NeoForge 1. 21. 1 mod for Sable that keeps you moving with a contraption while you jump, so you land where you took off — including on rotating platforms. | What | Side | How | | --- | --- | --- | | You (jumping, walking) | Client | Carry through jump arcs + frame-rotate velocity | | Non-player entities (item drops, XP orbs, mobs, boats…) | Server | Same carry state machine, plus tracking is seeded when an entity spawns over a contraption (dropped items pop upward and would otherwise never catch a fast deck). Projectiles are excluded — Sable already gives them launch velocity, and frame-locking would bend their flight. | | Particles (smoke, flames, block breaking…) | Client | Sable frame-locks particles but releases them after 0. 5 blocks of drift with a one-shot linear velocity — rising smoke gets flung tangentially. We re-anchor tracked particles every tick while they stay near the contraption. |
On a server without the mod, the player and particle fixes still work for clients that have it; the entity fix needs the mod on the server.
## Config (`config/surefooting-client.toml`)
| Option | Default | Meaning | | --- | --- | --- | | `enabled` | `true` | Toggle the fix | | `rotate_jump_velocity` | `true` | Rotate your airborne velocity with the sub-level's frame, so a jump aimed across a spinning platform lands where you aimed | | `rotate_ground_velocity` | `true` | Rotate your walking momentum with the frame too, cancelling most of the sideways (Coriolis-like) pull when moving on a fast spinner | | `jump_rotation_strength` | `1. 16` | Multiplier on the airborne rotation; 1. 0 aligns to the frame but trails it slightly while your velocity is applied, values above add lead so cross-jumps stay accurate at any constant spin rate (default tuned in-game) | | `ground_rotation_strength` | `2. 25` | Multiplier on the grounded rotation; higher values also compensate per-step lag on fast spinners (tuned in-game — 2. 2–2. 3 walks straight), lower toward 1. 0 if you curl into the spin | | `carry_timeout_ticks` | `60` | Max airborne ticks to stay in the contraption's frame | | `exit_distance_blocks` | `4. 0` | Stop carrying once this far outside the sub-level's bounds | | `anchor_particles` | `true` | Keep particles anchored to the contraption they spawned on while they stay near it | | `debug_logging` | `false` | Log carry transitions and per-jump landing offsets |
📊 Mod Details
- Game
- Minecraft Mods
- Author
- Minerguy341
- Version
- 1.2.1
- Downloads
- 3,561
- Endorsements
- 19
- Category
- game-mechanics
- Created
- 7/13/2026
- Updated
- 7/10/2026
- Game Versions
- 1.21.1
- Tags
- game-mechanics
🔧 How to Install Minecraft Mods Mods
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Sable: Sure Footing support?
The author lists 1.21.1. Other versions may work but are untested by the author.
What is the latest version of Sable: Sure Footing?
Version 1.2.1, published 2026-07-10 with 3,561 downloads recorded at the source.
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