#Am I dumb or do flaps not work?
1 messages · Page 1 of 1 (latest)
As a stationary object, the flap is working and retracting the fin
As soon as I assemble the ship, the glued together parts are left behind while the bearing becomes part of the ship.
In trying to acquire a screenshot of that, it crashed
there it is
I am having a similar issue with the mechanical bearing from create
the bearing cannot be assembled when you assemble the ship
ohhkay
when a create contraption is assembled, the original blocks are removed and it becomes an entity
thus, if there are no blocks there, the blocks are not assembled with the ship
Ok, so becaus eit was made an entity before taking off, it cannot become one with the new entity
yes, just about
Ok, so now this happens, where the glued together blocks are part of the ship, but only the single flap block I added is moving
is the ship assembled
Sounds like you need to re-glue it
Yes. I glued the parts together but did not activate the bearing, confirming they were still blocks when the ship got assembled. When I hit the assembly button, the single block attached to the bearing became a flap, while the rest became part of the hull, moving with the ship, but not with the bearing actuation
You may need to re-glue after assembling the ship though
I honestly didnt think that was possible
why not?
Because it's an entity not aligned with the grid, not a set of blocks
I also remember hovering over them before and not getting a visual prompt like static blocks
it did work though, but it seems I have to do that every time I disassemble as well
its actually blocks that are really far away, (hence the large coordinates in F3) that are simply made to look like where the ship is
thats why almost everything works so perfectly
are you dissasembling much?
That's actually genius
I am
hmm, thats annoying then
It is, thank you
I tihnk the glue having to be redone is a bug btw
I see. I've been working on this with axiom, which as far as I know does need solid blocks unlike the glue
Ah
I see
you might be able to
uh
if you get the ship block coordinates by looking in F3, you might be able to use axiom at those coordinates?
I suppose I can do the mechanical parts last now that I know and just not disassemble. It does mean every world I paste it in it has to be redone
idk ive never tried
I was gonna ask lol. Maybe I could teleport there and edit those? Who knows
you can't move your player there unfortunatly
VS changes minecraft code so any entities in the "shipyard" (as its called) get automatically teleported to where they should be at the "ship"
So an entity could spawn on the proxy in the shipyard and would appear on my ship?
So natural generation of mobs would still happen?
Oh, then why would they want to teleport entities that are there?
What's wrong with me being there?
Because then you dont see the ship in the world, you see the shipyard world
otherwise, if you stood on the ship, you would just see the shipyard and not the world with the ship
its unfortunate, but just how it has to work
I'm not sure I follow. I thought the way it worked was placing the blocks in the ship yard, but then rendering those blocks inside an entity where you are. You would see your world where the entity is because that's where you are. If you found the ship yard, you would see the ship yard, because that's where you are
Well, kinda except it’s not an entity
But also, from what I understand, when you stand on a ship, Minecraft thinks your standing on the shipyard blocks, and so the teleport is used to make you not get sent to the shipyard
Yeah, pretty much
What am I doing wrong?
1 The ship is assembled
2 I place the flap bearing
3 I place the bloks above it
4 I glue them
5 I power the rotational input
6 I power the sides
7 Not Proft???
Wrong sides powered
The redstone inputs are in the same face as the tips of the flap thingy
But why
If I can't rotate the stupid thing, why not accept Redstone input from all 4 sides?
Cause it wouldn’t be intuitive what direction the flap would go if your powering the front or back
It still isn't
it has a ponder so it is 
Then it could have a ponder for front and back then, now couldn't it?
This by your reasoning make it intuitive
Not that your reasoning is reasonable
Or just simply change the block model for having another texture in that faces
I could but im eepy
Very easy with blockbench tho 
I am not sure what you mean by this
Go to the clockwork folder
Go to assets > models > blocks > flap bearing
Grab the item.json file
Go to assets > textures > blocks
Grab the texture
Go to blockbench
Put the model in blockbench
Put the textures on it
Modify the texture the way you want
Right click the texture > save model
Go to the upper options > file > save model
Put both the new texture and model in the same place you find them
Open the model.json with any text reader
Change the
"Texture
examplename"
to
"texture
vs_clockwork:block/examplename"

Oh wait
Thats just for the GUI model
For the block itself just put it again in blockbench and remove the copper head thingy, and do the opposite for the head file
I know how to make a model, I meant that I don't know why that's supposed to help
it's a troll
I can tell
I do, hence why the second possibility in the thread title is that they simply don't work, which is true about half the time
With that message i wrote i meant to say that, if you dont like the fact that the flap bearing dont have different faces for the inputs and the not ones, you can do something about it and its pretty ezy
Oh, well if that were my only complaint then I would simply memorize them in relation to the horizontal bar on the model
I don't like that it can't rotate, and is also picky about which side receives signal. This means if I'm making a tight build, I have to build around the flap just because the redstone will stick out if I don't
I think vs additions or clockwork additions, one of those, changes the flap bearing to have “built in” redstone links so the links don’t have to take up an extra block space
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.
glue is an entity, i found it out when removing a bunch of items with kill command
Yeah but in some slightly older versions of VS I think glue still got transferred (it got special treatment)? Or maybe I’m just crazy and glue always broke idk
