Medieval Engineers

Medieval Engineers

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Infinite Strength Catch Blocks
   
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Type: Mod
Mod category: block, script, other
Version: 0.7
File Size
Posted
630.204 KB
2 May, 2019 @ 8:40am
1 Change Note ( view )

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Infinite Strength Catch Blocks

Description
This is a modification of Johnbeere's Stronger Catch Blocks mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1672720926&searchtext=catch+blocks

I made the catch blocks million times stronger to see if it will save multiplayer creations from breaking randomly. After a bit of testing, it seems to reliably stop catch blocks from falling apart in multiplayer. Though it doesn't solve the desync issue of course.

If you find any issues please leave a feedback comment or message me on our engineering discord:
https://discord.gg/VUMmkQe
10 Comments
Chester 17 May, 2019 @ 11:31pm 
This mod may be causing sound issues by continually spamming sound across the world. Press Ctrl-F11 to see this issue. Under Last Played sounds you should see the Catch block loop sound continually repeating. Can you take a look?
Xaerthus  [author] 15 May, 2019 @ 3:08pm 
2/2
And the desync issue is a big problem on any multiplayer server currently. It seems that the host and clients tend to simulate grid behaviour totally separately, failing to synchronize repeateadly which ends up in the grid being shown in totally different positions for different players and the server. And now comes the weird part: as a client you get a phantom grid, which is in a wrong place. You can interact with it, but it has no hitbox, the hitbox being at the correct position of the grid. You can 'feel' it with your character, while there is nothing there on your side. The issue is the worse, the more complicated the grid is.

Feel free to ping me on our discord if you have questions, i'm happy to help anytime.
Xaerthus  [author] 15 May, 2019 @ 3:07pm 
@Maddhatter 1/2
Subgrids are grids attached to another grid via some sort of catch block. The axle of it is a different grid than the housing. Therefore to distinguish between those, they are often called "main grid" and "subgrid". Technically they are two separate entities, but are held together by the hinge and treated as one (at least unless something goes wrong like in this bug this mod is trying to fix).

Maddhatter 15 May, 2019 @ 9:03am 
What do you mean when you say "subgrid"? I'd like to know more about desync issue. I have not heard of that. (or maybe have already seen it and just not associated it with that name)
Xaerthus  [author] 15 May, 2019 @ 7:41am 
@ Artasan
It seems it depends a lot on the server and from where people are connecting (as it happens mostly when someone connects to the server). I believe the issue is caused by some weird loading lag, where the subgrids get loaded at slightly different times which makes them separate entities.

This mod has made things better in our case and it has limited the moments when this issue appears, so having it it definitely doesn't hurt.

Of course then there is even the worse issue of desync (which this mod has nothing to do with). Complicated subgrid contraptions are just a no no on multiplayer with the current state of the game.
Arta Vulgaris 11 May, 2019 @ 9:12pm 
nothing changed, parts detach after server restart same as it was w/o this mod. https://steamuserimages-a.akamaihd.net/ugc/796485929345312494/F647B51DBFB3992A777A35B7166EE41953D32F1C/
Xaerthus  [author] 9 May, 2019 @ 1:28pm 
It applies to all catchblocks in the world with the mod, even to modded ones. It replaces the vanilla parameter.
Maddhatter 9 May, 2019 @ 9:48am 
Does the strength apply retroactively or only to newly placed catch blocks?
Xaerthus  [author] 4 May, 2019 @ 4:11pm 
Looks like it works!
Maddhatter 2 May, 2019 @ 1:27pm 
Fingers crossed! My Dedicated Server needs this badly! Thank you for your work