Besiege

Besiege

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Encyclopedia of Mechanics
By beep and 2 collaborators
A catalog of the various values on blocks and their effects + other useful information.
   
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Overview
This guide is not complete and is worked on intermittently.

This encyclopedia will cover vanilla and hidden blocks. And how their properties can change.

All Vanilla Blocks:
General Block Information
Scaling:
Scaling changes the size of colliders and triggers.
Colliders scale by all dimensions, triggers scale by largest dimension.

-
Purple Collider: Not attachable to except by environment triggers.
Light Blue Collider: Attachable to by all triggers.
-
Pink Trigger: Connects to connectable blocks and can delete an intersecting red trigger.
Red Trigger: Connects to connectable blocks and can delete an intersecting yellow trigger.
Yellow Trigger: Connects to connectable blocks.
Yellow Trigger(Brace): Connects to all connectable blocks in it's radius. Does not get deleted.
Blue Trigger: Allows interaction with environment. The grabber block can grab ground and other blocks. The vacuum block can suck other blocks. The sensor block can detect ground and other blocks.
-
Colliders and triggers explained better in the description of Dagriefaa's Colliderscope mod.

Scaling changes the flexibility of blocks.
Smaller scales make the block more flexible.
Larger scales make the block less flexible.
Flexibility is based on volume, thickness of the dimension being acted upon, mass of the block connected to, and mass of the block connecting itself.
Wheels and other rotating blocks that utilize the wheel module can increase physics frequency and make an assembly of blocks more rigid.
Specific Block Information
  • Small Wooden Block: The broken end of wooden blocks with the primary trigger is invincible and inflexible.

  • Wooden Block: The broken end of wooden blocks with the primary trigger is invincible and inflexible.

  • Wooden Pole: The broken end of wooden poles with the primary trigger is invincible and inflexible.

  • Brace: Inelastic. Great at handling torsion. The sticky trigger end can attach to any number of blocks in it's volume simultaneously. The sticky trigger end attaches to any blocks up until 1 second after sim start. Can have their length scaled to 0 to create a brace cube. Brace cubes can take on a warped appearance and create any rhombohedron and any second operation of it on an existing rhombohedron. Warped braces can have a smaller trigger than their appearance.

  • Log Block: The broken end of log blocks with the primary trigger is invincible and inflexible. 0.95m width, 0.740224m width on broken primary end, 77.9183157895% scale.

  • Steering Hinge: Infinite torque on mechanical trigger. Flexes in a preferred direction 0.3 degrees on sim start. 360 degrees/3.6x speed/s, or 100 degrees/1x speed/s.

  • Steering Block: Infinite torque on mechanical trigger. Flexes in a preferred direction 0.3 degrees on sim start. 360 degrees/4.5x speed/s, or 80 degrees/1x speed/s.

  • Motor Wheel: Automatic. Toggleable. Option for auto-braking. No angular drag. Forwards inputs are prioritized over backwards inputs. Increases physics accuracy for bodies it is attached to. 100rpm/1x speed, or 1.66... rps/1x speed, or 600 degrees/1x speed/s.

  • Unpowered Wheel: Freely spins. Connectable blocks on it's mechanical trigger freely spin.

  • Powered Large Wheel: Automatic. Toggleable. Option for auto-braking. No angular drag. Forwards inputs are prioritized over backwards inputs. Increases physics accuracy for bodies it is attached to. 100rpm/1x speed, or 1.66... rps/1x speed, or 600 degrees/1x speed/s.

  • Unpowered Large Wheel: Freely spins. Connectable blocks on it's mechanical trigger freely spin.

  • Small Wheel: Frictionless body.

  • Unpowered Medium Cog: Freely spins. Connectable blocks on it's mechanical trigger freely spin.

  • Powered Medium Cog: Automatic. Toggleable. Option for auto-braking. No angular drag. Forwards inputs are prioritized over backwards inputs. Increases physics accuracy for bodies it is attached to. 100rpm/1x speed, or 1.66... rps/1x speed, or 600 degrees/1x speed/s.

  • Unpowered Large Cog: Freely spins.

  • Swivel Joint: Freely spins. Connectable blocks on it's mechanical trigger freely spin.

  • Hinge: Freely rotates. Connectable blocks on it's mechanical trigger freely rotate.

  • Ball Joint: Freely rotates in all directions. Connectable blocks on it's mechanical trigger freely rotate in all directions.

  • Spinning Block: Spins and spins blocks on it's mechanical trigger. If acceleration is set to zero then it freely spins and connectable blocks on it's mechanical trigger freely spin. Physics and tick damage invincible. With acceleration set to infinity, it produces infinite torque. 100rpm/1x speed, or 1.66... rps/1x speed, or 600 degrees/1x speed/s.

  • Suspension: Constrains itself and blocks on it's mechanical trigger to linear movement along the spring. Can travel inwards and outwards one block before stopping.

  • Slider: Constrains itself and blocks on it's mechanical trigger to linear movement along the rail. Can travel several blocks before breaking. Collides with connected block.

  • Piston: Toggleable. Pushes one block away from it's mechanical trigger. If F is pressed on it while in build mode, it starts out one block away from it's mechanical trigger, and pulls one block towards it's mechanical trigger on activation. Constrains itself and blocks on it's mechanical trigger to linear movement along the spring. Can travel as many blocks as it can until it glitches from force.

  • Decoupler: Detaches from the block it is attached to with a small amount of force upon input.

  • Grabber: Can grab static. Can grab only static. Can automatically grab. Grabs any block within it's environmental trigger whether or not it is a connectable solid. When grab only static is enabled, the grabber can grab through blocks to statics, such as the ground.

  • Contractable Spring: Toggleable. Physics and tick damage invincible. Acts as a force vector between two points. Force applied is in distance and strength.

  • Simple Rope + Winch: Can start unwound or wound. Acts as a force vector between two points. Pulls or releases at 2m/s/1x speed.

  • Pin Block: Can hide visuals. Disables physics for the block it attaches to until it receives an input to unpin. Not physical.

  • Camera Block: Four different camera types, upright, true tracking, first person, custom. Not physical.

  • Metal Spike: Does tick damage.

  • Metal Blade: Does tick damage.

  • Circular Saw: Does tick damage. Physics and tick damage invincible. Spins and spins blocks on it's mechanical trigger. If acceleration is set to zero then it freely spins and connectable blocks on it's mechanical trigger freely spin. 240 rpm/1x speed, or 4 rps/1x speed, or 1440 degrees/1x speed/s.

  • Drill: Does tick damage. Physics and tick damage invincible. Spins and spins blocks on it's mechanical trigger. If acceleration is set to zero then it freely spins and connectable blocks on it's mechanical trigger freely spin. 533.33...rpm/1x speed, or 8.88... rps/1x speed, or 3200 degrees/1x speed/s.

  • Cannon: Physics invincible. Shoots a cannonball with a mass of two. Same recoil as shrapnel cannon.

  • Shrapnel Cannon: Physics invincible. Shoots four pieces of shrapnel each with a mass of 0.5. Shrapnel shrinks in size over time and disappears in around a third of a second. Same recoil as shrapnel cannon.

  • Repeating Crossbow: Can hold down to shoot or disable to toggle shooting. Shoots an arrow with a non-physical hitbox.

  • Flamethrower: Can hold down to shoot or disable to toggle shooting. Shoots fire particles. Actual range of flame is a box check based on range and scale. Ignites flammable blocks, heats up metal blocks.

  • Vacuum Block: Can hold down to shoot or disable to toggle shooting. Produces air particles and distortion. Actual range of vacuum is a box check based on power and scale.

  • Water Cannon: Can hold down to shoot or disable to toggle shooting. Produces water particles which apply a force vector to whatever they touch. Less recoil than force produced. Can be heated up to produce steam which applies six times the equivalent force of a normal water cannon. Width 0.610994.

  • Small Torch: Produces flame particles. Can heat blocks up. Cannot be heated up.

  • Bomb: Explodes when the conditions of touching a physical object, and deceleration past 10m/s. Or explodes when taking tick damage from crossbows or fire. Produces an outward force and ignites or applies the heat effect to all blocks within 6.5 blocks of its surface. Force decreases the further away from the blast radius.

  • Remote Grenade: Explodes upon key input. Or explodes when taking tick damage from crossbows or fire. Some explosion delay.

  • Explosive Rocket: Explodes upon key input. Or explodes when taking tick damage from crossbows or fire. Some explosion delay. Exhaust sets blocks on fire, and may exert a small amount of force.
Specific Block Information Continued
  • Flaming Ball:
    Produces flame particles. Can heat blocks up. Can be extinguished with a water cannon. Can be reignited.

  • Boulder:
    Heaviest block ingame, 5 BMU compared to source cube's 0.25. Breaks when decelerating from 30m/s and touching a block or level. Breaks upon receiving an impact with acceleration 30m/s greater than it's own, regardless of mass. Breaks from explosive and cannon tick damage. Breaks into 8 fragments. Fragments will stay default scale regardless of scale of boulder.
  • Flying Block:

  • Aerodynamic Propeller: Produces lift or drag relative to it's angle and speed. 23.06876 is the 0 drag (flat) angle, 23.069 is the closest one can get with the rotation gizmo. 22.845 degrees is where drag and lift vectors cancel, producing straight movement. Burnable. Freezable.

  • Small Aerodynamic Propeller: Produces lift or drag relative to it's angle and speed. 22.875 is the 0 drag (flat) angle. Burnable. Freezable.

  • Wing: Produces lift or drag relative to it's angle and speed. Default angle is 0 drag (flat) angle. Burnable. Freezable.

  • Wing Panel: Produces lift or drag relative to it's angle and speed. Default angle is 0 drag (flat) angle Burnable. Freezable.

  • Ballast: Variable weight.

  • Balloon: Variable bouyancy. Variable string length. Balloon is vulnerable to all forms of tick damage. Balloon pops on decelerations and collisions past 21m/s and contacting a block or level. String is vulnerable to sharp weaponry and heat. String can be extended very far until the balloon pops.

  • Sensor: Can be toggled on key press. Can be toggled on held key press. Can be inverted. Can ignore static. Indicator light turns on when emulating.

  • Timer Block: Can run automatically. Can be toggled on key press. Can be toggled on held key press. Can be stopped with same key presses. Can loop. Outer arrow spins 360 degrees when activated, taking as long as duration. When activated area in front of the dial will turn red until passed over by the arrow. Indicator light turns on when emulating.

  • Altimeter: Can be toggled on key press. Can be toggled on held key press. Can be inverted. When selected will display the threshold distance from global height at which it will activate. Area to the left of arrow will be red. Arrow can spin 45 degrees. Indicator light turns on when emulating.

  • Logic Gate: Can be toggled on key presses. Can be toggled on held key presses. Can perform AND, OR, NOR, NAND, XOR, XNOR, NOT operations. Levers for respective A and B key press sides flip down on key press exposing a green band, when not flipped expose a red band by default. Indicator light turns on when emulating.

  • Anglometer: Can be toggled on key press. Can be toggled on held key press. Can be inverted. Arrow stays oriented in original build direction. Red area on the dial based on selected start and end points for degrees. Indicator light turns on when emulating.

  • Speedometer: Can be toggled on key press. Can be toggled on held key press. Can be inverted. Angle of arrow increases with speed. Area to the left of arrow is red. Indicator light turns on when emulating.

  • Metal Plate [Square]: Extremely stiff. Vulnerable to tick damage. Health against tick damage based on scale. Physically invincible. Heatable. Gives heat and pierce resistance. Attaches as a sibling to what it is connected to. Weight 0.25.

  • Metal Plate [Rectangular]: Extremely stiff. Vulnerable to tick damage. Health against tick damage based on scale. Physically invincible. Heatable. Gives heat and pierce resistance. Attaches as a sibling to what it is connected to. Weight 0.25.


  • Metal Plate [Circular]: Extremely stiff. Vulnerable to tick damage. Health against tick damage based on scale. Physically invincible. Heatable. Gives heat and pierce resistance. Attaches as a sibling to what it is connected to. Has higher health than square and rectangular metal plates. Weight 0.5.

  • Wooden Panel: Flammable. Freezable. Very flexible joint. COM is slightly off of physical and visual hitbox.

  • Build Surface: With aerodynamic toggled, produces lift and drag as a sum of it's colliders and their angles and speeds.

  • Grip Pad:

  • Plow: Low friction. Physically invincible. Vulnerable to tick damage. Heatable.

  • Half Pipe: Low friction. Physically invincible. Vulnerable to tick damage. Has a diameter of 1.7143128 blocks top to bottom. Has a widest width of 1.75378 blocks. Roughly 1.4245 blocks in round diameter for contact with all four rails. Width of shortest point between middle rails is 0.345331.

  • Holder:

  • Spike Ball: Low friction on sphere collider. High friction on protruding box colliders. Physically invincible. Vulnerable to tick damage.
Vanilla Value Specific Changes
  • Steering Hinge:
    Rotation Speed: [0-2], changes the speed at which the Steering Hinge rotates.
    Min: [0-180], amount of degrees the Steering Hinge rotates before it stops. Min is the amount of degrees turning forwards.
    Max: [0-180]. amount of degrees the Steering Hinges rotates before it stops. Max is the amount of degrees turning backwards.

  • Steering Block:
    Rotation Speed: [0-2], changes the speed at which the Steering Block rotates.

  • Motor Wheel:
    Speed: [0-2], changes the speed at which the Motor Wheel spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Motor Wheel spins up. Affects torque until the wheel snaps to full speed.

  • Powered Large Wheel:
    Speed: [0-2], changes the speed at which the Powered Large Wheel spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Powered Large Wheel spins up. Affects torque until the Powered Large Wheel snaps to full speed.

  • Powered Medium Cog:
    Speed: [0-2], changes the speed at which the Powered Medium Cog spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Powered Medium Cog spins up. Affects torque.

  • Spinning Block:
    Speed: [0-2], changes the speed at which the Spinning Block spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Spinning Block spins up. Affects torque.

  • Suspension:
    Spring: [0.5-3], Changes the resistance to movement of the Suspension spring.

  • Piston:
    Speed: [0.1-2], Changes the speed at which the Piston extends and contracts.

  • Contractable Spring:
    Strength: [0.3-10], Changes the strength of the Contractable Spring

  • Simple Rope + Winch:
    Speed: [0.3-2], changes the speed at which the Simple Rope + Winch winds and unwinds.

  • Camera Block:
    Distance: [1-80], changes the distance of the Camera Block from it's focus point.
    Height: [-90,90], changes the height of the Camera Block from it's focus point, relative to global coordinates.
    Rotation: [-180, 180], changes the rotation of the Camera Block along the focus point.
    Tilt: [-180, 180], Changes the up and down pitching of the Camera Block's camera.
    Roll: [-180, 180], Changes the twisting roll of the Camera Block's camera.
    Yaw: [-180, 180], Changes the left and right yaw of the Camera Block's camera.
    Smooth: [0,1], Smooths the vision of the Camera Block as it orients through space.
    Field of View: [30,70], Increases/Decreases the field of view of the Camera Block. Lower FOVs magnifies vision. Higher FOVs zoom out vision.
    Prediction: [0,10], Moves the vision of the Camera Block to the predicted position of the Camera Block in the future.

  • Circular Saw:
    Speed: [0-2], changes the speed at which the Circular Saw spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Circular Saw spins up. Affects torque.

  • Drill:
    Speed: [0-2], changes the speed at which the Drill spins. Also increases the torque.
    Acceleration: [0.1-∞], changes the rate at which the Drill spins up. Affects torque.

  • Cannon:
    Power: [0.1-2], Sets the speed of the Cannon's cannonball, and thus power. Increases recoil.

  • Shrapnel Cannon:
    Power: [0.1-4], Sets the forward speed of the Shrapnel Cannon's shrapnel, and thus power. Increases recoil.

  • Repeating Crossbow:
    Rate of Fire: [0.25-4], Sets how fast the Repeating Crossbow can shoot.
    Power: [0.25-2], Sets the speed of the Repeating Crossbow's arrow, and thus power. Increases recoil.

  • Flamethrower:
    Range: [0.1-1.25], Sets the speed of the Flamethrower's fire particles and range of fire effect.

  • Vacuum Block:
    Power: [0.5-2], Sets the attractive force of the Vacuum Block. Also increases forward range.

  • Water Cannon:
    Power: [0.1-1.5], Sets the speed of the Water Cannon's water particles, and thus range. Increases recoil.

  • Explosive Rocket:
    Flight Duration: [0.5-10], Sets the duration in seconds that the Explosive Rocket flies, and will afterwards explode or run out of fuel.
    Thrust: [0.5-1.5], Sets the thrust of the Explosive Rocket.
    Explosive Charge: [0-1.5], Sets the power of the explosion of the Explosive Rocket.
    Explosion Colour: [#FF1010-#FF1010], Sets the colour of the explosion of the Explosive Rocket in hexadecimal.

  • Flying Block:
    Flying Speed: [0-1.25], Sets the thrust of the Flying Block, and thus speed.

  • Ballast:
    Mass: [0.2-2], Sets the mass of the Ballast, and thus relative inertia.

  • Balloon:
    String Length: [0-6], Sets the length of the string that the Balloon uses to attach itself to the block it's on.
    Bouyancy: [0.2-1.5], Sets the upwards bouyancy of the Balloon.

  • Sensor:
    Distance: [0.5-50], Sets the length of the Sensor's detection field.
    Radius: [0.25-2], Sets the radius of the Sensor's detection field.

  • Timer Block:
    Wait: [0,60], The time in seconds that the Timer Block waits to emulate after it has been activated.
    Emulation Duration: [0,60], The time in seconds that the Timer Block will continuously emulate.

  • Altimeter:
    Height: [0.5, 250], Sets a height that the Altimeter will activate if over. Relative to global coordinates.

  • Anglometer:
    Min: [-180,180], Sets the startpoint of a range along with Max that the Anglometer will activate in.
    Max: [-180,180], Sets the endpoint of a range along with Min that the Anglometer will activate in.

  • Speedometer:
    Speed: [0.5, 250], Sets the speed that will activate of the Speedometer when reached or surpassed. In m/s.
NoBounds Value Specific Changes
  • Steering Hinge:

  • Steering Block:

  • Motor Wheel:

  • Powered Large Wheel:

  • Powered Medium Cog:

  • Spinning Block:

  • Suspension:

  • Piston:

  • Contractable Spring:

  • Simple Rope + Winch:

  • Camera Block: Approaching 180 FOV zooms camera out until nothing can be seen. The next 180 FOV zooms the camera in until nothing can be seen, and flips the camera across the X,Z plane. Fog gradually becomes less synced the higher the numbers go until it reaches overflow.

  • Circular Saw:

  • Drill:

  • Cannon:

  • Shrapnel Cannon:

  • Repeating Crossbow:

  • Flamethrower:

  • Vacuum Block:

  • Water Cannon:

  • Explosive Rocket:

  • Flying Block:

  • Ballast:

  • Balloon:

  • Sensor:

  • Timer Block:

  • Altimeter:

  • Logic Gate:

  • Anglometer:

  • Speedometer:
Overflow Value Specific Changes
A more specific offshoot of NoBounds Value Specific Changes.

  • Steering Hinge:

  • Steering Block:

  • Motor Wheel:

  • Powered Large Wheel:

  • Powered Medium Cog:

  • Spinning Block:

  • Suspension:

  • Piston:

  • Contractable Spring:

  • Simple Rope + Winch:

  • Camera Block: Fog disappears starting at 10^22. Maybe same rules apply as NoBounded FOV.
    Calculating Overflow FOV:
    Besiege will carry only 7 digits of precision before rounding, except for exponented numbers. In order to not have FOV be rounded when attempting to change overflow FOV, the numbers must be at the start. Therefore to calculate wanted FOV only the first 7 numbers may be used.

  • Circular Saw:

  • Drill:

  • Cannon:

  • Shrapnel Cannon:

  • Repeating Crossbow:

  • Flamethrower:

  • Vacuum Block:

  • Water Cannon:

  • Explosive Rocket:

  • Flying Block:

  • Ballast:

  • Balloon:

  • Sensor:

  • Timer Block:

  • Altimeter:

  • Logic Gate:

  • Anglometer:

  • Speedometer:
Scaling Specific Changes
All Vanilla Blocks with the view of Colliderscope enabled:

  • Small Wooden Block:

  • Wooden Block:

  • Wooden Pole:

  • Brace:

  • Log Block:

  • Steering Hinge:

  • Steering Block:

  • Motor Wheel:

  • Unpowered Wheel:

  • Powered Large Wheel:

  • Unpowered Large Wheel:

  • Small Wheel:

  • Unpowered Medium Cog:

  • Powered Medium Cog:

  • Unpowered Large Cog:

  • Swivel Joint:

  • Hinge:

  • Ball Joint:

  • Spinning Block:

  • Suspension:

  • Slider:

  • Piston:

  • Decoupler:

  • Grabber:

  • Contractable Spring:

  • Simple Rope + Winch:

  • Pin Block:

  • Camera Block:

  • Metal Spike:

  • Metal Blade:

  • Circular Saw:

  • Drill:

  • Cannon:

  • Shrapnel Cannon:

  • Repeating Crossbow:

  • Flamethrower:

  • Vacuum Block:

  • Water Cannon:

  • Small Torch:

  • Bomb:

  • Remote Grenade:

  • Explosive Rocket:

  • Flaming Ball:

  • Boulder:

  • Flying Block:

  • Aerodynamic Propeller:

  • Small Aerodynamic Propeller:

  • Wing:

  • Wing Panel:

  • Ballast:

  • Balloon:

  • Sensor:

  • Timer Block:

  • Altimeter:

  • Logic Gate:

  • Anglometer:

  • Speedometer:

  • Metal Plate [Square]:

  • Metal Plate [Rectangular]:

  • Metal Plate [Circular]:

  • Wooden Panel:

  • Build Surface:

  • Grip Pad:

  • Plow:

  • Half Pipe:

  • Holder:

  • Spike Ball:
Special Values
For values that produce special behavior outside of overflow.
  • Balloon: Perfect Neutral Self Bouyancy: 0.257793x.
    Perfect Neutral Bouyancy: 1.1836219 x [Non-Balloon Mass] + (.257793 x Number of Balloons)

  • Flying Block: Perfect Neutral Self Bouyancy: 0.16405x.

  • Water Cannon: Perfect Neutral Self Thrust: -4.9215x.
    Perfect Neutral Thrust: -4.9215 + (-3.281 x Mass).

  • Deformable build surface aerodynamics Stable deformable build surface aerodynamic scale to mass calculation: ( ( 1 / scale ) ^ 2 ) / 800 = mass

  • Rotation Tool Perfect 45 degree rotation: 44.986 in rotation tool


Information Below This Point Is Not Verified For Accuracy
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Physics Frequency and Block Movement
Different from how most people would understand physics in the real world. Besiege does not calculate the interactions of physics objects that are in motion continuously. Rather it has a set frequency that is set by many of its factors.

Instead of thinking of this as frequency like a continuous line, it is more like a dotted line. Where the dots on the dotted line is the object will exist there for a single moment and then it will move onto the next dot.

This effect is rarely observed since objects appear to travel in a straight line, due to how fast this frequency is. It is best shown when an physics object phases through a collider.

This rarely occurs in vanilla since it requires extreme values to phase. But it can easily occur using the god mode drag tool and dragging fast enough, a source cube can phase into the mountains of barren expanse.

This effect is determined by many things, the most simple one is speed. The higher the speed, the bigger the gaps between where the game thinks the object should next be, and for our comparison model, it would create a bigger gap between the two dots on a dotted line.

Speed is usually the most noticeable way to change this effect, and with enough speed you can phase the world border or even the floor.

Other factors that add to this is the size of the object and the mass of the object. The bigger the size, the bigger the collider it has, and for the dotted line example, it would have a larger sized dot. This can help collision between objects, since a bigger size means a larger possible intersection area for the objects to collide. The mass of the object, can magnify the effect of phasing, since F=ma, the higher the mass of the object, the more force it can act/react with to slow itself down on collision, which can allow the object to properly collide and not phase.

Timescale modifies the frequency at which physical interactions are calculated. This can work in the advantage of a machine or to the disadvantage. Lower timescales will result in a higher effective physics frequency, so less phasing. However, not all movement is calculated with physics. So with enough speed it is possible for physics level movement to be spaced out enough between non-physics movement for an object to phase.

The Difference Between Mesh Colliders and Non-Mesh Colliders
Mesh colliders and non-mesh colliders are two types of ways the game makes colliders for objects.
Non-mesh colliders are the standard geometry provided by Unity, and make up the colliders for all blocks, these are box, capsule, and sphere. Box colliders can be scaled non-uniformly. Rounded colliders can have non-uniform scale, but their actual scale will be uniform.
Mesh colliders are a two dimensional map that can hold XYZ coordinates, and connect between wanted coordinates with a two dimensional collider. These are used for more complex shapes, and shapes that cannot be made with the standard geometry provided by Unity. For example triangles and mountains.
Simple objects often use non-mesh colliders since they have volume, better collision, and are less laggy. While mesh colliders are used for when the wanted geometry leaves no other choice.

Although there currently isn't a list on what objects use mesh colliders and what do not, it can be assumed that simple objects and machine blocks are usually non mesh, and complex objects like level editor hills and mountains are meshes.

Mesh colliders are more prone to phasing, Their collider is a plane, so it is easier for the distance between physics calculations for moving objects to be large enough that there is no calculated intersection.

To prevent phasing, one can to put many layers of mesh colliders or a larger amount chunk of non-mesh colliders. There is also the possibility of using a non-mesh collider to back a mesh collider where practical.
Clipping of Physics Objects and Force
If a physics object's collider is inside another object, the game applies a force vector to the physics object that is can be imagined as a line connecting the center of each object's collider. This is the law of action and reaction from real life put into Besiege.
This force is proportional to the amount of clipping, as well as the mass of the objects, as F=ma.
There are situations where action or reaction can effectively be canceled out, by changing m or a to 0 values. As well as some other things which do not rely on force itself as part of the equation due to how the game/engine works.

It occurs in game play, even if you do not notice, since when two objects make contact with each other they in theory would clip into each other, so the game applies force, which makes sure they are not inside eachother when shown to the player.

This effect can also be recreated using build mode by moving two objects inside eachother, or by using the level editor.

Unintended gameplay occurs when an object's physics calculation rate expands to a scale where it would phase far into an object before the game is able to apply counter force. With the dotted line example, normally the game would have the dots on the dotted line be very close to each other, close enough that they resemble a normal line. But when the distance is adjusted so that the dots are very far apart, they have a better chance of being inside another collider.

The force applied is proportional to the amount of clipping, this can result in great force, and this is most easily observed by putting two physics objects directly inside each other and then starting simulation.

This can be used to easily show how the mass of a physics object is important, mass will change the force applied between these physics objects. Since Force = Mass * Acceleration, the higher the mass of your object the less acceleration it gets from the same force. Thus you can push away a lighter object easily and barely affect a heavy object.


In conclusion, the frequency applied to all moving physics objects in besiege can be determined by many factors, such as speed, mass, size, timescale, etc. Different frequencies have a more likely chance to make physics objects in motion phase through other colliders. Mesh colliders are more likely to be phased compared to non mesh colliders. And when a physics object is in another objects, the game applies a force to the physics object to push it out, and sometimes a reaction force if the other object the physics object is inside has physics.
Further Reading
There are guides by others which provide different areas of information, I recommend you check them out as they can be very helpful.
Guides:
Other Reading:
Besiege Wiki[besiege.fandom.com]
Besiege_Block_Status by Tamakoro[docs.google.com]
Besiege Bots Block Information (New)[docs.google.com]
CCCanyon's Blog[cccanyonbesiege.blogspot.com]
List of Potential Keybinds[docs.unity3d.com]
5 Comments
[AlkapoNe] 11 Nov, 2022 @ 5:32pm 
eso
beep  [author] 1 Sep, 2022 @ 4:59pm 
Yes, aerodynamic propellers and wing panels share the same code for lift. Thank you for the correction.
amyy 1 Sep, 2022 @ 4:24pm 
wing panels and wings do generate lift though? you can use them as propellers
screenshot: https://prnt.sc/pq6lYyN_cpM_
KuleDudeFJF 1 Aug, 2022 @ 2:35pm 
Very expansive, even in such a state it is very useful with information that most people never know even after 2000 hours. Good job authors
Reкт | Reкт ⁑✭⁑ яeкT  [author] 26 Jul, 2021 @ 5:30am 
epic guide!!!! thank you for all the help!!! omg omg omg omg omg xd:melon: