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Create Big Cannons

GitHub Workflow Status Discord Invite License Modrinth Curse Forge Curse Forge

Create Big Cannons is an addon for Create about building big cannons that work with Create.


What's there?

Create Big Cannons (CBC) has:

  • Multiblock big cannons, built out of various cannon blocks with different materials of different tiers
  • Multiblock autocannons, for faster fire rate and anti-air capabilties, coming in a variety of materials of different tiers
  • A menagerie of projectiles to wreak destruction with
  • Kinetic-powered cannon mechanisms to load and aim your cannons
  • Different fuze items to set off certain projectiles in various ways
  • A crafting system to build multiblock cannons using Create's kinetic system and a multiblock casting system
  • Loads of configuration, with many configuration options and datapack configurations

What can I use big cannons for?

CBC is mostly meant as a mod for multiplayer PvP servers. Use big cannons to blow up your foes' bases, valuables, and more!

Compatibility with airship mods such as Valkyrien Skies is supported to varying degrees.


An example of an autoloading cannon (not an autocannon!)

What dependencies are required?

Create is required.

A mod that adds bronze and steel is needed to access the bronze and steel cannon materials.

Create: Alloyed is the recommended mod.

Will older versions be supported?

No. Porting is allowed; see the license for more info.


An rbasamoyai mod.

createbigcannons's People

Contributors

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createbigcannons's Issues

Insane lag when getting close to the stuck shots in the ground

obraz
obraz
when I fly close to the shots the game starts lagging a lot (no optifine)
It may be a problem with excessive particles that probably are still getting spawned even if the projectile is stuck and stopped

FIX SUGGESTION:
obraz
disable particle spawning if projectile isInGround

ram and worm head doesn't works

I cant push any head, with or without the charge.

without the head, i can move the pistons poles, but when i place a head, it dont want to push it.

OS= Windows
version=1.18.2-beta-0.2

2022-07-30_18 01 56
2022-07-30_18 02 00
2022-07-30_18 01 03
2022-07-30_18 01 09
2022-07-30_18 01 21

make it possible to make a 64 block cannon

why is the cap for size 64 blocks but there's no way to make a cannon that can shoot with 64 block length

I don't care how costly it is to make it, if I have to add solid Nethersteel blocks to the sides of my cannon I'll do it

I beg you

let me shoot a 64 block cannon

Doesn't register Flywheel 1.18-0.6.5 being being "1.18-0.6.3 or above"

Describe the issue
Despite Flywheel 1.18-0.6.5 being above 1.18-0.6.3, Big Cannons does not register it as such and refuses to launch.

  • OS: Windows
  • CreateBigCannons Version: beta-0.3
  • Other Mods: My main modlist is MASSIVE. but being that this is a basic dependency problem, I imagine it would behave the same in an instance with just the required mods.

To Reproduce
Steps to reproduce the behavior:

  1. Install beta-0.3 of Create Big Cannons, Flywheel 1.18-0.6.5, and Create 1.18.2-0.5.0d
  2. Launch game
  3. Wait for game to load into the loading error screen
  4. See error

Expected behavior
Create Big Cannons should see that Flywheel 1.18-0.6.5 is in fact above the version 1.18-0.6.3

Screenshots
image

Bag of Grapeshot does not have Trajectory Ballistics.

  • Trajectory ballistics of Bag of Grapeshot shell is missing.
  • Does not damage soft blocks.
  • Very small render distance (~30 blocks)
  • (Edited) Bug works with both cannons.
  • Version: nightly-e4832d5

Steps to reproduce the behavior:

  1. Load cannon with Bag of Grapeshot (createbigcannons:bag_of_grapeshot)
  2. Fire, and notice that Bag of Grapeshot does not have ballistics and does not damage soft blocks.
Base.Profile.2022.07.27.-.10.27.01.03.1.mp4
Base.Profile.2022.07.27.-.10.40.54.05.mp4

SlidingBreechBlock crashes the game when powder charges or shots get inserted into the cannon

Description: Ticking block entity

java.lang.AbstractMethodError: Receiver class rbasamoyai.createbigcannons.cannons.cannonend.SlidingBreechBlockEntity does not define or inherit an implementation of the resolved method 'abstract net.minecraft.world.level.block.state.BlockState getBlockState()' of interface rbasamoyai.createbigcannons.cannons.ICannonBlockEntity.
	at rbasamoyai.createbigcannons.cannons.ICannonBlockEntity.canLoadBlock(ICannonBlockEntity.java:19) ~[CreateBigCannons-1.18.2.jar%2364!/:1.18.2-0.1-beta] {re:classloading}
	at rbasamoyai.createbigcannons.cannons.cannonend.AbstractCannonBreechBlockEntity.canLoadBlock(AbstractCannonBreechBlockEntity.java:30) ~[CreateBigCannons-1.18.2.jar%2364!/:1.18.2-0.1-beta] {re:classloading}
	at rbasamoyai.createbigcannons.cannons.CannonBehavior.canLoadBlock(CannonBehavior.java:39) ~[CreateBigCannons-1.18.2.jar%2364!/:1.18.2-0.1-beta] {re:classloading}
	at rbasamoyai.createbigcannons.cannonloading.CannonLoaderCollider.isCollidingWithWorld(CannonLoaderCollider.java:80) ~[CreateBigCannons-1.18.2.jar%2364!/:1.18.2-0.1-beta] {re:classloading}
	at rbasamoyai.createbigcannons.cannonloading.CannonLoaderBlockEntity.assemble(CannonLoaderBlockEntity.java:53) ~[CreateBigCannons-1.18.2.jar%2364!/:1.18.2-0.1-beta] {re:classloading}
	at com.simibubi.create.content.contraptions.components.structureMovement.piston.LinearActuatorTileEntity.tick(LinearActuatorTileEntity.java:96) ~[create-mc1.18.2_v0.5.0c.jar%2363!/:mc1.18.2_v0.5.0c] {re:classloading}
	at com.simibubi.create.foundation.tileEntity.SmartTileEntityTicker.m_155252_(SmartTileEntityTicker.java:15) ~[create-mc1.18.2_v0.5.0c.jar%2363!/:mc1.18.2_v0.5.0c] {re:classloading}
	at net.minecraft.world.level.chunk.LevelChunk$BoundTickingBlockEntity.m_142224_(LevelChunk.java:673) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading}
	at net.minecraft.world.level.chunk.LevelChunk$RebindableTickingBlockEntityWrapper.m_142224_(LevelChunk.java:766) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading}
	at net.minecraft.world.level.Level.m_46463_(Level.java:476) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B}
	at net.minecraft.server.level.ServerLevel.m_8793_(ServerLevel.java:327) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:mixin,pl:accesstransformer:B,re:classloading,pl:accesstransformer:B,pl:mixin:APP:supplementaries.mixins.json:ServerLevelMixin,pl:mixin:APP:create.mixins.json:accessor.ServerLevelAccessor,pl:mixin:A}
	at net.minecraft.server.MinecraftServer.m_5703_(MinecraftServer.java:902) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B}
	at net.minecraft.server.MinecraftServer.m_5705_(MinecraftServer.java:842) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B}
	at net.minecraft.client.server.IntegratedServer.m_5705_(IntegratedServer.java:84) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading,pl:runtimedistcleaner:A}
	at net.minecraft.server.MinecraftServer.m_130011_(MinecraftServer.java:685) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B}
	at net.minecraft.server.MinecraftServer.m_177918_(MinecraftServer.java:261) ~[client-1.18.2-20220404.173914-srg.jar%2390!/:?] {re:classloading,pl:accesstransformer:B,re:mixin,pl:accesstransformer:B}
	at java.lang.Thread.run(Thread.java:833) [?:?] {}


[Feature] Additional Shell Types

Is your feature request related to a problem? Please describe.
The existing shells cover block-breaking and shrapnel effects, but there's a couple of other roles that cannon shots can reasonably fall into.

Describe the solution you'd like
There's a couple additional shell/payload types that I think would be interesting:

  1. Firework Shell. The older brother of the firework rocket, it does relatively low damage, and doesn't break blocks on impact--though when it goes off, it might set something on fire. Its main use would be in absurdly large fireworks displays, or as a 'training' shell for easily identifying where a shot would land.
  2. Tracer Powder. An alternative to the powder charge, it provides about 50% of the velocity of the powder charge, but makes the trail much brighter, and makes it linger for a while longer. Best used by adding it to the end of a stack of normal powder charges. This could also come with making the initial trail on regular shots fade or scatter faster, which would make it a bit harder to gauge where a given shot landed--but if you use tracer powder or a firework shell for spotting, that helps.
  3. Potion Shell. Crafted from a large supply of potion, this shell disperses its payload on detonation by scattering lingering potions. Violate the Geneva Conventions! Or possibly provide a different kind of fire support with fire resist and regen shells. Just don't mix up the regeneration shell with the harming shell...
  4. Chain/Rod Shot. A mid-ground between Solid Shot and Grapeshot, this breaks blocks like a Solid Shot does, and in a wider area during flight, at the cost of a smaller impact crater. Still really dangerous for anybody who happens to be standing in the way. It should also be marginally cheaper than Solid Shot, since you're stuffing two smaller balls and a chain or rod into the area that a single larger shot would take up.
  5. Kelp Shell. An enormous beanbag round, made from a slime block surrounded by kelp. Doesn't technically do damage! Does, however, knock whatever it hits into the next biome. It bounces, too, though it loses some of its oomph once it's bounced.

Describe alternatives you've considered
N/A

Additional context
N/A

Entity Cannons

Is your feature request related to a problem? Please describe.
I think it would be cool to have new unusual way of transportation

Describe the solution you'd like
Basically something like that
https://modrinth.com/mod/blast-travel
Ability to launch players (or maybe other entities?) using big cannons
Completely random request, if you don't want to deal with it, you can skip. I just thought it might be fun

Describe alternatives you've considered
Boring transportation alternatives like minecarts, meh

[Feature] Handheld Ramrod

Is your feature request related to a problem? Please describe.
Certain situations make building a proper ramrod awkward and impractical.

Describe the solution you'd like
Suppose there were a hand-held ramrod--a device that you could right-click on a munition with to gradually push it, one block at a time.
Maybe it can't push more than two munitions at once, so it only works for the smallest possible cannons, but it can be used in situations where a "proper" ramrod would be harder to use, such as with a small cannon that was field-assembled.

Describe alternatives you've considered
This may also work as a creative-only tool, for testing smaller/early-tech cannon without the lengthy, awkward rotation away from the ramrod. Ideally, the hand ramrod would function as described above in survival, and push any number of munitions in creative.

Additional context
N/A

doesn't recognize a newer version of flywheel

Doesn't recognize a newer version of flywheel
A clear and concise description of what the issue is.

  • OS: [e.g. Windows]
  • CreateBigCannons Version: [beta 0.3]
  • Other Mods: [e.g. FlyWheel 1.18.2-0.6.5]

To Reproduce
Steps to reproduce the behavior:
download and install flywheel 1.18.2-0.6.5
download and install CreateBigCannons beta 0.3
receive error.

Expected behavior
for it to work properly with the updated flywheel

Screenshots

Screenshot_1

Cannon barrels collision is reversed

Describe the bug
When a cannon using the Cannon Barrels is assembled, the barrel's hitbox for player collision is reversed to the other side of the cannon. This does not seem to happen with the wider cannon pieces.

  • OS: Windows
  • Version: createbigcannons-1.18.2-beta-0.2.jar

To Reproduce
Steps to reproduce the behavior:

  1. build a cannon using the skinny Cannon Barrel blocks
  2. assemble it
  3. try to walk on the visible barrel
  4. see bug

Expected behavior
I expected to be able to walk on the visible cannon barrel like with the wider cannon blocks, and to be able to pass through the visible other side of the cannon with no blocks there.

Screenshots
cannon bug

Cannon shells/shots unable to rotate horizontally

As said above, the Solid Shot, High Explosive (HE) Shell, Shrapnel Shell, and Bag of Grapeshot blocks are all unable to rotate from their original orientation horizontally, via either a mechanical bearing, or windmill bearing.

  • OS: [e.g. Windows]
  • Version: 1.18.2-nightly-1cdc226

To Reproduce
Steps to reproduce the behavior:

  1. Get any of the cannon Shells/Shot + a mechanical bearing and hand crank.
  2. Place whatever shell/shot you grabbed in a way so that it looks like it's on it's side, then place your mechanical bearing on top or underneath it with the sticky side facing the shell/shot, and use the hand crank to turn it.
  3. The shell/shot will appear to turn, but once you stop, it will snap back to it's original orientation.

Expected behavior
Of course one would expect the shell/shot to rotate and not snap back, especially since you're able to rotate Powder Charges just fine, it's only a minor bug though, that only comes into play when you either place the shell wrong or when a deployer that's moving on a contraption places it.

Just.a.Cannon.bug.mp4

(Sorry if this report wasn't very clean or concise, I literally just got a github account 30 minutes ago)

flywheel doesn t work

Describe the issue
A clear and concise description of what the issue is.

  • OS: [e.g. Windows]
  • CreateBigCannons Version: [e.g. nightly-4b2bde7 / beta-0.1]
  • Other Mods: [e.g. Waystones 1.18.2-10.1.0]

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

[bug] flywheel crash

I know this is a much stated issue by others at this point but despite having everything updated as Ive seen stated, im still getting the Mod createbigcannons requires flywheel 1.18-0.6.3 or above crash. here's the crash report:
crash-2022-08-29_09.09.15-fml.txt

I can't get the cannon loader to move.

My cannon loader won't move when I try to load my cannon, except in rare circumstances. I'm not sure why. Am I doing something wrong? I haven't found a reason online. Please fix.

Incompatibility with new versions of Create & Flywheel

Describe the bug
The mod refuses to load on Flywheel versions higher than 0.6.3 if you change mods.html , then I get NoSuchMethodError, apparently in some update Create mod removed these classes

  • OS: Windows
  • Version: beta-0.3
  • Create 0.5.0.d
  • Flywheel 0.6.5

To Reproduce
Steps to reproduce the behavior:
Just launch Minecraft

Expected behavior
Minecraft starts?!

Screenshots
image

Failed to start the minecraft server

  • OS: Windows11 22H2
  • Version: 0.1-beta
    Forge vision 40.1.68

server args
-Xms4G -Xmx8G -server -XX:+IgnoreUnrecognizedVMOptions -XX:-UseG1GC -XX:+UseShenandoahGC -XX:+UnlockExperimentalVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:-UseBiasedLocking -Dusing.aikars.flags=https://mcflags.emc.gs/ -Daikars.new.flags=true -Dterminal.jline=false -Dterminal.ansi=true -XX:+UseCompressedOops -XX:+OptoScheduling -XX:+OptoBundling -XX:+UseStringDeduplication -XX:+AllowParallelDefineClass -XX:+UseVectorCmov -XX:-DontCompileHugeMethods -Dfile.encoding=UTF-8

Log:
debug.log
latest.log

[1.18.2] Requires flywheel 1.18-0.6.3 or above but I use Flywheel 0.6.5

Describe the bug
The game crashes saying requires flywheel 1.18-0.6.3 or above but I use Flywheel 0.6.5

  • OS: Windows 11 and Debian 11 (Linux)
  • Version: 1.18.2-beta-0.3

To Reproduce
Steps to reproduce the behavior:

  1. Install Create and Flywheel
  2. Then install Create Big Cannons
  3. Start your game
  4. See crash

Expected behavior
That the game starts

Screenshots
latest.log

rotation locks

Some kind of system that would prevent a cannon from going past a certain rotation.
Some proposals for implementation:
Using the wrench on the base and yaw controller to limit the angles it can fire.
A block that gets the angle of a shafts rotation and can be set to output a redstone signal if it is greater than, less than or equal to a certain angle. (could be used with the display link to show angles which could be more helpful for aiming artillery as suggested in another post)

2022-08-03_19 23 38

For example. I am looking at making a ship battle game, but I want the cannons to only be able to turn slightly and not aim past those wood planks

basin foundry lid render bug

When place createbigcannons:basin_foundry_lid on solid block, this solid block doesn't render properly
2022-09-20_11 26 37
One small question: What is the purpose of cannon layers? How do i use them?
P.S.
I used rubidium,
and how do i use cannon builder?

something doesn't work when using with another mod

Describe the issue
Big cannon doesnt work with latest flywheel

  • OS: [e.g. Windows]
  • CreateBigCannons Version: [createbigcannons-1.18.2-beta-0.3]
  • Other Mods: [flywheel 0.6.5]

To Reproduce
Steps to reproduce the behavior:

  1. install latest flywheel
  2. install latest big cannon from curseforge
  3. startup minecraft

Expected behavior
For it to load together

Screenshots
image

breechloader now doesn't work cause the whole cannon moves together when pulled by the plunger

change the mod's version from [createbigcannons-1.18.2-beta-0.2] to [e.g. nightly-4b2bde7 / beta-0.1]
and i found that i can't load the cannon from the breech

when i use plunger to pull the breech and the end from the side
the barrel and the chamber moves together
so there's no way to load the cannon from the breech

this issue is not founded when using [createbigcannons-1.18.2-beta-0.2]

Minecraft_ 1 18 2 - 单人游戏 2022_7_31 13_53_30

Minecraft_ 1 18 2 - 单人游戏 2022_7_31 13_53_37

[Suggestion]

obraz
make the cannon mount maybe a pixel wider so the texture is inside more and doesn't glitch out as much

Integration with Display Link from Create Mod

Measuring Deegrees.
I think this will help players make the artillery like IRL.
I have 2 solutions:
1. Make the display link measure degrees. It will be attached on Cannon Mount and Yaw Controller. (Simplier)
2022-07-28_14 41 58
2. Make the new block like stressometer and speedometer, that will aslo be measured by display link, It will measure not just cannon position, but all Create Contraptions. (Harder)

But there is a problem: -Developers of Create: Aeronautics can make protractor block too. But if they wouldn't make it, and you make it, i suppose more people would download your mod because of that (sorry, i didn't mean to say that protractors better than your mod).
/
And the last thing: -Artillery Compass. It would be like regular compass IRL, but it will show you degrees where you look at. Like when you look at north-east it will say: North-East 135°
I think it would made of compass and precision mechanism, and looks loke golden compass (or at least with golden crops on its texture)

[SUGGESTION] Make tooltips for Cannon Blocks less ugly

Solution: Add extra spaces with • (type alt+7 on your keytab) symbol for cannon tooltips to prevent misunderstandings.
sorry for using russian instead english, i'm currently doing major rework with localization

Without 🤢🤢🤢:
2022-07-30_17 06 35

With Spaces 😃😃😃:
2022-07-30_16 47 52

With Spaces and Unicode • Symbol 😎😎😎:
2022-07-30_17 04 13

Projectiles get stuck in the ground and doesn't detonate

the impact fuse he shells just gets stuck into the ground after penetration and only explodes when all of the blocks around it are deleted so it starts falling again and hits something else
obraz
image of the he shell with impact fuse falling after deleting the dirt cube it was stuck in (falls and then finally explodes)
it gets stuck on other blocks too
obraz
obraz
obraz
nvm now it fell to the ground

Some ideas for major updates.

Colorful Powder Charges!
Let players kill villagers with style! >:)
Pink Powder Charge:
2022-07-27_14 38 40
Yellow Powder Charge:
2022-07-27_15 47 04
Cyan Powder Charge:
2022-07-27_16 09 25

Illuminating Shells: Provide us with strong light source, while slowly falling woth parachute.

IMG_6816-copy

Smoke Shells: Just smoke. Btw picture below isn't actually a smoke shell, it just looks cool.
iowashellpowder
Smoke Screens and Generators! When Create: Aeronautics release, it would be very strong and tactical weapon on the battlefield.

smoke-curtain-navy

Incendiary Ammunition! The smell of Victory >:)
https://www.youtube.com/watch?v=nx5N-4JvVyk
Edited: Proximity Fuzes. Very usefull against planes and can also be activated above the ground. Set the altitude and fire!
proximity_fuse_mk53_fuze_2158278

That's all for now. I hope at least something would be in the future!
*
*
*
*
*
Warning! Hacked Secret Data! Do not READ!
C:/Users/rbasamoyai/AppData/Roaming/.minecraft/mods/createbigcannons.jar/data/rbasamoyai\createbigcannons\munitions\gas_shell_block.class

////////////////////////////////////////////////
Description:
This Shell made of [DELETED], used against [DELETED] in [DELETED]. Most famous for destruction and it's toxic [DELETED] Color. Can be Released like regular smoke from smoke generator.
Effects: [DELETED], destroys nature, [DELETED], [DELETED].

Pattern:
[XXX]
[XXX]
[XXX]
"key":{
"X":"item:[DELETED]"
}

C:/Users/rbasamoyai> shutdown /s

Crash on launch

I have the exact versions suggested on the curseforge page yet my game instantly crashes after launch with this file being generated. i think its saying i dont have flywheel but i have quite literally the exact version it states
latest.log

[IDEA] Flexible Extension Poles

You tired of using unflexible piston extension poles? -Just use flexible piston extension poles!
The design is very human. Just don't stand too close, or you have got a chance to turn into a springtrap.
My humble attempt to make piston extension poles with springs:
assets.zip

image
They will be placed inside special casings, and that casings will be connect together with wrench to prevent compability issues.

Ram Head and Worm Head unable to push Glue.

When Cannon Loader pushes charges and shells, glue stay in the same place, where it was before the cannon loader pushed it.

  • Version: nightly-e4832d5
    Steps to reproduce the behavior:
  1. Apply glue on charges or shells.
  2. Move them with Ram Head or Worm Head.
Base.Profile.2022.07.27.-.11.59.56.07.mp4
Base.Profile.2022.07.27.-.11.46.30.06.mp4

cannon is stoping with working randomly

A clear and concise description of what the bug is.

  • OS: macOS single player world
  • Version: latest (1.18.2)

To Reproduce
Steps to reproduce the behavior:
When you fire a cannon multiple times, on a random moment the cannon stoped working. If I rebuilt de cannon at the exact same location the cannon stil doesn't work. (and yes I loaded the cannon)

Light bug with Bronze sliding breech

Build a wall with theese and you'll see
Edited: other blocks seems dont have that problem
Version: nightly-dc995e9
dynamiclightsreforged-1.18.2_v1.3.3
rubidium_extras-1.18.2_v1.3.1
rubidium-0.5.2a

2022-07-28_14 07 11
2022-07-28_14 00 04

Mod Crashes with Create 0.5d/ Flywheel 6.5

As stated in the title, mod crashes during startup if used with the newest version of create.

To Reproduce

  1. Install Newest version of Create and Flywheel
    2.There is no step 2

something isn't right with contraption system

Itried to copy and paste contraption with cannons and this happened
2022-08-06_20 07 46
left is original cannon, right is "ghost" with collision, but i can't break it
i dk how to reproduse it, but i can give you schematics with this bug

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