Is simple building strength physics possible with the API? As in, if the materials aren't strong enough, they collapse from the weight. A metal beam would be stronger and lighter than a wood beam.
Posts by philtwice
The next update will be available on Wednesday, December 18, in the early evening (GMT+1).
This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.
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I don't see why it couldn't just be optional for specifics buildings or areas. It doesn't need to be global.
Physics is my single most-wanted feature. I'd be happy with even simple load-bearing that updates only once per minute or something.
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[Change] Removed minimum values for "size" command in survival mode
What is this? I still get the red "smaller or greater size is only allowed in creative mode" message.
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Yes, that always produces an isosceles.
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Perfect! Use epochconverter.com to skip the millisecond conversion.
Here's a SQL query to get all your horses:I think there used to be bug where saddled horses would disappear after reloading. Happened to me several times.
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How do I find an NPC's creation date?
A saddled horse somehow wandered away a year ago, and to my amazement I found it again near my base! Its global ID is very low compared to my current horse, so it's definitely old.
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I'm just asking in general, to see if the plugin API or custom 3D models/textures would allow this. The pauses are more like framerate stutters, but they're still noticeable and obviously caused by the grass (lowering the grass chunks eliminates it). Basically, I'm willing to have slightly uglier grass so that I don't have to reduce the grass draw distance.
And yes, my graphics settings are optimized as they can be. -
Is it possible to make the grass faster? Maybe less detailed grass or somehow decreasing model count.
Galloping on a horse is difficult because of the frequent pauses caused by the grass loading (unless grass chunk setting is ridiculously low).
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- This is no bug. With the grid you have more accuracy.
I don't see how this could be intentional. Snapping two equal planks implies that they'll be aligned perfectly, yet there's always this 0.0025 block misalignment. Why would the size command be as low as 0.0100 if the positioning accuracy only goes down to 0.0125? Why would this mysterious inaccuracy not show in the transparent preview plank, but show in the placed plank? And most tellingly: why can you compensate for it with the keyboard by just moving it 0.0025 blocks (i.e. "setp 1")?
Put simply, the positioning shown in the transparent preview isn't being used. It's always misaligned by 0.0025 in at least one axis.
As for the grid, it isn't useful here because its minimum size is way too large (0.0625). -
Happens even without snapping. This bug is a misalignment rather than an overlap, though. I've never seen any overlap/length issues. It's only the positioning that goes wrong.
Here's another example, modular snapping off. The plank is aligned to the orange one below and the beige corners around it, yet somehow sinks into the orange one. -
are these blocks in the game or planks and beams? if they are pnb do you have the grid on or off?
Planks & beams, grid off. The gap is actually the same size as the "setp 1" size, which means you have to compensate for it. Here's another example (nothing else is touching the placed plank):
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The gap isn't there in the manual positioning lock. Happens every time for certain items and is about 1.6 mm (0.003 blocks).
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Two questions:
- How do I run multiple commands? Right now I'm just using keyboard macros, but that's slow and clunky due to the console open/close animation.
- How do I disable the console animation?
I want this because survival mode doesn't have the "size" command, so I have to switch to creative every time (hundreds of times during a building session). A simple plugin or script could probably easily do that, but I don't have such a thing.
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For custom size, you can just let us assign presets (i.e. each button would run a saved size command).
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Indeed. But manually doing that conversion every time is tedious. This simple plugin would solve that by generating the correct values and running the command.
Even better would be if the plugin had size presets, so that all you have to do is click a button. -
User would input inches (or feet), then the plugin converts it to meters and sends it to the "size" command.
If this is simple, could someone make it?
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Does this still work in single player survival? The commands aren't being recognized.
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I decided to take this further and treated it like a wood framing simulator...in survival mode! Just like in a real structure, I made: wall studs, headers, top plates, bottom plates, foundation, sheathing, and siding. All in real-world sizes. It was very tedious since it required hundreds of wood planks with different materials and careful resizing every time I switched materials. Took dozens of hours (spread out over a year) because I crafted every one and kept the process as realistic as possible. No mods or plugins.
The design is based on a real building, Frank Howarth's giant shed-like woodshop (watch him build it here
Compare it to the real-world building:
The dimensions and siding aren't the exactly the same (no custom textures), but everything else I kept close. The interior isn't finished, but I did add the plywood walls and white cloth ceiling.