#Create Utilities x Clock/Vs Compat

1 messages · Page 1 of 1 (latest)

wind bone
#

Ive noticed that when using the void equipment from Create Utilities on a ship the one wants to assamble or has already assembled the frequency selectors are unusable so that one cant assing or reassing frequencies at all once on a vs ship. (This mainly pertains to fabric since endertransmission isnt availabe on fabric)

wind bone
#

@safe prawn would this be something that y'all could add to 2.5 perhaps

safe prawn
#

🤷

remote ice
#

Though it would be nice to store info about where the ship was originally assembled to help the mods that store block positions "migrate" them to ship blocks. It will also help solve the problem with ships changing biomes on assembly (I've implemented this solution in my mod but getting fixes into VS code is another story)

#

@safe prawn what do you think about this?

safe prawn
#

where would we store it

remote ice
#

In an attachment

#

Ik it’s weird to have attachments by default but it’s really useful data (rn ships lack any data on where and who created them unless it’s done by assemblers of other mods)

#

But vs2 already does an attachment for “do not split this ship”

#

No data stored, it’s just an empty object and the check is “is this attachment there?”

heady turret
remote ice
#

Hold on how else do you store data tied to a ship

heady turret
#

assembly is basically nbt schem

#

no

#

moving of blocks is equivalent to nbt schem

remote ice
safe prawn
#

if blocks don't support being moved by an nbt schem

heady turret
#

so if block doesn't support assembly, it's not really our problem

safe prawn
#

thats their problem

remote ice
#

Plus we still need to fix shipyard biomes

#

And for that we need to store where the ship was originally created

#

It will be a useful attachment

heady turret
#

in that case we need to do compat 😔

remote ice
#

Either we or they

#

But it’s definitely easier to do it on the mod side in a tick

wind bone
#

or maybe ask the dev of create utilities for an update to the mod that supports being moved by nbt

remote ice
#

“I’m a block entity, I store data of a block that’s not in the shipyard but I’m on a ship, the ship was originally assembled in these coords and that block is in that aabb so I should modify it”

#

Simple as that

#

Any dumb mod relying on other block’s coords can do that

#

Imo a kludgy solution that will help making your mod compatible with VS2 is better than a really smart and elegant solution that's complicated to use

wind bone
#

From what i can see it has been an issue since atleats april of last year and iv asked the mod dev 6 weeks ago if there an update about it but radio silence as of now so ill have to use the kinda kluncky kilt workaround for now...