#Clockwork Suggestion Megathread
1 messages · Page 4 of 1
am i going to have to keep doing variants of the exact same argument another 30 times before you understand the flaw in your own thinking
okay so let me put it this way, if clockwork should follow the style of create then it should not be an addon to vs2 as adding physics and fully intractable contraptions is totally out of scope of create
Nullharp's right on this one
yk what il give you a two in one and tie this back into minecrafts recent snapshots where we got the copper bulb and crafter, if they want to add new blocks then how can they do that if they also want functionality of said new blocks to be in line with existing blocks that arent even related to it, ex: the crafter should work more like other redstone blocks that drop items so its more in line with existing mechanics
how exactly does that work when crafters never shared squat with them to begin with
is bro comin back? im gettin bored here
okay now i see your point
Did anyone suggest a gyroscope block?
It's a block that has a rotational force input, and it stabilizes the ship.
It could have variable strength bases on rpm of input or additional redstone input
It would be really useful especially for drones and helicopters
yea many have suggested it
and also been shot down
Yea I assumed so
Wdym
WALKER WALKER WE NEED WALKERS
Walkers that actually walk
you can already do that
#kontraption 
Bigger weapons
9x9x20 multiblock railgun
learn inverse kinematics and use Distance sensors with some PID controlled motors
whats PID
Proportional, Integral, Derivative
In this context it's something that used to maintain the position and rotation of something floating mid air
is it included in a mod?
sort of, a PID can use the propulsion systems that come with clockwork, but to actually be stable in the air would need some help from computer craft
Is CC decently simple or complex with VS/Clockwork? (I have some experience coding in C and Java)
it uses Lua
so you could learn it in like a weekend and be intermediate easily
I heard it's similar to C, but idk
Oh ok
its closer to python
its very high level
and has dynamic variable declarations, is not oop
and is interpreted fully
Okay thanks
I like the idea but for some reason adding "one block solutions is bad"
Which makes sense but in my opinion there kinda does need to be things to make the mod easier to play
Ease of use is a big factor in some mods, and having it easy (with some difficult factors) is generally fun to play
just an idea but using large waterwheels as a paddlewheel on a ship
no
why
make a post in #1019674227579813910 instead of here please :)
wen clook wolk
#clockwork-devlog
rope physics. pls
planned
Allow the Phys infuser to name ships
bring back bluperglue because i can't infuse anything
Temporary solutions:
- Use a valkyrien skies ship assembler
- Use a phys bearing, stick a block in front, activate the bearing, remove the bearing
And in both cases build off of the single phys infused block
Not sure if it’s been brought up yet but linkage kinematics would be sick. Being able to have multiple phys bearings attached to one entity so you could make Jansen linkages and such
Is any chance to be added a wheel baring like the propeller one?
Did you see #1184932299834405064 ?
Phys bearings can do a lot :)
Ah, I hadn't. Maybe I'm just not using them right, but whenever I tried to stack multiple phys bearings onto one entity the "child" bearing would deactivate as soon as the "parent" bearing was triggered and be unable to reactivate and latch onto the block in front of it
I tried several different configurations, hence I assumed maybe there was a code reason like they would bug out being stacked like that. Clearly I'll have to tinker with them more cause I missed something
When I construct a hollow glass container and submerge it in water, it naturally sinks to the bottom. At this point, I'm wondering if it's possible to add a "drain pump" block to enable a sealed space to generate buoyancy. Technically, I believe it can be achieved as follows:
The drain pump initiates a sealing check upon receiving power.
If the sealing check is successful, the entire enclosed space is filled with "sealed air" (a technical block).
"Sealed air" functions as a solid block with zero mass, allowing players to pass through.
When a player is buried in "sealed air," remove the underwater shader, eliminate the slow-down effect underwater, disable swimming, and continuously provide oxygen.
When the "sealed air" block is updated, if there is air or incomplete blocks on any of the six faces, it transforms into air. After a few seconds, it requests block updates from surrounding blocks (this way, when the sealed space is no longer sealed, buoyancy can gradually decrease, resembling a gradual flooding).
This seems like a quite feasible (and technically viable) solution, enabling submarines and entirely iron-clad ships to navigate freely.
Has anyone already proposed this suggestion? If so, I apologize for the disturbance.
No,the mass of netherrack and warped nylium is 1100kg,and the 8x6x6 cube with air pocket is just sink,obviously the vs2 have no automatically air pocket detection function.
Yeah we know it doesn’t
Actually yeah tho
If they do air pockets for being in ships.. they should 100% also use said air pockets for calculating build density
there is a difference between:
it does have
and
it will have
yknow..
His test wasn’t even right
Nobody mentioned build density changes from air
Ever
Well?
We dont know 🤷
We literally have phys bearings 😭
When I enter in a world sometimes the car goes to the sky
why?
no clue
It happend to you?
1.19 clockwork 🙏🙏🙏
It'll get released when done 
rayman should be added
1.18.2 clockwork but on curseforge (REAL)
1.20.4 or 1.21 when that arrives.
physics infuser animation on iris fabric
make an opt in role to get pinged for clockwork nightlies
Portable storage/fluid/energy (crafts & additions) interface support
stuff is already planned to replicate those same functionalities in clockwork
Wow thats great!
Waterwheels push the (physics entity?) they're on when in water and powered with rotation power
Also fans could give a small amount of momentum
I agree with water wheel, disagree with fans
They already do.
They do?
yes
something to make a ship stabilized without the needing of CC
^^^ To that end, making Altitude Meters work like Threshold switches would be great, so that it could output different signals based on what height it is above, or a configurable gradient. This would allow feeding comparator output to a redstone resistor that changes the speed of a propellor.
loved the aproach
for real a cool way to solve the problem
never happening
not like that at least
some way of generating su that is compact and that generates a decent amount
Combustion engine
there is one? it uses frosting tho
I mean, they're suggesting it in clockwork so they should know about that
talking about a way to stabilize a ship, it would be cool to see something like a gyro sensor that emits a redstone signal at configurable angles so we could automatically check for under and over steer
okay thats at least slightly more possible of happening
no promises tho since im not a dev
yeah, in general i just think it would be great to have the tools to stablize a ship without needing to code it in CC i can see it coming in handy for a lot of thing when it comes to base creation and large ships
the issue is implenting something thats not just a magic solution while still allowing you to actually make stable stuff
yeah, i had some toughts arround that
and i can't see a way to do it without some kinda of altitude or rotation sensor
making it less magical and interactive could be something like paired sensors (up to 4 maybe) you place at the middle and sides/corners of your creation or something of the like. The gyro could just try and keep them flat in their orientation
I don’t know if it was requested, planned, or impossible but maybe let the physics bearing work on eureka ships
So I can make awesome naval turrets
pretty sure it works
idk
someone else can confirm or deny that
there is zero reason it SHOULDENT work
eureka "ships" dont exist
there is no eureka ship, there is no clockwork ship
its just a ship
😭 bet you haven’t even tried it yourself and just assumed it didn’t work
I have tried and anything on the phy bearing fell straight off the bearing
What
So you put it on the bearing
And activated the bearing
and then it fell off?
Are you perhaps assembling the phys bearing into a ship while it has its own subship?
Because that can cause the subship to fall off
And idk if it's a bug that needs to be fixed
@neat nimbus you should make a bug bloopers video after the release this would be the perfect song to use in it https://open.spotify.com/track/2RtMHo3NwZYXBnvXYUBNyd?si=5dc3810c94414389
you probably made it a ship after you started the physics bearing
physics defuser
look at their gravitron video 🤡
where is that
Gravity gun that just makes ships heavier
trackwork
add rocket nozzles that are angleable kinda like thrusters on spaceships. make them work like flap bearings but with 2 axises
packed iron block basically is just a big weight
netherite
For when melting point comes out, it'd be very neat if it was possible to "cover up" an exhaust for a while to make it build up pressure and uncover it to release it all at once for a burst of speed. Maybe with a valve or just slapping a block on it.
It'd also be neat because you could maybe use a temperature/pressure gauge for an automatic redstone release so you don't blow up 
Yeah while experimenting with an airship I was dealing with problems getting up to speed (sheer amount of weight from steam engines giving it a shit ton of mass) but could maintain it fine once I was there. There wasn't any easy way to get up to speed faster without adding way more weight for more steam engines and propellers so yeah, having the ability to build up pressure while not moving then release it all at once would be great.
Would be cool if we could have 'engine parts' like reinforced cogs/shafts that don't break when you exceed the current stress limit for those parts. That way you can get propellers to spin stupidly fast and subsequently produce more thrust without having to add more sails, would need to make those sorts of parts a lot more expensive/harder to make in a survival setting though so it isn't too broken if used in a standard mechanical build.
??? do you mean overspeed? stuff doesn't break in create when you overstress, it just stops
magnet
yeah sorry that's a better explanation, I mean that if you use gear sequences to get something to spin faster than it can handle one of the cogs break. And the idea was that for better propulsion to bypass that problem by making reinforced versions of those items to allow higher prop rpm
good luck getting the stress for that when you can only double speed lmao
You could just up the max speed in the create config
funny list of ideas
- movement ideas
- compleatly unoriginal movement ideas
- tank tracks ( can be belts, adds a dash of complexity as to how to power them and stuff )
- wheels blocks ( just a rounded block / blocky block that has a circular physiscs interaction box ) [ hollow wheels / rim powered wheels, imagine general greviouses monowheel bike thing ]
- more unique
- drills / screws ( a tube like rotating body with friction )
- hydrolic pistons ( pieces that extend and push the entity forwards )
- funny utility ideas
- rope / chain physics ( could be funny for catapults, towing, 3D belt work and other things )
- sensors that can detect other clockwork / VS2 entities ( and just anything really, detecting everything can help with funny redstone / create coding )
- modifiable joints / angled joints / bearings ( the current free axel bearing thing doesn't have any lean in it, would be nice to be able to move joints outwards )
- grinders / drill interaction with / between VS2 entities ( either between the entities or between entities and world )
Add gay back
CV joints:
-
a type of shaft which can transfer rotational force between Clockwork vehicles/ships/physics bodies
-
implementation: akin to the create mod portable storage interface place one half of the joint on one body, and the other half on the other. If they are within a certain hit-box then transfer rotational power from one to another as if it were a solid shaft
thats very similar to the propagator bearing of interactive
you can't like your own opinions
it makes you look desperate
not really, since it's meant to interact between different ships, not just different sections of 1 ship
also the propagator bearing kinda sucks for rotational transfer (with current implementation) cus it has to be spinning to transfer
oh, true
also another reccomendation for ship to ship / ship to world interaction would be fixing entities that come off of ships, such as arrows not magically phasing out of existance when fired or tnt not falling trough the world
that kind of thing
What about something like a plane/ship schedule that works like a train schedule. Mobs could drop things off, pick things up, etc.
Iam.
Make portable interfaces work with assembled stuff
what
A more in depth red stone controller would be great, currently working on a large scale plane and I’m realising that the buttons needed to simulate realistic plane movement aren’t available, currently have pitch and roll available but no yaw, ground handling for aircraft is also pretty hard because the direction of the forward wheel doesn’t indicate where the aircraft will go because the aircraft is only working on the direction of thrust, only workaround I’ve found so far is to keep two levers on hand in the flight deck that power the clutches behind propeller bearings, if I disable one engine it allows the aircraft to yaw in the direction of the clutched engine. Works alright for ground handling, but trying to control the aircraft mid air is a lot harder when only 2/3 primary flight controls are available
Currently working on a B777-200
try tweaked controllers
you dont
tho if you want to, it either outputs or doesnt based on its height
so not too useful
the only real way to have an automatic flight control thing rn is to just use computer craft
So it's not working?
it 'works'
but its essentially useless unless you want to know if youre above a very specific nblocks
idk how easy it is to implement but it would be cool if wings would have more lift when theyre close to the ground like in real life
also a pancake effect too
rayman
Something like a 'smart' flap bearing would be cool, that way it could be programmed to a specific angle rather than the preset one in the current bearing for more controlled movements
where would I find that? been scrolling through cureforge forever trying to find it
search it
or actually
im in a good mood today
@restive prism
ey
is there one that adds controllers with just more buttons?
like if that one was configureable to work with a keyboard it would be good
The one i just sent would be the only i could Think Of
I think its meant to work with ps4 controller
A bearing that propogates rotation through it, as well as having an input on the side to rotate the attatched entity
(might be better in interactive)
Or a free spinning propogation bearing, could rotate it using external forces but would propogate rotation through it
Thoughts? (Or idea on how toa cheive the same effect using current mechanics + interactive)
server compatibility?
(for context, im trying to make a big airship with flat side props, and I want to be able to tilt them)
They are kinda smart anyways
A smaller charge does a smaller angle
figured it out.
second prop bearing counteracts first prop bearins rotation while still propogating rotation, allowing for independent rotating of the end part, while propogating speed
welp, my hopes have been dashed yet again by the fact that propeller bearings on propogator bearings do not provide lift. How many updates till we get a physics propogator bearing? I know the current one was alwyas planned to be, but will that be in the next update, or some indeterminate time in the future?
Much appreciated 😄
I downloaded clockwork from forge, does anyone know why I can’t use the physics infuser. Also, what is the auric designator for?
it's broken
fabric physics infuser is better
use eureka
that is what we all already knew im pretty sure
what version do clockwork use?
1.16.5
1
hey
add a feature
to
attack vs ships to physics bearings
like
if u accidentally break a phys bearing
it would be cool
to be able to not have to rebuild ur whole turret
also
the ability to attach 2 vs ships together
would be also
very cool
Would be outstanding if phys bearings assembled the same way as standard Create bearings and not only with verbatim glue.
For example, a set of linear chassis, with glue at the end, would assemble all the chassis and whatever is at the end of them. On a phys bearing however, only the first linear chassis is assembled. For complex builds, this makes it very hard to schematic and replicate builds, since you have to glue everything together, in stages, each time you place a schematic.
Hopefully this isn't problematic from a technical perspective
What do the altitude meter and reaction wheel do?
Nothing
something
Reaction wheel is left overs from old discord integration, you could use it to react to updates in the clockwork 
VScord tying to be helpful challenge (impossible 😱)
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Shut up low karma user
rayman
keep yourself safe
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Low karma sheeple
yez
@summer locust this muppet is advocating for suicide
Can you do the jor jor well funni?
how to get karma
Not being a sheep
literally 1849
as expected from a liboral
is it bad that people in another server focus most of their jokes around puns of my name like plibberal..
(Add this concept it would be a good item and needs very little explanation)
Is it ironic?
Please make it so that if you use a physics bearing to create a phys object you can right click it to remove it again. I keep having to destroy and rebuild all my creations, not to mention I want to anchor my vehicles at some point.
Sounds like a toxic server tbh
No it’s just strange
low priority but if auric ore generation could be configurable that’d be cool. i just want to make it spawn higher in floating islands rather than underground
fly-o-meter (counting blocks flied per second) for eg. 10 b/s
will be nice for airships and planes
or you could just speak like a normal person and say speedometer
Just askin
Acktually speedometer already exists in create so it would be confusing for players to have multiple items that do different things and have the same name🤓
🥱 shame
altitude meter should have a configurable analog output, where the upper and lower heights can be adjusted
assuming this isn’t already planned, please change the texture of the gyro’s base? because of the red lights that come from the altitude meter’s base i thought it was powered by redstone and i’m afraid it could be misleading to other people
Would it be possible to make it so you can interact with rotation speed controllers and creative motors to adjust speeds whilst in a command seat or other seat? Biggest issue I currently have with flying planes is that I can't effectively control my thrust whilst in the air without having to get out of my seat at which point the aircraft continues flying without me and disappears over the horizon
A link that when it measures a determined inclination sends a redstone signal to the connected block
a what the how when
no redstone signal when upright, yes redstone signal when tilted
when placed with a not gate on a clutch can have a propeller only spin when tilted to help keep it upright
at best
that will just lead to constant oscillation
Not really
at worst, it’ll just make any ship with a propeller crash itself whenever it tilts too much
Besiege has them and that there's not that much oscillation
If you mix the signals
like this
Yeah this was what I did right when interactive came out and the independent motion is cool but it's sad that you can't use them on clockwork things without them bugging the fuck out
do this but have it give analog output in the vertical direction i.e. outputs 15 at top when upright, when started tilting starts outputting higher on sides when it starts tilting
If a ship is heavy enough, or moving fast enough, it should break leaves, and logs. That way my massive car can roll through forests like nothing, and leave behind a trail of missing trees. SImmilarly, perhaps if you get this tree destruction working, you could also have it change grass blocks to dirt blocks when you roll over them. (to create tire tracks.)
not a clockwork feature
it implies cars
which are only possible
with phys bearings
which are from clockwork
._.
no?
you can make cars with debug hinges and tournament thrusters
hell
those were the first VS2 cars before clockwork
also #about-trackwork
i can delete my message if ya want
I have an Idea
I dont know if it was posted yet but it doesnt matter
could you add something that you can drop with a redstone signal
and something that when is comes into contact with a block sends out a redstone signal
Have you heard of sand
No I mean a like a block that allows that for a structure
redstone contact
For second
If it doesn't work already it most likely will in the future
if you're not against using other mods
Or physics object
some_peripherals by @runic ivy adds a raycaster
Can see physics objects and entities
As well as world blocks
But it's a fake mod
@runic ivy bad coder
it would be sick to have a pilot system on planes like trains in vanilla create, that will be so helpful for so much stuff, is it possible ?
possible? yes
will anybody do it? no
why? it will be extremely fucking hard
makes sense ig 😔
guys should just correct unstables and launch a pre-release of clockwork, it would be cool(sorry for the bad english im south american)
It'd be really nice if blocks like propellers and physics bearings couldn't be rotated by the wrench. or, if it's too hard coded have them fall off instead of dissasembling in the case of propellers. .
just fix the mod 
ideas:1) make a sensor that determines which way the airship is tilted (for more precise control) 2)sensors (lasers)which can be configured for certain blocks (will give a redstone signal) 3) (new mechanics) interaction of physical objects with liquids (placed on other buildings or in the ordinary world)
And yes, it was written with the help of a translator
there exists a speedometer already dumbass
you could just say “add an object that tells you a ship’s current speed”
I suggest adopting clockwork on optifine
I suggest adding something sticky, a sticky block that would stick to the walls
a sticker? one could say
nuh uh
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no
its impossible to make anything for optifine because its closed source and i think it alters minecraft itself as well
and sodium/embeddium is just. better. straight up. more performance
Would be nice if large waterwheels acted as paddle wheels if spinning
Unless they already do
I know it's kind of as useless as encased fans producing thrust, just think it would be cool if added
its annoying, fans don't do your cooking when on ships, they provide thrust
Add Phys propagator bearing
Pretty sure they do if they blow onto a depot or belt instead of just the item. Might be wrong though, I just remember having that issue while making cannons
Altitude sensor display output for alt, and a remote with W,A,S,D,Q,E,Space,Ctrl. remote would be amazing for helicopters
Remove the bugs
What did spiders do to you
a deployer on a contraption thats on a clockworked ship places in the world grid, not the ships grid. would be cool to have an option to chose the ships grid to place on
for the record, its not just big cannons
I don't know if this is the right thread for this, but I was hoping to crash a train into a bunch of individual blocks, but the train just clipped through them, and nothing happened. Is it possible to add compatibility with Create trains to let them either plow through the blocks, or to crash/possibly derail the train depending on the weight of the train/physics blocks?
All the items I used here are vanilla/create, asides from the C:S&R headlights
I do have other create addons enabled but none of them should be effecting this
Can we please have a camera in case we need to see stuff inside the plane, like the bomb bay or the cargo bay when airdropping things? Or maybe just for remote control stuff? I know Konnie is eventually supposed to have something like a camera, but maybe just a camera block for now?
konnie?
camera is prob smth for a diff mod
Nevermind, Create Interactive fixes this
A proper sails system would be a really nice addition.
Concept idea I had was that it starts in a furled state as a single block, and you lay multiple sail blocks out in a row at the top of where you want your sail. Then it can be lowered like a pulley through any rotational input, but instead of lowering a rope, it lowers the sail "blocks" from every sail block in the row. A forward force is generated from each exposed sail "block", allowing you to adjust how much speed you have by adjusting how much sail is showing.
Would allow more traditional sailboat builds in Clockwork without having to hide propellers and engines, or as a nice functional and aesthetic addition to airships.
You can download the Clockwork Pre-Alpha from here:
https://discord.com/channels/244934352092397568/1100497495450210384.
Remember that Clockwork requires the latest version of Kotlin for Forge, or Fabric Language Kotlin, both of which can be found on both CurseForge and Modrinth, and Valkyrien Skies 2, which can be found on Modrinth. It also requires the latest version of the Create mod. If you can't find the download for VS2 or any of the addons, links to them can be found in their respective channels.
Also note that Clockwork is currently available for Minecraft 1.18.2, 1.19.2 and 1.20.1, and is available on both Forge and Fabric.
Bad bot
@nocturne gate touch grass
@vale heath
Thoughts?
@vale heath
@nocturne gate WheAre CLoKCowRk DwonmLoaD
Because auric ore is so rare, I propose a structure called a meteor or something idk, basically the spawn randomly and they are made of deepslate and auric ore
bro think it ae2
do u mean aeronautics?
I aint, but wtf do you mean by ae2?
do you not know ae2
is it an acronym?
dam no answer
does it have meteors with ore?
Yes
I might have subconsiously stolen that tbh 💀
anyone know where i can download 1.0.0-alpha1 clockwork forge 1.18.2 didnt find it in nightlies section
You can download the Clockwork Pre-Alpha from here:
https://discord.com/channels/244934352092397568/1100497495450210384.
Remember that Clockwork requires the latest version of Kotlin for Forge, or Fabric Language Kotlin, both of which can be found on both CurseForge and Modrinth, and Valkyrien Skies 2, which can be found on Modrinth. It also requires the latest version of the Create mod. If you can't find the download for VS2 or any of the addons, links to them can be found in their respective channels.
Also note that Clockwork is currently available for Minecraft 1.18.2, 1.19.2 and 1.20.1, and is available on both Forge and Fabric.
Maybe have ships deal damage upon impact to things?
A simple way to calculate would be ship mass x velocity x some constant
Might be worth calculating the direction of the velocity relative to the target so people don’t die from walking into the side of a ship
An extension to this would be damage to the blocks of the ship, which could be shown by the break animation just being paused at a certain point
A lot of work but something to mull over
Would pave the way for projectiles and ram attacks to work well
Thinking because someone might want to make a rail gun type situation which atm would just bounce off the enemy
add
Just use the real kinetic energy formula. M*v^2
Add support for
Bro was doing momentum first
😭
The coefficient is going to be hard
Remove the bugs
bugs r fun
LiDAR sensor -
It would put out a red stone signal when it is a curtain distance to an object in a certain direction. This would be really useful for elevators on airships that you want to be a curtain distance to the ground.
Curtain 
Is that a unit from imperial?
He's mispelling "certain".
No, I know that, is the joke really that bad?
this is actually such a good idea
though it could proably done with CC
@runic ivy's mod some_peripherals with either the raycaster or the radar block
Fix the bug where in order for a gyro to work it has to rotate in a specific direction, it's just a bit annoying
Make using it the wrong way flip it 180 degrees
Make
add this picture :
yes
To make sure that physical blocks can come into contact with water, like, let's not let it into enclosed spaces
Wanderwand / Auric infuses instantly if in creative mode
camra mod
physic bearings need to be able to unassembled stuff
I thought the Gravitron can?
It can, but from my experience, it isn't relative to the ship it's on, so it can get annoying if ya need to use it on larger contraptions
As for suggestions, it'd be nice to have a way to limit the possible angles on the bearings or a separate block that can do so.
Using blocks works well enough, but can get pretty buggy, depending on the scale
Also maybe a way to recall/realign stuff on bearings, for when it does get buggy
a
Radar and a targeting suite
Isn't that what Valkyrien Computers does?
Can we get clockwork on modrinth
make the steam pipe, so you can get your steam through it and push some things, useful for making catapults on ships, pulling up things really quick and pushing things when steam come to the end of the pipe
Making so heat from engine can actually kill you and that if your fluid tank catches on fire whole thing blows up
nvm 💀
Fix the flywheel hitbox bug (Cteate)
MAKE A CHANNEL
why is the WONDERWAND SO LOUD
Add the connection with Portable Storage Interface and Portable Fluid Interface between physics objects and between physics object with world
Theres a whole plan for steam i think with melting point
This is more fitting for a space add-on, but I think solid fuel boosters would be a cool thing to add
With how I see it, you first need to catch a small magma cube into a new block (similarly to blaze burners), and add some blaze powder in a crafting table
After doing that you stack these blocks in a line, add any block at the front and a nozzle at the back
To ignite the thing you need to power the nozzle block with redstone or maybe directly tie it to a redstone link frequency
Maybe also add different sizes of boosters with different sizes of magma cubes used for them, and a way to adjust the speed at which the booster burns
Add the arrow place feature to wings please. is a hassele to build larger wing areas this way
some sort of collision mechanic would be cool 👀
oh and a support for create: crafts & additions wirings on two separate entities would also be cool. tried using connectors and wirings to power a wheel using electric motors and alternators but the wires won't connect onto one another and says that 'wire is too long'. pretty neat way of powering wheels without the bulkiness of having to build a separate engine per wheel + suspension can be brought in the mix
either that or some sort of way to transfer rotational power from a non phys bearing affected contraption to a phys bearing affected one
Clockwork on modrinth
just use curseforge
I can’t because the mc host doesnt support curseforge
choose a better mc host then

Is it that much more work to upload some files to modrinth?
Like vs and interactive are already on modrinth
don't support anyone, everyone is evil
real
Add image:
This should pop up when you die from being hit by a plane
(Also I know it's a heli on the image, but how the hell would the mod know if it's one or the other)
Cool idea: man
only use 9minecraft
the best source of mods
add rayman
Add working clocks
Add physics clockwork bearing
You cant call your mod c ockwork without making the c ockwork bearing have physics
Can we get an ornithopter bearing for building insect-like ornithopters? I know it's pretty niche, but it just sounds like such a cool thing to fly
A giant dragonfly
Are there no adequate bearings for the job currently?
Physics bearings with flap bearings work well enough in my experience, tho you have to restrict their movement with blocks
OK but ornitho- = birds
ornithology and all that
OG Dune literature had bird-like ornithopters
Leonardo Da Vinci (and many others after him) tried to create bird-like flying machines they called ornithopters (till they figured out airplanes were better).
Ik, but I thought an ornithopter is anything that flaps its wings to fly?
ehhh technically yeah
but ornitho- is a prefix meaning bird
And all the real ornithopter attempts were like birds.
I mean those work, but not for that kind of ornithopter
there are several insect-like ornithopters
agreed, but enough for now imo
Insects also flap wings
Just in a slightly different manner
It’s not like they just flap their wings up and down and somehow make enough lift from literally nothing to move upward
But yeah a bearing to achieve an ornithopter is unrealistic since no matter what, an ornithopter requires at least two bearings/joints to make lift
Everything you said is true, but I don't think Clockwork is trying to be realistic
I mean we literally had frosting as fuel in the past, and now we even have magic levitating ore
And that's also adding extra unneeded complexity when we can just have one block for it
Suggestion: can we please get a way to adjust a gyro using redstone? Maybe a separate block for that if it interferes with too many people's contraptions?
I mean technically you can turn gyros on and off by cutting power to them or use a gimbal thing, but redstone controlling them would've been so much more convenient if you need to make like a helicopter
Frosting works as fuel
It’s full of sugar so it’s incredibly energy dense
The way ornithopter work require 2 section
unless you want just a section that flap
which at this point physic bearing work right?
thats just a big flapping thing that doesnt fly
just need to found a way to generate lift by flapping
lol
If you want to make a ornithopter instead of usggesting ornithopter bearing suggest sail that can caught wind
so physic bearing with enough speed can also fly
what about by yapping bc im goood at that
Magic levitating ore is still not a thing however
what about something like:
a sort of spike-like block that when placed on a ship, can damage entities and blocks when it collides with them at high speed
or
a combination of said spike block and a tool bearing (like the propeller bearing)
that allows you to make custom drills and saws. in this case the tool bearing could have more stress impact the more spikes are attached
add the afterblazers back
That's already in the works
I know it's not directly related to aircraft, but can we get a copycat casing? Something that can act as an andesite/copper casing (you can encase shafts, pipes and cogs), but also a copycat block, so we can blend those in with the rest of the plane without adding weight due to extra blocks
And also floats for clockwork or trackwork, because right now we have to install eureka for those, and they don't sound like something hard to add (I am in no way a mod dev so I do not actually know if it's easy to add those)
Having lodestones work whilst being a physics object would be cool, if you strapped one to a vehicle and got thrown off the vehicle somehow, you could still attempt to look for it with a compass bound to the vehivle's lodestone.
Mini glider from subnautica
make it so liquids also get carried along when you add physics to things so you can create self sustaining steam engines on board
- That's a VS2 suggestion
- That's already a thing
Yeah I just tested it mb
Can encased fans with lava produce more thrust than regular ones? Like an actually good amount of thrust, comparable to a 4 sail prop
I just think it might be a nice addition if you need to rotate a thing
Wanderwand selection working like Create Schematic selection. Like hold control and scroll to select point in empty space
omg that would be amazing
I second this
though this definitely has absolutely nothing to do with clockwork, and I imagine won't be added by clockwork devs
do fans produce thrust?
I didn't know that
I mean, it makes sense
oh, what if they had more traction in water, so you could use them as boat propellers?
A TIINY bit
Yeah sounds like a cool idea
while this would basically be a thruster
imo it doesn't really make enough physical sense, and
the thruster will be returning in some form in the melting point update I believe
I guess...
not sure if this would be too complicated
What if you could produce thrust by blasting liquid fuel?
it would look like fan -> lava -> some liquid
and would consume the liquid fuel
it's kinda like heat+fuel+oxidizer
So basically straight up a jet engine?
But with rotation not coming from the engine itself I guess
Would there have to be some injector block?
I was thinking just a fluid pump to dispense the actual fuel
but a special block could help to make it more precise
Wouldn't it become a block of liquid if it's just a pipe?
yeah
hold on I'll get a quick picture of what I have in my head
my first idea was something like this
Where the red stuff is fuel (it's not actually, but just as an example)
and blasting it would make thrust and consume the fuel
you probably wouldn't have them right next to eachother in practice, since the lava would flow over
or maybe what you said, and have like a fuel injector block that you put fluid into
similar to the steam engine
Yeah that's probably not getting added to clockwork, and to me an actual multiblock jet engine seems better than this idea
Cool idea nonetheless👍
ah, fair
why is the fucking lava not flowing
It's just barrier blocks
Idk if its been suggested but a version of the physics bearing that propagates SU to the subgrid
wharg
...physics bearing to turn turret, propagator bearing for this
fuel
corkfork 💀
working wheel-like blocks that only cover one block
phys bearing wheels are big and bulky especially for plane contraptions
what
How would that work
Like a block that’s just a roller that put on its own
Without any kind of create input?
he want a wheel that has diameter of 1 block
But
If it’s diameter is one block
On any of the physics bearing type blocks we have
It just won’t roll
since all of those blocks are one block wide
😭
ye basically something that could act as some sort of a landing gear lol somethign that will make you fly straight and still make it look like a wheel and not just a block
then add one lmao
I mean you can use suspension tracks from Trackwork
Without the sprockets they don't have any tracks on them
So they look like wheels
But I'm not sure if you can adjust the suspension strength without the sprockets on
phys bearing got a rotatable enchanting table hitbox
allow for some silly designs
okay but there’s still gearboxes and whatnot
what about it?
big block
...
ability to push physical blocks, or handles to push
You can already accomplish this with a piston
not on the bearing i dont think
i was meaning how normal bearings can let u disassemble them
what if clockwork added a new fluid "Compressed / Pressurized Air" and you could propel your ship by simply having a open pipe end pointing in the direction we want to move away from, with thrust equal to how pressurized the air is
make propellers more effective in liquids than air (like irl it's easier to push against a denser fluid)
How do flaps work in the current clockwork versions?
Like I have a plane, but I cant control it
And my plane keeps turning when I dont want it to, with like the propellor
thats like... exactly what heated gas (being added in melting point) is...
You need to use the flap bearing. Provide it with rotation and a redstone signal from the side and the flap will turn depending on the side the flap bearing is powered from
Your plane is probably unbalanced.
I have never heard of a addon called melting point
If ur not using flap bearings
Use it now
If you are,
its the next update for clockwork
F3b opens hitboxes. Go into spectator mode and see if theres a yellow box in your airplane
Yellow hitbox
That hitbox is your center of mass
Keep it in the middle
Wings generate lift automatically
Which means if you dont have a equal amount on both sides
It will automatically go in the direction that lacks wings
Clockwork update
They add heat system
alr told him
👍
I am using them
Then unassemble reassemble
Schematicannon on board a ship should be able to build blocks attached to the ship, example, Space Engineers & it's projectors.
My idea is to enable my aircraft carrier airship to rebuild compartments in the event they become damaged, or even replace an entire engine pod or refit an entire room while on the move.
add back the jet engines and maybe idk stupidly fast rocket engines from kontraption
shorten your name so we can actually see what you're saying\
make its so that water doesnt faze into the entity like in boats
Name too long, opinion rejected
planned
yeah thats planned
probably, idk what mp update is 💀
oh yeah, idk if its being added in mp, ask spaceEye
latest version of clockwork does not work at all with planes, what am I doing wrong?
wdym
I built a plane, the I assembled it, and had all the necessary parts, but it just turned to the right, when I activated the propeller, and didn't go up. Also I could'nt control it, so am I missing something?
build it better I guess 
Bruh, ok
Ok
My last plane(the exact same design), glitched out
Ok
Yes
Sometimes my plane starts moving out of nowhere
My plane is possesed
lol
Bismillah brother
hi i have long name but suggestion: idk if this in game already but make physics bearings require more stress the heavier your ship/contraption is, so like if you make a car you actually need strong power, like several steam engines/ tfmg or c:dg generators
acHOO
gazoontite
Is there any plan to add a linked component for a redstone resistor ? I am building a helicopter and i wanna be able to control the speed from inside the cockpit but the redstone resistor seems to only be controlled by the lever which i need to be next right on it so i can't somehow move it to control it from my controller or by a lever somewhere else
Redstone links are analogue
But they give a Redstone signal of 15
They are not adjustable like the liver
But as i said the liver needs to be ON the resistor
It can not be controlled remotely to say change the speed of my aircraft from the cockpit
No as I said the link is analogue, they output the input they get,
Not always 15
How can i control it ?
So if i add a link receiver power by a liver and it links to a sender it will copy the Redstone impute of put in or ?
*analog
shut your american ass up
This is the internet, which is american
British "english" is just wrong
its older, yours is wrong
Our pronunciation is closer to the original
Yours is wrong
funny think im not even british
You spell stuff wrong
Probably irrelevant europoor
No freedom
No internet
No electricity
WHAT DO YOU MEAN
Just small villages
Practically feudalism
It's nice to visit Denmark every once in a while but I wouldn't want to stay 🇩🇪
nu uh
english comes from britain though lmfao
That is european propgaanda
No, it was invented by Thomas Jefferson
💀
Yeah, rip TJ 😔
no problem
Polartt?
indeed
so a few things (mostly just fixes to things that lightly bug me),
-
When using propellers to lift contraptions they seem to "bounce" up to their maximum (depending on the rotation speed)
-
Gyros do not gyro when spinning counter-clockwise
-
propeller bearings can be rotated with the wrench even when assembled
-
counter-clockwise spinning propellers behave strangely and seem to pull up the other side when inverted instead of pushing up the side its on
video showing the last one cuz its harder to explain than to show:
Mf failed physics
?
A) yes
B) counterclockwise gyro is the destabilization mode
C) don't wrench them
D) yes
gyro actually makes sense i fw that heavy
Destabilization mode?
Opposite of stabilization
How's that even work?
destabilizes
can you disable encased fans provide lift
it barely provides any lift
I want to use them for normal create stuff on a ship but because its set to provide lift they do nothing els so I can't have a create super smelter on a base ship and have it work as is.
well can it be fixed?
not really
can bearings be made to work on/part of a physics object so that you can make working jointed legs for walkers?
I want to do something like this https://youtu.be/oW5yTjMCQ2w?si=u8pZWJaUTKNX1Rfq without having other blocks forming the joints because of how needlessly unstable that makes things.
I made this Plantigrade Walking Machine using the Chebyshev Lambda Linkage.
This was made in Minecraft 1.18.2 using Create Mod and Valkyrien Skies: Clockwork.
Schematics:
Chebysehv Lamda Linkage: https://www.mediafire.com/file/vtpspl4wp4bl8n7/chebyshevlambda1_6.nbt/file
Plantigrade Walker Base:
https://www.mediafire.com/file/3t9888ht8zmixfz/pl...
yes?
but kwizzle hazzizle did stuff in the most practical way possible
I can see that but I want something that has hard pints instead of asking the faces of blocks to hold things in place.
if I could just get normal bearing joints to work with booth sides having physics it would work and be smaller with less of a server load.
found something VS takeoff has working bearings that do what I want but the rest of it is a tad too unstable to work with what I have in my test pack.
that and its still in 1.18 and I need 1.19.2
Projector block
Illuminates only the area in front of it
But very far
And works on ships
Idk how you're gonna do that with minecraft's lighting system though...
Only thing I'm asking for is headlights
Optifine shaders perhaps
I can’t help but notice the majority of mechanisms made with blocks use ice or honey, which isn’t great for aesthetics or survival.
it might be good to have other blocks like iron, copper, or polished stone have low frictions.
add oil block 
Slick Waxed Lightly Weathered Cut Copper Stairs
that could work with create, actually, mix plain milk enough to make butter
Seems way less serious when you have diesel gens though because that has actual crude oil
And then you're lubing the wheels with butter...
I am personally not a fan of using food related items as fuel or in machines. In reality you would be using oil like the diesel generator mod does.
Talking about lubricator machine parts and joking about doing it with butter, not fueling the engine ✌️
The thing is in prevoius versions, clockwork was actually using frosting as fuel for heavens sake. For that reason I am never sure whether this is a joke or not.
Hah yeah that was weird
i thought the frosting was to tie in with the baking theme, what with blazes eating blaze cakes to become superheated
and the stratodonut
like i guess its technically a combustible fuel but i just liked the idea of the engine having a little blaze in it
show yourself freak i see your reactions
^ i agree
as a blanket, i think afterblazers should just be able to take the forge fuel tag
Nah it was a joke
tis easier than making an entire system of extracting and refining oil though
And better than making clockwork have EVEN MORE dependancies
Like there's 3 already
And it's not like all people prefer one or another oil or engine mod, though ik Diesel Gens is the most popular one
ok guys why are we forgetting lava
lava is not combustible
lava is what is used in blaze cakes
yes, but it's not combustible
idk
we could use eggs
i mean fair, i think it should just be a blanket fix or a config option because however the devs do it, someone will whine
i mean lava makes the most sense create wise
yes, but then diesel mfs will whine
if i were developing it (which tbf im not and honestly dont really care what the dev does cuz its their mod) i would just use anything the blaze burner can use
i mean fair, yeah
i actually think the frosting was actually pretty cool
i mean it wasss, the recipe was a little annoying if you didn't have a base in an ice biome though
maybe do what the electricy mod (i forgot the name) does and have an item allowing it to use forge:fuel
i've been suggesting that since afterblazers were still in the game 💀
LOL
isnt lava also in the forge:fuel tag?
i'm not entirely sure, actually-
lava would make sense
it could also jsut take both #forge:fuel and lava like the blaze burner after being given a straw from crafts & additions. but thats an entirely different addon
forge:fuel sounds like the logical thing to do, that way it will be compatible with all the oil mods without implimenting another new oil system
maybe use lava / blaze cakes and then make it compatible with the straw from craftd and additions for people who want to use forge:fuel
I feel like using both of those to power the same system would seem a bit odd
I think it should be either one or the other, or maybe two different blocks, one for each type of fuel, then adding a config that can switch each of them on or off.
it would make sense because theyre basicslly just different applications of the same thing (the blaze) and would also be good from a gameplay perspective because blaze cakes are made to be mass produced, it would also make using them more intuitive because the player would already know what to use
please add a confirmation to creative gravtiron for disassamble and other destructive actions like (do you sure that you want disassamble ship idk-ship-slug?)
If that ever becomes a feature it better be something adjustable in config
You guys should make boatmaking easier, without using Euraka.
how so?
All the weirdness of slightly sideways ships is probably vs, also the lack of airpockets for boats doesn’t help, so probably a vs thing that’d need to be changed to make boats easier
But rudder and paddle wheels would be cool
And propellor
So you don’t have to make underwater fans
Paddle wheels might be really cool, especially for boats like Paddlestreamers. But not all people lay on steampower or diesel. Windsails might be a cool adition too.
And tbh paddle wheels look like large water wheels.
you can build paddle wheels
To be fair you can build propellers on phys bearings too
I'd love to see paddle wheels implemented, even if we can build our own
nuclear missiles
Nah boring
Also try out Create: Diesel generstors
Ur gonna love it
try out alexs caves
ooh that would be nice, maybe giant fireworks?
Yeah smh like that
what about a solid (item fuel), liquid (liquid fuel), and firework (one use) jet? could be fun...
like with create pipes and stuff
for the liquid one atleast
Nah they said no jet or rocket engines
Doesn't fit the mod
But solid boosters are not necessarily for spacecraft and jets, so that's why I suggested that
Like
GOTTA HAVE MISSILES
although if we get afterblazers back I guess we get missiles
Mb
Mb?
me niether...
"Maybe", not "millibuckets"
unless someone works out jetwork 
it's on the cards
Like
I thought of an entire system for modular jet engines but as said above
Can't code(
So yes, skill issue
a
Pneumatic engine
Stores compressed air like the backtank from Create, puts out some kinetic energy when powered with redstone until it runs out of air
Use case: missiles and stuff
Now that I think about it that sounds way more fitting in just a separate create add-on to jumpstart diesel engines or something
what about adding rockets
they would providde massive thrust but cannot be deactivated once enabled
they would keep burning at a fixed rate until they run out of fuel
Also I think there needs to be a way to pump fuel/RPM from one ship to another
or from the world to a ship
Afterblazer is coming back in melting point
lets go
Can we have an achievement for picking up a 256 000 kg ship with the survival gravitron? For when the mod is closer to being finished ofc
What is better for fuels?
- Create: Diesel Generators
- Create: The Factory must grow
- Create: Destroy
TFMG was buggy for me,
Destroy is in very early stages and focuses more on chemistry.
And i haven't tried Diesel Generators
I hope those 3 mods will have nice compatibility with each other in the future. for now i feel like you need to pick one for gasoline
[SUGGESTION]: Compass block - outputs redstone signal based on the direction
The block would have one side marked as front of the ship, and on top it would have texture with N S W E symbols. The 4 sides of the block will output redstone signal based of the direction.
for exapmle: if ship rotates and front of the compass block faces north. The N side will output redstone signal and other sides are not. This could even be an analog signal, so if the ship is facing NE both N and E outputs signals with strength 7 instead. If ship rotates more to E it will give signals E: pwr 8, N pwr 6.
I hope you all get the point
Or simple version with just a front and configurable direction. So you configure the block to East, and the output power will be based on how close to this direction it's facing. This will require to use 4 blocks to get full " direction info"
The third approach would be a block with a marked front as always. And just one redstone analog output, and the signal strength will get weaker clockwise from north
This is example: the red circle shows signal strength at directions. And in the middle is example block facing sw giving output of 5
tfmg if you aren't using 1.18.2, then you should be fine
then I'd say diesel generators, but I was having problems with that powering my tracks through my transmission
I haven't tried either Destroy or TFMG
Only used Diesel Generators
But Diesel Generators is my choice because, well,
1.18.2 is the only version trackwork exists on
Is this for autopilot or smh?
Yeah, exactly what i was thinking. Or at least correcting direction of movement. Ship with gyro can't really rotate. And without gyro can get "funky" with rotation
Actually i must try if computer craft gps works on movinf contraptions
Or a block that outputs signal depending on move direction. +x, -x, +z etc.
Would be powerfull with block that measures speed of cotraption
idk really, but there is an add-on called CC:VS, which I believe does make autopilots possible
hm.. i think i even downloaded it, didn't read documentation yet tho
Fix physics bearings locked mode, half the time it behaves as intended and half the time it doesn’t
Compat between Basins on Physic objects. I really want my flying factory
Compatibility between tiny redstone and phys blocks
It already works somewhat
But stuff like uh
Switches and buttons
On the circuit boards
Doesn’t really work
Fix Linked Transmitters + analog levers from Create Connected on ships, whenever I shift right click on it it doesnt go back down, but instead locks/unlocks the transmitter signal, but it doesnt happen when not on a ship for some reason.
If CWK is going to be pivoting away from 1.18.2, then I'd like to request one final, stable build of CWK for that version, so we aren't left with bugs forever unfixed.
Especially considering trackwork does not look like it's updating soon
Even if it did follow
I'd still like to see a version of CWK I can run on my server safely.
Yeah I'm not saying it's the only reason
its definetly been suggested, but flaps need inbuilt redstone links
Is this like an Ad Astra add-on
is this a vs addon?
Pretty sure it's not
Are there any actual ships you can make
Or is that tiny recolorable thing the whole extent of what you can fly in that space place
Valkyrien Skies has had its 6 axis movement for ages.
Honestly I'd suggest looking into the mod itself rather than some mysterious collab with CWK, as I'm sure the actual VS2 devs would be more interested in helping you integrate the space stuff with VS than the devs of the Create compatibility layer known as Clockwork.
I am out of discord slots sorry, you repeating "join my disc" one more time won't create a 201'st slot, sadly.
i mean once potato work on his horizon mod again you could try to strike a deal with him
but i am pretty sure VS wil implement it's own space system
called Universal
it;s still in idea board yet i dont see muchprogress around them
kinda goofy for a 3 day deadline
you can add compat if u want to @cedar drum im not sure what we are supposed to do?
you have a cool mod and you can add compat and if u got any question on how to do so you can ask
for helping you?
ig il join
and also i mean if somebody here has time and motivation to do this its possible
atm i have exams, ruby is working on vscore restructure
idk if potato wants too
maybe @wind river ?
i think potato is taking a month long nap 
also does ruby have a buy me a coffee
do'nt think so
damn, okay
so what do you expect in content with vs2? i expect custom spaceships and then blocks that do this?
i mean this week my exams end so i could take a look at it next week
is it opensource?
yhea license it
so how does it work internally? i expect the space is a seperate dimension?
yhea i mean i can't promise that i will absolutly do it and finish it fully but im up for it
kk
idk really how liftoff looks soo 
yes i will help when i have the time
yay
just been testing things out
mrcrayfish's gun mod doesnt seem to work with it
you can shoot through the walls of things
e.g tanks
if theres a way to make an intergration mod that would be great
There's a mod for that on 1.18
Download bullet fix on curseforge
it's like 2 lines of actual code without all of the boilerplate

unfortunatly i am useless at coding
If it's that little then imma just try to kitbash it into 1.20 
a way to make a small plain that can fly on its own
you already can
Did someone say, small plane????
Warning (needs to configure flap bearing settings and change its stress value 4.0 to 0.0)
very niase
i mean automatically like 2 stasons or something kinda a drone
omg its so cute i love it whats its name
use cc-vs and computercraft
whats cc-vs
computercraft-vs2 integration
ooooh ok
never herd of it let me do some checking online so i can learn about it thx
MY RESOURCE PACK JUMPSCARE
Pls make more of these 
Or tell me what program do u use
pretty sure it was Blockbench
Add the Alpha to Curseforge so we can also run with World Edit
not all members are that smart though
it's not just world edit, i can't make a mod pack for CF that includes Clockwork becuse the file on CF is broken and crashes games.. i can on modrinth but it doesn't have all mods we want
Use prism launcher, download mods from both sources, export mrpack, upload to modrinrh
Oh never heard of it, cool I’ll give that a shot
Bring back rocket boosters
bruh
there were never rocket boosters
Then what were those booster things in it
not rockets, and already planned to return in a different, nerfed form
really weak, but yes
But do I use them or make big fan thingies
Cause the sail things are bigger and maybe are better but they’re big
And encased fans are really weak?
?
Yes they are
3x3 fan buildup is like half the power of a cross shaped 3 block diamenter sail
But what super boosters are there
The tournament mod adds some
But they are too powerful and only needs redstone (broken)
What does it add?
💀
Thrusters 
What’s the mod called
Tournament

1.20.1?
I think yes
It also adds other useful things except the "connector" block, dont use them they crash your world
If two connectors near to each other, they link like a rope and they can disconect with a redstone signal
But for some reason if you use it a few times it crash the game and dont let you in to the world
Idk
Wait, is tournament a create based mod
No
