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0.3.0
Compatibility
Changes
The VStuff team is proud to present....
VStuff 0.3.0!
Changelog:
Big Additions
- Model rework for the Phys Pulley
- Phys Pulleys have been improved visually, with rope extension/retraction, have gotten more stable and it's just better than ever before
- The Rotational Thruster has been renamed and remodeled to the Mechanical Thruster!
- Most of the rope textures have been remade to be pixel consistent and a lot nicer in general!
- Introducing: The Rope Arrow! Works in a similar way to the thrower, by selecting a first position, then you are able to shoot that rope arrow out of a bow/crossbow!
- Introducing the Reaction Wheel! Originally planned for Create: Propulsion, but was later scrapped by Delta, who then was very kind and let me use it for VStuff! RPM results in direct torque and force depends on RPM Speed and direction. Will eventually have a seperate mode you can switch it too, as it was originally planned, but that will come later!
- Introducing Levituff, A floaty and quite whimisical block that is found underground in patches!
Smaller changes:
- the rope creation is now more streamlined and allows for easier use
- outlines when selecting positions are now displayed only to player using the item (correct behavior)
- vstuff now uses vs built in joint persistence, greatly improving the reliability of persistence
- the complete style system is now data-driven, allowing for the addition of more styles, categories, and restyling recipes through datapacks
- items being able to open the styling menu is now determined via a TagKey.
- solid color renderer has been added, using a hex code instead of a predetermined texture.
- the packet system has been reworked
- configs are better now
- also rope knot rendering (is off by default)
VStuff 0.3.0 requires the newly released VS 2.4.11!
Thank you to Wren, Jcm23, and Bry, for their immense work as well on the update, VStuff would be dead if it was still just me
0.3.x updates will follow in the coming weeks, with new things and or fixes, so stay tuned!
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:voOBl6iP:TFkzBmfd"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:voOBl6iP:TFkzBmfd"
}

