- Made the Phys Grabber max weight a configurable value
- Fixed a bug with rope coloring in which coloring wool ropes would result in conversion to plain ropes of the desired color
- Fixed dyes being used when rope coloring in creative mode
Note, Phys Pulleys are VERY unstable right now, especially with lower ship mass, so if you use them, be sure to either dont use ligher ships or just extend/retract at a slow rate)
Changelog
- Create 6 Compat (6.0.7+)
- Phys Grabber (Method of dragging ships around)
- Energy Core & Empty Energy Core
- Bug fixes
- Rope coloring
- ropes that are ship to world no longer get removed after world reloads.
- fixed vstuff 0.2.0 not loading on servers
- added config for canConnectRope (whether it can connect to full blocks or not)
- removed a lot of development logging in console
Vstuff 0.2.0 full changelog:
Additions:
- Phys Pulley
- Rotational Thruster
- Rope Styles GUI
QOL:
- Rope selection improvements
- Config for almost everything in the mod
- Bug fixes
Removed:
- idk really :P
- changed sounds to LEASH_KNOT_PLACE & LEASH_KNOT_BREAK
- added distance check to ropes, max length is now 100, seems reasonable tbh, whos making ropes that long anyway :clueless:
- fixed being able to make ropes across dimensions (dont ask)
- fixed issue from 0.1.6 where ropes would need to be cut twice after game/server restarts
- added sounds to creating/cutting ropes
- if you dont like the rope sounds, toggle them off with /ropesounds
- renamed items
HUGE patch update!
- fixed rope persistence on SERVERS (its been broken for a few versions now)
- singeplayer should remain working too
- updated mod logo for now, to not confuse people thinking the phys pulley is already in the mod
- updated some text for the rope item
- updated the mod description
Ropes will now always persist, and and even restarting, rejoining, then cutting the rope will now actually REMOVE it, and wont bug and be a ghost rope or smthm, really sorry for that issue, but its resolved on servers now too, singeplayer worlds should still work.
- fixed ghost ropes (where you would make a rope, leave, rejoin, cut it, but the rope would still be there, just not visually, and would not go away until world restart, not that major :clueless:)
IM GOING INSANE (fixed smthn with ropes not going away when cut idk how i messed that one up LOL)
- fixed (hopefully for good) stuff with constraint persistence
- fixed ropes going away if the chunks they were in were unloaded then reloaded
- fixed some issues with ropes rendering dark at high altitudes and stuff with lighting in general
- fixed ropes seeming to sag when at max length, when they shouldve been stretched out all the way
- fixed ropes being jittery, they are 100% smooth now
FIRST MAJOR RELEASE!
- Textures are all redone, with the ropes using the rope pulley texture from create
- Bug fixes :)
- Item stacking changes + recipe changes !
- create is now required, note create 6 is NOT supported, as vs does not support it yet.
- ropes that work in survival
- shaders work.. mostly :clueless:
ty :D
- fixed rope constraints breaking if moved really fast
- made cutter and lead stackable to 64
- fixed stuff with rope persistence
- magnets dont have a recipe anymore, i redid them a bit and they arent quite finished.
initial beta
- ropes
- magnets
- survival compat
- recipes
- ship lead and lead cutter
known issues:
- ropes are red
- magnets aren't working mostly, (mostly fixed in dev) but they're not gonna break worlds
- constraints can break if one ship is too heavy (but its a ridiculously high weight, so not too much of an issue currently?
planned features/fixes for 0.0.4
- everything above
- retractable ropes?
- create compat, not depend





