#Give a registred block physic propeties
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Explain
example : a block that lift based on the restone power (ik that the ballon from tournament exist but it's a example)
Yes, but not the way your thinking
I'm thinking thruster
So, how your describing it would translate in a mod as making a block that, on blockstate changed, maybe in a BE's tick method
In any case, when the state changes, you them tell the attachment on a Ship that the state has changed and then from that you do stuff within applyForces on the Ship
In KubeJS + KubeVS, its a bit more complicated since i don't give yall access to make custom attachments so instead there is one attachment added on Ship load that you then use via the given events
So I'd suggest tracking changes to the state of your block with ShipID to test against, then in the physics event, check against the given physShip's ID, then do your lift force math and apply said forces
Also, be wary of concurrency issues as the physics event is fired from a separate thread
So like giving the actual power rather than the state, the position might also be helpful in your calculations or on apply forces itself
with this, is the position of the lift block matter ?
and also can i use other data than redstone power ?
Depends on how you plan to apply the forces you want
Anything not tied to gametick, so no states, entities, or levels, ya know?
my idea is
a block like the tank from create were it generate lift depend on teh quantity of liquid it has
Ok, so send in the amount of liquid then
ok
Also, just so we are clear, do you mean applying lift as in pushing the ship into the air or do you mean buoyancy like Eureka's Floaters/Ballasts?
lift the ship into the air
but i need to create a block that can store liquid
Thats outside my expertise and not something KubeVS deals with
There are addons for making BlockEntities and rendering shenanigans, im sure they'll have an answer for you