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first off, thank you viktor for making this :D i enjoy "Clang Slayer" alot,
but since the latest updates of SE the mod seems to work kind of weird.
I enjoy building ships with fancy extras like hangar doors and landing gears that expand/retract using hinges, pistons and rotors,
but since the latest update the mod seems to remove the velocity and speed of my pistons, hinges and rotors, but only if they have any mechanical restistance ( if they move anything / they touch the ground or any part of my creation )
i dont know if this is a bug or glitch but it makes customs turrets and anything using movable blocks lose their velocity.
the mod works great, except it keeps disabling my drill pistons and detaching piston heads with the slightest force change on the drill plate attached to it.
from the 5 pistons, only one or two will work, the rest gets disabled, making me end up with my drills in a hole unable to pull up the drills completely and free my vehicle.
I have simular ussues with the hinges of my custom wheel suspension, would be amazing to have a min/max we can set for the mod to disable or adjust the hinges/pistons/rotors.
besides that great mod, amazing to drive around without things making clang noise for no obvious reason at all besides blocks "colliding" in the slightest form making things explode on me :P
Possible improvements:
- An optional mode to "tune down" the clangy mechanical connections instead of disabling them. (I attempted this, but this mode would not kill the lag immediately, which may be insufficient on servers.)
- Auto-tuning of normal (not clangy) behavior, so the mod can adapt to modded mechanical connections. (It should work, but I opted to release the simpler hard-coded version first.)
- Handling clang based contraptions based on rotor displacement only, like @green bean's ClangCapsule below. - It is yet to be confirmed whether this kind of clang engine introduces any lag on servers. I think there should be an option to prevent this kind of cheating on multiplayer servers, but not sure it should/can be implemented in a similar way as Clang Slayer currently works.
Any other ideas/requests?