CurseForge · Minecraft mod
SableCraft Cast
NPCs for other mods to give roles to. Cast makes them; the mods you install decide what they are for.
Quick answer
Which SableCraft Cast release should I use?
SableCraft Cast Cast 1.1.0 / MC 26.2 targets 26.2 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is SableCraft Cast required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does SableCraft Cast Cast 1.1.0 / MC 26.2 need?
Cast 1.1.0 / MC 26.2. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add SableCraft Cast without breaking your instance.
Built for SableCraft Cast Cast 1.1.0 / MC 26.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Cast 1.1.0 / MC 26.2. It targets 26.2 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Cast 1.1.0 / MC 26.2. It opens that exact file at the source.
About this project
What does SableCraft Cast add?

Cast — people in the world that a vanilla client can see
NPCs for other mods to give roles to. A person with a name, a real skin, a coat and a lantern, standing where you put them, turning to look at you, and doing whatever the mod that placed them says when you right-click. Or a villager, a cow, a zombie, owned from the moment it spawns so it never wanders, trades, or bites. Cast makes them; the mods you install decide what they are for.
Your players do not need to install anything. A human NPC is drawn by packets on every client that can see it, skin and all, and behaves like a player standing very still. A creature NPC is the creature it looks like, minus its own mind. Nothing to download, no resource pack.
Two kinds of body
- Human — a player-model NPC with any real account's skin. It is a phantom: sent to the players who can see it, never added to the world. So it is not a player: it does not count towards sleeping, does not anchor mob spawning, does not keep chunks loaded, is not in the tab list, and does not turn up in
/tpsuggestions. An invisible stand-in gives it a body, so mobs walk round it rather than through it. - Mob — any vanilla creature. Its goals are cleared and replaced with "look at whoever is near"; the brain-driven ones (villagers, piglins, the rest) have their behaviours removed every second, which is the only way to park them. It is invulnerable, named, and never opens its own screen.
Both stand where they were placed. Shove one and it steps back. Mine the block from under one and it looks down, looks back up at you, and then falls, landing wherever the ground is now — unless you told it to defy gravity, which is the option's actual name.
Dressing
/cast equip head minecraft:iron_helmet, /cast equip mainhand "minecraft:potion[potion_contents={potion:'minecraft:healing'}]" — any item as /give takes it, in any slot, on either kind of body, remembered across restarts. Blank clears the slot.
For the mods that use it
Cast has no quests, no dialogue and no scenes of its own. It has an API:
- Chronicler places quest givers with it — a camp of five appears near spawn on any seed, each carrying a storyline.
- LegendQuest StoryTeller possesses them: a game master walks an NPC into a scene, speaks as them, and lets go; Cast re-anchors the body where it was left.
- Your mod: one guarded class that imports
com.sablednah.cast.api,Cast.registerRole(id, handler)to be called when a right-click lands on an NPC carrying your role, andspawnHuman/spawnMob/say/equip/remove/drivefor everything else. An NPC can carry several roles from several mods at once.
Commands (cast.admin, or op)
/cast spawn human "Dr Okafor" Sablednah puts a human with that account's skin where you are looking; /cast spawn mob minecraft:villager "Camp Trader" a creature. Look at one and /cast name, skin, equip, look, here, say, defygravity, role add|remove, remove. /cast list and /cast status say what exists and which build this is.
Requirements
| Minecraft | NeoForge | Java |
|---|---|---|
| 1.21.11 | 21.11.42+ | 21 |
| 26.1.2 | 26.1.2.95+ | 25 |
| 26.2 | 26.2.0.72+ | 25 |
There is a jar per Minecraft version, named for the one it was built against — take the one that matches your server.
Install on the server. That is all. Cast depends on nothing, and nothing depends on your players.
Credits and licence
Cast is licensed under MIT, by Sablednah. Source and API docs: github.com/Sablednah/Cast.
Project description from CurseForge.
Pick your setup
SableCraft Cast by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.1.2
1 loader build1.21.11
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
SableCraft Cast versions and loaders
Cast 1.1.0 / MC 26.2
cast-1.1.0+mc26.2.jar
21 Sept 2026
Cast 1.1.0 / MC 26.1.2
cast-1.1.0+mc26.1.2.jar
21 Sept 2026
Cast 1.0.0 / MC 26.2
cast-1.0.0+mc26.2.jar
12 Sept 2026
Cast 1.0.0 / MC 26.1.2
cast-1.0.0+mc26.1.2.jar
12 Sept 2026
Cast 1.0.0 / MC 1.21.11
cast-1.0.0+mc1.21.11.jar
12 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.