#Create Utilities x Clock/Vs Compat
1 messages · Page 1 of 1 (latest)
@safe prawn would this be something that y'all could add to 2.5 perhaps
🤷
VS shouldn't implement compat with every single mod and addon, assembly process is supposed to preserve contents of block entities of ships (like chests and stuff) and we shouldn't peek into their contents to change block positions they store. The mod is open source, it will be more feasible to implement VS support on Create: Utilities side.
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?
where would we store it
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?”
why would you need that
Hold on how else do you store data tied to a ship
And these block entities supposedly store positions of other blocks no?
if blocks don't support being moved by an nbt schem
so if block doesn't support assembly, it's not really our problem
thats their problem
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
though it does fail if you have block that interacts with another ship
in that case we need to do compat 😔
or maybe ask the dev of create utilities for an update to the mod that supports being moved by nbt
“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
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...