On the latest version of More Red (6.0.0.3 for NeoForge 1.21.1) and Sable (1.2.2 for NeoForge 1.21.1), trying to connect any two posts placed on a Sable sublevel fails as the player position is too far away from the position where the wire is connected to post because Sable stores the positions of blocks on sublevels as very far away coordinates. More Red detects the player position as too far away from the post, and breaks the connection immediately, making it impossible to form a connection. Setting the maximum cable distance in server config to very large values can overcome this, but cause any block placements to explode in memory usage. Using this temporary fix, the wires do render correctly on the sublevel so that shouldn't be an issue. I'm not sure if a dedicated fix is within the scope of the project, but I propose switching the player logic to only break when actually placing the wire, which could be both a QoL feature, as well as a compatibility improvement.
On the latest version of More Red (6.0.0.3 for NeoForge 1.21.1) and Sable (1.2.2 for NeoForge 1.21.1), trying to connect any two posts placed on a Sable sublevel fails as the player position is too far away from the position where the wire is connected to post because Sable stores the positions of blocks on sublevels as very far away coordinates. More Red detects the player position as too far away from the post, and breaks the connection immediately, making it impossible to form a connection. Setting the maximum cable distance in server config to very large values can overcome this, but cause any block placements to explode in memory usage. Using this temporary fix, the wires do render correctly on the sublevel so that shouldn't be an issue. I'm not sure if a dedicated fix is within the scope of the project, but I propose switching the player logic to only break when actually placing the wire, which could be both a QoL feature, as well as a compatibility improvement.