#Clockwork Suggestion Megathread
1 messages · Page 5 of 1
You can use them if you download an okd version of clockwork but it need very specific other mod versions
They will in fact be powerful rocket engines
So the (not create mod) tournament boosters are the only way to go speed?
You can go fast with propellers if you want to
But that not cool
Only redstone for free movement its broken 
I mean that its too overpowered
Tournament's thrusters are too strong for only need a redstone signal
And its like cheating
Look there's no VS2 add-on with realistic rocket solid boosters, liquid fuel engines or jet engines planned
But it’s not createeeee
Sadly not
I want create rocket boosters
Me too but that's simply not a thing
https://www.jetbrains.com/idea/ get to work 
And the fans are weak cause
We will need to wait for Melting Point (clockwork next update)
Estimate time?
mid july potato time
Woooould love to, but I'm not a coder
I make the textures for a space mod that I am too lazy to tell about rn
I can’t code
I dont even know how to retexture 
Which means maybe by september
Hey still pretty good
I'm learning to...
well it was supposed to be january 1st 💀
Meanwhile melting point release before aeronautics ill be good
Yes a lot of the texture for this was stolen from Create:Alloyed and Create
VS2 based space mod with a made up solar system and probably realistic orbital mechanics

Basically liftoff but for Clockwork
We haven't written a single line of code so far
What’s the range for the redatone remote create?

You can change it
is it the one ewo is involved in
In the create goggle thing in the menu?
Ewoudje? No
Dos that automatically change config to it? Like if I shared the modpack
If a jet engine is added,I would like the ability to adjust the length and use fuel and rotational force to create new rotation and thrust.
I'm not from this server family, but I'd like to make this suggestion.
It's not going to be a jet engine, those don't fit the style of clockwork, or so I was told
okay
it's just going to use heated gas to propel you forward, there would not be any turbines or fans or jet fuel or intakes and stuff like that
I was thinking about adding jet engines to clockwork, but I have basically no coding experience
it will not do that
^ same but create has 0 documentation
so wait then how do people make add-ons for it
they probably have done thourough research and read through the source code
k then
so not even for the crafting stuff?
like
the whole mixing thing
that's documented
what about SU power
no lol
then how are there so many add-ons
^
A windable spring motor would be a great addition to clock work since, if you want to have a compact build in survival like a drone, you wouldn't be able to without creative motors. How ever if you had a windable motor that could be winded with a hand crank or any other rotation source and can be started by clicking on it or giving it a red stone signal. Right clicking on it with a wrench will change the mode for when it gets a red stone signal to either toggle on or off or not. also holding right click on it would bring up the same speed menu as the creative motor. It would slow down to a stop after 5m - 30sec depending on how fast it is going i.e. the faster it goes the shorter it lasts. Plus how big the coil spring is and what the spring is made of iron, coper, zinc, and brass for example can affect speed and stress capacity. You could make the springs can be made with cut sheets of the materials sated and cut either with a mechanical saw or stone cuter. You can make it bigger by crafting up to three cut sheets together and then you can just put in a crafting spot to get a coil spring of made of whatever the cut sheets are and size they are. You then craft the windable spring motor with 1 clutch, 1 gearshift, 1 large gear, 1 small gear, 1 shaft, and 1 coil spring.
or you could get tfmg or diesel generators
No to simple
suggested previously, likely not going to be added
It dose fit in with the create aesthetic and can be auto mated plus it won't be to op and general meant for small things like a drone or any thing else and parts of it (like the spring) can be used for other projects plus it will not be going as fast or have the same stress capacity of a creative motor
Make that water will count as separate object on physics object, this will allow many capabilities
For drones you will use computercraft anyway, so no way
but it isn't just drones plus to me I like to design my own drones
Make physics blocks be crushed by crushing wheels (i. e. Cobblestone gets crushed into gravel)
Would be neat to make traps for moving mega bases, a giant trap door opens and drops everything into a massive array of crushing wheels
Mounting a drill your ship and drilling someone else's
already possible
just give the drill rotation
it'll do ship to ship and ship to world
Are you sure? Tested on 1.19.2 forge a bit ago and it didn't work
did you give it rotation
Yep
Ah
Clockwork suggestion:
Artificial Horizon / KSP nav ball
A glass container holding a stabilized
No matter how it is moved or rotated, the artificial horizon remains upright to the world it is in.
Redstone signals are emitted when the craft is tilted, making auto stabilizing possible, or otherwise making rotation be readable automatically
land detector: detects when you touch any block that isnt a ship emits redstone signal good for flyable homing misile
tournament distance sensor
Not CW tho
use ccvs
suggestion: horizontal elevator pulley (change name)
like elevator pulley but horizontal
and yes i know of the trains but they are incredibly expensive
Bro the thing to pulley is that they have to stop at some point (touching bedrock). Now imagine pulley that move side way... Nothing can stop it except players. Too op.
How is that a CW suggestion
because i was making a bunker and i had a long corridor but trains are incredibly expensive.
Clockwork ≠ Create
wat
yes ik
"Clockwork does not equal-
oh i get it
so it's a suggestion in the wrong thread?
No it's just not for this server
Ask a Create add-on dev that focuses on those kinda things, like Create: Connected or something, this is not directly related to ship building
makes sense
Imagine something like a sticker that lets you jump with redstone, or with a specific amount of heat gas like a fart cannon (just a jump not constant thrust
) it could help with the planes liftoff, turning upside down cars, or like an instant evade for cannon shoots
Something to facilitating hovering like a helicopter
Alr, phys bearing with wings and gyro
altitude meter too
i tried using a hoverin heli with them, i put that when they reach a certain altitude they turn on clutches to the propellers, the thing went down
doing*
✨ cc-vs ✨
exactly
one of my friends made an actual PID controlled heli
(that always crashed)
it only had forward and back tilt capabilities i can't perform black magic with computers
When are jet engines scheduled to return?
Whe melting point release
Is clockwork going to get compatibility for the portable interfaces
use vs-addition
thanks
why make a new block for moving things between ships when it could be an additional mechanic of the weighted ejector?
unless thats not possible
Well you see
You can't aim the weighted ejector
Always the same distance and angle
As far as how possible that is, I am not a dev so can't tell you
I would really like a block that worked like the reverse of a physics bearing. It would convert torque applied to the physics object attached to it and convert that to SU, with the rate of rotation as the RPM
IDK if this is possible without killing performance
but it would let people build huge cogwheels and shafts out of blocks
I think the movement of the planes would be much smoother if it was a bit more realistic
I dont know how to describe what I mean, but like, in games such as Battlefield, or War Thunder, the movement of the planes is somehow so different.
I would understand if it would be too hard to code in, its just a suggestion.
Blud suggesting something he cant explain
What I mean, I think, is to make the turn time of clockwork planes longer.
Smaller flaps 👍
bruh
build ur planes better
Increase the encased fan thrust me want make missile
use tournament thruster
Tournament thruster?
thruster, from the tournament mod
is there any addon to the clock mechanism that brings back the hot air balloon functionality?
Use old versions of clockwork
give us afterburner (jet engine)
Will come back in melting point
For now just use tournament thrusters or super powered encased fans
Neither of those names are the correct one LMAO
I think I figured it out, it must be that with all the clockwork planes I have yet seen, there is a pretty big loss of momentum when turning.
flaps and wings have a lot of drag
esp at angles
Apparently CC doesn't interact with flap bearings in 1.20 like it does in 1.18.2, perchance add the setFlapAngle back?
that might be on CC's end tho
1.20.1 clockwork and vs is in general broken
it's cc
use vs-addition to add back the functionality
though
the config was borked for me
folks, hear this(Clockwork suggestion) - Stirring wheels:
like bro, a remote controlled boat, car, and plane??? really??? a stirring wheel would be awesome, at least for boats and cars, it could be like a stationary remote control or maybe just another version of the command seat but in the form of a stirring wheel that if possible steers clockwise and counter-clockwise when you press A and D, I mean, sure we already got the command seat and remote control but a stirring wheel just looks and feels different.
Clockwork additions is goin to have that i think
why not just use a redstone controller
the only way this makes sense, would be for irl steering wheel compat
but i don't think any developers own one
and you can just bind it as a controller
and use tweaked controllers
I need a height limiter, that doesn't allow contraptions higher than said height, but requires 64 or higher RPM
wait there was a way to do that via an api? that was literally what i was going to ask for.
my current workaround is to place a computer directly on top of a flap bearing, blocks either side of the flap bearing, and redstone on top of those blocks
then i can set analog redstone output from the computer to control the flap
you can also place four computers around the sides, tho that's a little scuffed
yeah, setFlapAngle()
how well does the redstoen method stabilize?
is it too jerky?
i found issues with placing computers on the sides with the redstone not propagating unless there was at least one redstone dust in between computer and flap bearing
you have 31 different states possible, but ive not gotten in the air with the system running yet (havent written all the code i need to interface my controls yet)
also how do i change which way is the front of my craft in vs: clockwork? ive built 90 degrees off
yeah but only 15 different states per side, which I believe means intervals of 3 degrees
my helicopter usually ascends with a col angle of like 1.5 degrees
idk, just rotate your reference angles by 90 degrees
basically my yaw flap bearing is positioned at a 90 degree angle to what i want
so its kinda like this
ive tried using a wrench to rotate but it wont rotate around the axis i want regardless of what side i click from
its not an issue with my computer system (that would be easy to fix)
its an issue with how the flap bearings place
just use a tail rotor idk
im trying to build a plane, not a helicopter
oh lmao I'm tripping
im trying to use computercraft computers to interface with an external controller
(Clockwork suggestion) Some sort of glue to make blocks glued with it act as wings and provide as much lift. Such a feature would make vehicle creation less constrained, so you could create prettier looking ones. I understand, that if this feature were to be implemented, it would render most use cases for the Wing obsolete.
For clockwork, an inverse physics bearing could be useful, instead of a shaft being turned to rotate a physics object the physics object could be moved which would rotate the shaft
I think they said its already planned something like the interactive propagator bearing but for physics
will the next update fix buoyancy and air pockets?
I mean besides the fact you can go to LEO using a couple of spider webs
Probably nothing
that’s not an issue with buoyancy
that’s an issue with web having full hitbox and 0.1 kg mass
I love spider web
density does not contribute to buoyancy
so iron ships cannot exist unless you fill them with tournament floaters
misinformation or truth? call it
Bro, it shouldn't
It's not material density here
It's the density of the fluid you're trying to float on
The unrealistic part here is the fluid volume, cause there's no airpockets, therefore there's no fluid displaced for air blocks
To put it simply, that's like filling a ship hull with water
ofc it won't float
So yeah the only thing it needs is airpockets
and that will be added in the next update?
also this doesn't make any sense in the context of ships
???
that’s
the formula
that’s used to calculate buoyant force
for ships and what not
ships float becouse the avarage density of the ship is less than the density of water
I mean
Kinda
So basically you first calculate buoyancy using volume
Then you calculate the force that pulls the ship down
Which I think would be weight
Idk
Haven't had physics in a few years
So anyway, then as the last step you subtract the weight from buoyancy
And if it still remains positive, the ship will float
So it floats cause of the volume of the hull
And the formula for density is volume over mass, so I guess you're kinda right?
ships float because their buoyant force equals their gravity
Anyone knows the create mod addon that adds one block decorational propellers/fans
Like I want to make a datapack or sumething that makes those propellers work with clockwork
dreams and desires
I don't think that's the addon I am talking about
Like that mod doesn't add any real propellers, just industrial fans(right?)
And is there an open source version of clockwork?
no
Ok
cl*sed source 🤮
you don't need clockwork source for that
if anything
clockwork source would make it harder
look at tournament code
And also, is there a way to disable the rapid deceleration when turning with flaps?
Like I don't have it when adjusting pitch
are you on 1.20
either grab the fixed 1.20 vs2 jar from tank tussle
did that
?
Like I turn, and then my plane slows down
And it goes really fast when not turning
what causes that?
I do not fall out of the air while turning, but it just slows down
turning works by providing a breaking force
seems like you have more flaps than you need for turning
leading to it slowing your plane
also like
that's how planes work
irl
you can just google it
i mean
googling irl plane problems while using clockwork
doesn't always lead to something useful
so i don't blame people for not doing it
The main problem for me is tha i cant google while playing minecraft cause i have a shit pc
But like they slow down too much?
Like relatively
Or they speed up to much, can be both
"they" being real planes, VS planes, or what
and relatively being relative to what
To their speed, but I figured it out
Non-assembled flaps also slow down the plane a lot when turning
This means I need to have all flaps on the plane either assembled or in a certain position relative to the other flaps, I think.
Add aeronautics to clockwork it would be cool to see planes and stuff
Bru
I see clockwork x areo mod
no not just aeronautics not the mod create: aeronautics
Some sort of magnet that pulls a ship with a magnet on it close and aligns it to the normal world grid. I'm currently building a space port using ad astra, and i wanted to make a dock, but its really hard to get my ship to stay in place.
Industria
or tournament
The tournament one is meh
then use industria
Da hell's industria
random not compiled unstable unoptimzed vs addon on github
all good mods are like that
create ?
bad mod
unironically so true
So I have a few suggestions, although not sure if this is more Valkyrian Skies side or Clockwork side.
-
Better Create + Clockwork interoperability. I've found that certain Create items simply don't play well with clockwork items and physics items. This is especially true of the Create mechanical bearing. For example, if you create a contraption which is an arm that rotates using the mechanical bearing, and attach the physics bearing to it with the intent of say rotating a helicopter rotor built with the sails, the physics bearing will not rotate with the contraption and becomes detached.
-
An programmable pivot hinge. When powered it moves a specific angle range, it'd need to be a unified block rather than needing to use one or more physics bearings which don't play nicely with create contraptions in certain circumstances.
-
Gravity-gun rotation; the gravity gun is a bit difficult to use, and being able to hold a button and use the scroll wheel to do fine rotational adjustments (relative to the direction in which you picked up a physics item) would make placing physics objects way easier.
-
Correct collision for block entities that aren't full blocks, e.g. fence posts, train rails, etc. Several items, once turned into physics blocks, lose all collision. This one, I don't know if it's possible or not.
1 is impossible
Fair enough. The others though should be possible to some extent or another.
The only reason why I want the collision issues resolved is it'd allow me to make much nicer chains.
elaborate on 4th
Well, certain blocks like fence posts, walls, etc lose collision once they are converted to a physics object. Let's say you build two fence posts up and place a standard block on top. Then convert it to a physics object with the wanderwand. Once the conversion is complete the object will fall through the ground until the standard block comes into conact with the ground. The two fence posts will move through anything including other physics objects. So you can't use the narrower fence post as chain pins, as an example.

No, you built two wide, not two tall. Two wide the game treats the fence as a normal block. Let me get a video of what's happening.
hmm, well it's not happening in my current modpack, but did so a lot in a different modpack....this is weird. If it happens again I'll try to grab a video.
Another suggestion; dynamic chains and ropes/cables.
There already are ropes, pipes and even shafts
Vmod
maybe to low lod
We do need accurate link collisions tho
Hey, so I was wondering about making a mod that adds some stuff to clockwork, such as a propeller block, and a bomb bay sort of thing that can drop cbc projectiles off of clockwork planes, anyone willing to help me?
And am I even allowed to do this?
Like what is the code-license of the clockwork mod?
why would you make addon to clockwork
just make an addon to VS
Ok then, the concept remains
Okay
I will not blatantly steal stuff
Just add some things around existing stuff?
Like my plan is to add a flap-bearing, but more compact, with the first flap block and redstone links put together in one block?
Is that considered stealing code?
will you steal code for it?
if not, then it's not code stealing

nobody cares if you have similar ideas
also that's already exists
Where?
VS Additions iirc
Channel link?
I can't find the item there, where can I find it?
?
what do you not understand
VS additions adds the feature that you can set frequencies to the clockwork flap bearings sides like redstone links but without them
ah
Whats the story behind this?
aero stole some code several times from VS
but it was like 2 years ago so 🥱
lazy
and also chaz getting a clockwork contributor to leak clockwork code
which was a year ago so 🥱
didn't even charge for it
Thanks, I'll test it out.
with the vmod addon, how do I remove a placed physics rope?
strip mode
I don't see a means of doing that in the menu, how do I activate strip mode?
... it's an option
in the menu
ah, thanks, it didn't show up on the first oad. Second load and it did.
dose clockwork has "anti-redstone resistor"?
it will be full cluth at initial and increase the ouput rotate speed by the redstone signal
if it's not in ur inventory, it doesn't exist
which version are you on
1.20
Unless something broke your creative inventory
So, it seems Vmod ropes don't save and get deleted upon restart of my world. Any idea why this is? If it I can't keep the ropes and effects from the mod, I can't use it for my purposes in the challenge map I'm building.
Why put this here
But
@runic ivy explain
it does happen sometimes in public release

ig you can't use it rn
Good to know thanks
Give him a private release then
can clockwork add "anti-redstone resistor"?
it will be full cluth at initial and increase the ouput rotate speed by the redstone signal
It would be nice if /vs followed conventional Minecraft command rules. Currently, things like /vs teleport @v[slug=ship-x] @v[slug=ship-y] doesn't work, nor the [distance=] parameter
not really a clockwork suggestion...
:/
but also, wdym /vs teleport @v[slug=slug-name] doesnt work?
It's the VS tab in the server and there's no VS specific thread ¯\_(ツ)_/¯
oh i think you did it wrong
I think you need /vs teleport @v[slug=slug-name] ~ ~ ~
also, /vs teleport @v[slug=slug-name]
ah wrong paste
fuck
I meant "also this: https://discord.com/channels/244934352092397568/1281087890545315943"
I've done that, yes. But that's relative to player
Reading this thread you shared, it's pretty much what I was saying. It would be nice to have the whole gamut of selectors available
yeah
also the auto-suggest doesnt work for the commands
which is really annoying
oh wait
that got fixed
nvr mind
What's more annoying is that @v pops up automatically as the first tab option when I'm trying to teleport other entities using /tp, even though /tp doesn't work on ships
oh huh
must be a limitation of entity selectors probably
waait
I can use /tp with @v
it works?
Hmmm
I do have VS additions and Vmod tho, maybe they fix it
Can you /tp playername ship-slug?
I can use @p
yeah /tp blockninja124 @v[slug=evening-skunk-liberty] works fine for me
Or rather /tp playername @v[slug=ship]
what are you putting as slug?
Literally anything. Returned something like "invalid command parameters"
oh uh
I will have to do further testing when I get back from work
do you know how to get a slug?
and you tried using that?
You use /vs get-ship while looking at the ship you want
wrong video sorry
Heeeyyyy, I was watching that
Nah
seriously wth, its only a 26GB folder
maybe i should clean it up lmao
Way too many unneeded screen recordings
Maybe VS additions or Vmod fixes it tho
Sounds like you are having a stronk
Welding. The ability to add large pieces to a ship without disassembling it and using a world editor
Due to the buggy nature of the mod, assembling and disassembling is a lossy process and creates a lot of work fixing everything that breaks.
So imagine something like a "welding gun" that takes a structure that you glued together, and snaps it onto the grid of your ship
You can use schems on ships iirc
I woukd fact check you but I got a paper due. You win this time
On the tank tussle one you can
Idk how well vs would handle merging 2 separate ships
Would require some weird stuff
Because of the way ships work
I originally imagined it as merging 2 ships, but I think it can be simpler than that
Step 1: build structure
Step 2: designate a selection area (I suggested super glue earlier)
Step 3: grab with welder. It internally copies the structure to a "clipboard" of sorts, deletes the blocks in front of you, and gives you a hologram to carry around and manipulate, with commands like rotate and flip. It visually snaps to block grid on ship you're pointing at
Step 4: when you click, it pastes that copied structure in the shipyard, adding it to the existing ship in the same manner that user-placed blocks are
Suggestion: Add a config to the mod with the options to make propellers really loud and hearable for afar
I know
But like maybe they don't want to do it cuz of the loud sound being f-ing annoying
Is it planned for wings and flaps to have the arrow-indicator like create windmill blades do? Right now building is incredibly annoying because they're directionally sensitive, but the side hitbox is the smallest
If you face the side to get more surface area in your view, it places sideways
create doesn't have this problem because you can click the entire right half of a block to make the windmill blade longer
i suggested this 14 months ago
And yet here we are. The gods hear not our cries
That or they're unpaid for this work and do it in their free time
Its one of those
Imo if sails can work as propellers why not as flaps or wings since propellers actually need some inclination angle and need to be strong enough to yk lift a plane and resist the wind
With Vmod how do I use the hydraulics and the linking option?
This is not #1019674227579813910 , this is #1103703417941151814
Technically airfoils don't need angle of attack, but it does influence lift generated
try
@snow folio @bleak kiln
hpw do you do it
it's been a year of wanting this and you just do it 
also make showcase post
The goat
You are insane
Certified mad lad behavior
Mixins are basically just magic
yeah, but a feature gets requested, neither vs or clockwork sorts it out, then one of you guys just fixes it
it will
clockwork hasn’t sorted out any issues
because the last update
was like a year ago
and 3 updates ago was sterner’s update
which he gave up on
sorry, before the 5.1 update
probably was the forced update
it didn

no flap bearing
also is there a way i can make a physic object hover in the air so i can do stuff at the bottom
there's a command to freeze it
creative graviton left click
the /vs set-static command
ok thanks
Works with any gravitron
/vs teleport doesn't allow @v to teleport all ships at once, so if you lose a ship and don't know the slug, it's gone
Suggestions:
/vs list-ships
It lists all the ships in your world
/vs teleport @v[distance..] ~ ~ ~- Ability to rename ship in eureka helm
It does tho
/vs teleport @v[]
Idk why but the @v needs the [] or else it don't work
Yeah, it says "can only teleport exactly 1 ship"
Uh
That shouldn't be a problem
It works for me usually
Wait
You need to do /vs teleport @v[] @s I'm pretty sure
Or the other way round
As teleport tries to teleport you
Iirc
The error message I assume
Haven't a clue
Typing the command like a sane person
I never tried @v[] because I'm not a psychopath
No, I mean I didn't figure out on my own that was required because that's not how any command works in Minecraft
idk it took me like 2 minutes first time
sounds like you have a skill issue 
but yea it's pretty stupid
Well last time i checked vs isnt made by Microsoft so they can do ehat they want
Just because you can doesn't mean you should.
Yes it does
Just because I can learn to do stuff I'm interested in doesn't mean I should
They can make what they want, and I can tell them it's a terrible design if I want
also why did you post it in clockwork suggestions

Because I had a suggestion
github
It's just a 5th general for even weirder people
That's kinda the whole server go to general or something
Could the gyro allow rotation on its own axis of rotation?
It's a bit closer to how actual gyros work and it spares lots of trouble when you wanna rotate stuff
That would be great but for now you could use the tournament distance sensors or the clockwork additions tilt sensor for balancing (they neither easy or small but its all we have)
the peak
I have another suggestion; a cogworks chaindrive that's interactable with the physics objects. Iv'e tried many different methods to produce one, but the physics object increases causes major lag, and no matter how I build chain links and cogwheels, the chain links break. A similar setup to trackwork could be used to do this, with multidirectional cogs (so they can be placed vertically or horizontally) and once two are placed a trackwork like chain auto attaches. Then one can hang or bind another physics object to the chain so the track can move the suspended phys object.
For what would you use that 
Cranes, angled lifts, large scale conveyor belts, challenge maps, large scale machinery, etc.
You have to understand I'm using Valkryien Skies and Clockwork (along with other addons) to push the limits of the mod and minecraft to build some parkour challenge maps. While I can figure out a great deal of the things I want to do, some things aren't seemingly possible due to limitations in how the mod implements collision. So some solutions like my suggested larger scale chain drive that can work like trackworks or be attached to cogwheels would go a long way to make several machines and phys contraptions I want to build possible.
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.
pain to code
and there aren’t any practical uses for it
There are tons of practical uses for it.
best you’ll get is create belts affecting ships
So, scaling up the existing trackwork system, removing the need for the intermediary wheels just the two large attach points, and making it so the track can interact with physics objects is too much to ask?
i don’t think trackwork tracks affect physics objects
outside of the one that they’re moving around of course
Well they don't now, but that doesn't mean they couldn't be made to physics objects can be attached to the track so they can interact with physics objects.
easier said than done
While I understand that, there is actually several practical uses for it; again large scale cranes, large scale conveyor belts, straight conveyor belts at an angle with true variable angles.
or set something up with the currently non existent collision events
create conveyer belts already exist
if you want a bigger version you can just put multiple of them together
...
yes but they don't interact properly with physics objects.
Nor can you attach an anchor to the conveyor belt
also trackwork belts aren’t as dynamic as that
the attach points are always on a single line
I've spent over 20 hours attempting to make a large scale chain drive that I can attach a crane to to move another object, every which way you can imagine, including the create conveyor belts, but the closest I got was a 30 link large scale chain moved by manually created cogs all of them ships. It killed my frame rate and the chain kept breaking.
I know the trackwork belts are on a single line, but once they're bound to a ship the ship's orientation relative to the world placement can be at an angle.
I'm not asking for variable attach points, I want the trackwork track as it is in a straight line, the variable angle comes from it being attached to a ship and the ship's relative positioning allowing for variable angles.
Here's a breakdown for my suggestion; scale up the trackwork cogs/rollers for a larger scale conveyor belt. It remains attached in a straight line. You bind it to a "ship" as you would currently to make a vehicle. The key difference is the track can have other blocks attached to it, like a rope hook anchor or have collision so it interacts with other physics objects. Once bound to the "ship" say a crane arm, you can then place the arm at a given angle relative to the world space. You can then move the attached physics object by powering the track, or use the track as a larger scale conveyor belt.
Combine this with a create engine and sequential drive you can set it to go back and forth over the length of the crane arm.
the gravatron needs a buff imo, or at least some way to buff it in the config. it's kinda cringe having to cheat in a creative item everytime one of my big flying machines goes haywire in survival and i need to move it back
it’s also kind of cringe
to have pvp mfs breathing down our necks
because the main clockwork pvp meta
is left clicking people’s vehicles with the graviton
Or just make sure you are inside the vehicle while building 
Never
If anything, it needs a nerf
me irl causually throwing around 1000kg blocks
I hope the next cw update they remove the survival gravitron 
Maybe just make it limited range instead?
Like 10 blocks
And much more weight limited by default
allow gyro's to be limited, so they cant steer at a certain distance
Huh, wat
ok so
i aint the greatest with english but
u should be able to configure gyros, so they cant go over a specific angle
so that if a redstone input is higher than the limit its not gonna go higher
Gyro is gonna work something like that in the next clockwork update
👍 i mean the redstone thing
k
Anyone have like a cogfight modpack or sumething?
Tank tussle
they do
cogfight?
well theres tank tussle for tank fighting
if you mean dog fight theres aerial assault
Y'all forgot cogfight?
You don't know cogfight?
No I'm an idiot.
i dont know things cause im an idiot
Not knowing things does not necessarily have to mean being an idiot. Not being able to understand after being explained many times would be more closely correlated to that word, I think. (Totally not me yapping
)
(my display name is "So I The Idiot")
ohhhh I thought it was Sol The Idiot lol
yeah that was intended
me too
same
I read it as Sol The Idiot 😭
same lol
Bruh how are you people that confused
l and I look different from each other in discord
cause... I don't pay that much attension?
I don't read every letter individually
yea barely
like what a couple of pixels
eh whatever
i think it would be a good idea to add a physics elevator that can move physics objects up and down
There are few ways already
Interactive with rope pulleys and/or stickers, VMod hidraulics, and a few things from the next addon Simplici
Interactive is buggy
VMod was definitely not originally intended for survival
And wait isn't Simplici about cars?
Indeed it is as you have guessed
Sol Badguy???
Is there anything like a release date for melting point?
Ok
Same time as aeronautics 😂
yeah, probably
Wouldn't it be cool if there were ropes in clockwork
that could be pull in VS physics objects using create powered winches
I mean there are ropes in VMod, but that add-on really wasn't meant for survival originally, so I guess it doesn't work for all people
It would be really cool if such things could be done in survival
Idk if its realistic
to actually be able to do that without lagging to death
There is a way to configure which features of VMod survival players can and cannot use, and you can probably add a recipe to the toolgun via CubeJS
but that's still not it
a rope pulley that works with ships would be cool ig
imagine an airship where the balloon is attached to the basket by ropes
eh, kinda cool but probably impractical
I just wanna have like an elevator using that thing
to the airship
or a castle gate using two phys rope pulleys or smh
yeah
New suggestion; can we get a compatibility patch mod for Automobility so the cars don't fall through physics objects?
Why would you use automobility when you can use horses, clockwork or future simplici 
Or trackwork
Trackwork best!
But only with intended wheels...
And clockwork is coolest
Because I need a variety of easily spawnable cars for a challenge map. Future Simplici has major compatibility issues, and horses simply aren't what I need.
I was honestly expecting mp to come out before Aero, but at this point it could go either way
💀
We are getting good teasers from both, not too frequently but at least there are, the best way to wait for both is forgetting abt them and spending that time in other things, so someday they will come out and u wont even notice
Why my ballooner not working?
I have the fuel, the rotation and all, but it won't take off, even after a few minutes...
you either need to wait a lot more
or you need to click with brass hand
Ah, I haven't done that...
i didn't even know there was a ballooner
There used to be
It will come back but fixed
yes
but with next update it will be less
no
Great
Wut is this
vs version with wing fix
Wait what is wing fix
That bug which makes your ship go flying randomly and dissapear, its caused by wings and flaps, that specific modified vesion fixes it making it playable
Can't that be officially released?
We really badly need that bugfix
It would actually make VS playable
in the meantime
Meh, at least for now its enough
there's a lot of vs bug fixes queued up behind the release of vs 2.5.0, be patient
I don't see why we would need to keep waiting when the code is actually done
...it isn't
you can download it right now, actually
but it won't work with any addons
ummmm my ship still fly randomly without using wings or flaps
and is there a way i can turn my boat without flaps
flaps er iddiot
eureaka helm
And is there a way you can place flaps in all direction
I build my stuff and found out it didn’t go in the direction
Yeah they can, its a bit bugged when you try to place them next to shaft outputs but you can place the wings and the shaft or gearboxes after
Or you mean flap bearing?
flap bearing
cus u know u can't put them verticaly while its on the side and it only have one direction when it's on top or bottom
+we need a better way to spin stuff
It doesnt matter which way its facing when its placed vertically, itll do the same thinf.
Yes, it does, YOU try
They tilt to the directions you want, you just need to put them perpendicular to the bearing, and give redstone to the correct bearing faces
Tournament spinner, sideways propellers/thrusters, eureka helm, computercraft, bearings
Already a lot

Pretty sure. I mean something like what helicopters tails have
but u know that clockwork propeller will not spin you but push you right
u can try
put a propeller on a long end and another on the oppisite end
see if it spin
Uhh it actually does
I mean it does exactly what im saying
Do you have any gyro or eureka ship helm in your builds?
in one of these addons there should be a ship condenser. A multiblock structure that surrounds a ship (ship must be small enough to fit in the structure however big that is) and then you stand in a chamber in front of it and it is sent inside you so you can call it out with a keybind would be cool for attack on titan type builds and such I had the idea so I said it
sounds like a seperate addon, get to work
wdym "call it out"
Clockwork
Gyro
Oh shoot
I forgot
They also stabilize the ships spin so you must give it less rpm to make it weaker and let you spin
ohhh
cus when im building on water u know it like swing around which is annoying
i thought gyro only staible you
well that pretty stupid that it work that way, good to know
Keybind to summon it into the world around your player it could play a animation so it’s not instant and you would have to have space but just press a button and it pops out of ya
Allow ships to interact with elevators so you can make car storage elevators
Pretty sure that would mean all contraptions would have to collide with ships
Which might not be doable
idk not a coder
no
make physics elevators
No that's janky
That's like using a tree branch as a selfie stick, it will work, but it's ugly and might fall apart
We need ropes of a more manageable style
Clockwork rope 
Maybe tmrrow i can remake some of the mp blocks that gas burner doesnt look enough creaty
😈🤑
Yes i will
Expect them in 20 years
laggy
no real argument
also
vmod ropes:
Vmod ropes arent retractable they just laggy and umgly 
Just with something like a rope with a specific section length like a chain, that gets shorter when rotation applied like the suspension controller
It wont be as laggy if each section is like 1/0.5 blocks
oh wow blocked
That's what I was also thinking for it
Lotsa cool stuff you could do with that
also why tf should i do a 30x30 laggy multiship thingie 3 times bigger than my airship just for a rope to grab cargo
I mean
Not necessarily that big, and you can probably use a different way like an arm, but it would be REALLY nice to have a phys rope pulley anyway
yes
Hello there, I have a suggestion. There should be a native method on transferring items, fluids, and electricity (Create Crafts & Additions) to VS contraptions.
The player 
Ok but actually check this out
#clockwork-🕛 message
It's already being worked on
It would be really nice if wings and flaps and the flap bearing could be rotated with a wrench, it's a little difficult to place them correctly (unless i'm doing something wrong)
Already in the mod for a long time, you might be clicking in the wrong place
hmm i'm able to rotate the flap bearing mostly correctly (it can never have the flap vertical when on its side and is always facing the same way when facing up or down) but i havent been able to turn the flaps and wings, though the supplementaries wrench works on them
You mean pressurized air? I think there already exist an addon for pneumaticraft compat
In clockwork
i want it
I don't even know if that's planned for melting point, but I would not be surprised at this point 
wrong, a rotary wankel engine was originally designed for internal gasoline combustion, what makes it special is the dorito
fineeee,rotary combustion pressure engine thingy
Honestly air powered engines aren't that different from steam engines
People even use pressurized air to run steam engines irl because boiling water is too hard
VMod is all very well but its not survival compatable
access to the command system is all very well but its not survival compatable
Ground effect bc Ekranoplan funni 
I mean it's probably not hard to do, but now new players can be confused when landing or taking off, since they're already confused
maybe using encased fans as propellers
already exists
Thwy already do that, they just really weak. Change its strenght with clockwork additions
It adds a setting for it
however what?
command blocks are an unbalanced feature that was added only because it was useful for creative mode
I mean that's the whole point of commands duh
Making more stuff than possible in survival
exactly
A "Detacher" block could be nice, as in a block that, when activated with redstone, would separate the part of the ship in front of it as it's own independent ship, or possibly disassemble that part to place it in world. An "Attacher" to help with this by grabbing blocks and ships and adding them to the current ship would be amazing too. I can already imagine the possibilities:
Custom-made missiles below a plane that detach and propel forward.
Detachable bombs for an aircraft.
A destroyer deploying depth charges to attack a submarine.
A machine with a big arm attaching to blocks, and detaching elsewhere to move giant parts of structures.
And my personal favourite idea, a mech that uses deployers to assemble a javelin with a drill tip in a backpack, detaches it, and later attaches it to an arm, and throws it.
Its probably a lot of work, but it would massively expand the possibilities!
if there is something like this already, PLEASE tell me where to get it!
VSAdditions, and Create stickers
But only when you put the 2 together
(important detail)
Also not quite the same finctionality
It can attach two ships together, but certainly not merge ships and not disassemble them
should still work, thanks
wait, what is VSAdditions, where can i find it?
It should be on both Modrinth and Curseforge I think
this one?
yup
btw be careful, never attach 2 stickers for the same ship onto a different ship
if you do that, it will be flung out of the solar system
Add a 'are you sure?' pop-up that appears if you attempt to right click with the dissassemble option on the creative gravitron. Or atleast make it so it is reset to grab, instead of your last used option, when you equip the creative gravitron.
I just lost about 4 hours of work, on my biggest construction yet, to simply attempting to use the creative gravitron, and expecting it to be on grab. Instead my whole train-themed steampunk trackwork-based tank, dissassembled, while upside down. Making every single block in the wrong orientation, making a simple reassemble, impossible.
so yeah. PLEASE make it harder for this to happen. So another living breathing human does not experience the anguish of watching so much work, get turned into an ugly mess.
Hold on, what if you
Reassemble
Flip it right side up again
Disassemble
And Reassemble
i-
i dont know, but i feel like it probobaly still wouldnt work
you
things didnt just dissassembly upside down, its all in the wrong directions too, because it dissassembled at a fucky angle
already have to hold alt to navigate to the dissasemble mode
i had used it like a few hours before, and finally brouht the gravitron, from the creative menu, to my hotbar, and used it, and it was on dissassemble.
you didn't read the biggass blue prompt with dissasemble mode selected???
my brain wasnt reading, it was 'i need to flip it over and maybe weigh it down with netherite to prevent future flipping-' ing.
i was on autopilot
but i should not be punished for autopilot-ing
i feel like this is on you 😭 you already get a prompt saying it's in dissasemble mode, i don't wanna have to click yes every time i dissasemble sm
fair, but how about just having to press alt and scroll everytime you want to dissassemble somthing
just sayinn, i feel like making it so it doesent use the last-selected mode, and is instead on grab, would idiot-proof it slighty
me accidentally yeating my ship trying to dissasemble it 
i mean not that clockwork devs read this thread
okay but which is worse, accidental yeet or 'and i need to reconstruct every single block now'
they're too busy up working they clock 😔
just reassemble it, rotate it 180, dissasemble it, then reassemble it
ill try it
they also just really don't care 💀
uh, how do you know?
because they haven't read this chat in what, 6 entire months 💀
it's just all dumb shit
alr 😭
Oh damn
Trackwork tracks being glueable to Physic Bearings
assemble physics bearing
put the wheels/tracks on the physics bearing

wheel and track blocks are immovable objects for good reason
rotating them would just leave the physics entity where it was since the block would be destroyed
There isnt a way for the entities to detect when the block moves?
no that ik of, y'know how cbc gets pissy when assembled or moved
ability to detect northstar oxygen sealer and temperature regulator
Northstar boooo starlance better
nah
What would it take for Hose Pulleys to pull from a body of fluid that isn
't also part of the ship
Vs additions
It makes that work
Nice
Grrrr
compatibility with C&A wires connecting connectors on a physics object to a stationary one
just use energy interfaces

oh i didn't know about that, cool
so they're connecting, but no transfer is happening
it was the same when i tried it with a fluid interface, the world fluid tank was emptying, but the ship tank wasn't
Yeah you need VS:Addition for it to work
Also pumps have to be on both sides in case you only put it on one
ohh ok, i was going off the ponder which only had it on one side
so you need a connector on both sides too then
Well the ponder is for contraptions
VS thingies are called ships
VS ship ponder compat when 😭
When vs ship in Minecraft schematic support
It has already supported in one of several mod
And, When will the jet engines come?
I cant wait
If you mean the ability to propel your plane with a lot of hot gas, in the Melting Point update
Next clockwork big update (first actual release)
fix the gravitron fly
Huh wym
‘Pulling yourself up by your own shoes’ with the gravitron, I assume they mean
Well thats not an issue
If only the gravitron were a creative exclusive item this would annoy nobody 
Its dangerous to do that though
U might get to the shipyard
And thats quite the point of gravitron
It make things move
What would actually happen if you loaded terrain in the shipyard
Would it appear in the ship
No
U wont see anything in the shipyard
Cus its at y-28582758274748
Or snwhere deper
How can blocks exist there then?
it would attach to any assembled ships, yes
you can see it with mods that fuck up terrain gen
The vs additions built in links on flaps should be default :(
it is
smart flap bearings in melting point
Oh so its like a brass version?
I assumed it didnt have them since it wasnt shown in the time I watched Tomato’s screenshare last night
Wait Tomato is streaming their progress on MP in this server?
Bruh
"allegedly" perchance
a slightly buggy version of it
waittt
ik this is old ish now
but are these in clockwork additions??
like in /give or did u remove?
in simplici
i dont think its out yet
is the github available
i dont know
no
sadge
ikr
there is no reason to gatekeep a project when other devs could help and test things
and make dev go faster
but ok
no internet archive for it prob either sadge
I'd want to find a way to reattach parts to phys bearings (or shut the phys bearings down if that's not in)
i think this is coming
and other devs could also copy it
