Sable Unloading Fix
Large Sable ships stop disappearing
The problem
Sable unloads a ship the moment any chunk column its bounding box touches falls outside the server's simulation distance. A ship bigger than that distance can therefore never stay loaded.
Config
config/sableunloadingfix-common.toml
keepPartiallyLoadedSubLevels default true
The feature itself. Turning it off restores stock Sable behaviour and disables everything below.
physicsInNonTickingChunks default true
Build terrain collision for the parts of a ship hanging over chunks that are loaded but outside the simulation distance. Costs no extra chunk loading. Those chunks are already in memory and it is what stops a ship from clipping through terrain. Turn off for the absolute minimum overhead.
forceLoadSubLevelChunks default false
Also force-load the chunks a ship overlaps, so it is simulated against real terrain even beyond view distance. Chunks are requested asynchronously and release themselves once no ship needs them, but they do tick while held, that costs TPS. Off unless you want it.
Requirements
- Minecraft 1.21.1, NeoForge
- Sable 1.2.2 or newer
- Ships as sableunloadingfix-1.4.0.jar — drop this file into the mods folder
- Download size: 30 KB
- Download link checked 28 Aug 2026 — working
These come from our own check of the pack file, not from the source page.