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ParcoolXSable

Parkour from ParCool on Sable physics ships, the engine behind Create: Aeronautics.
WallGrab.png

WallGrab.png

Description

Free use in modpacks is permitted.

ParcoolXSable Airships from Create: Aeronautics are the best parkour surface in the game that you can't actually use. Run at a hull and ParCool does nothing at all. No wall run, no ledge to grab, no vault. The ship may as well not be there.

Now it works. Wall run along the plating, jump off it, slide down it, grab a deck edge and pull yourself up, vault a railing, hang from the rigging.

Why it didn't work

Sable doesn't move a ship's blocks into the world. It keeps them as ordinary chunks parked in a hidden area far off the map, and draws and collides them at the ship's position. ParCool asks the world directly whether the space next to you is occupied, so next to a hull the world honestly answers "empty" — there really are no blocks there. No wall running, nothing to grab.

This mod projects the player into the ship's coordinate space, runs the very same checks there, and rotates the answer back out.

What works

Horizontal and vertical wall run, wall jump, wall slide, cling to cliff, climb up, vault, hang down, dive. Friction and particles are read from ship blocks too, so ice on a hull is slippery and the dust matches the deck you're standing on.

Sloped and curved plating works as well, from any approach angle and on a hull that is banking or pitching. ParCool wants a flat wall — a block face at chest height with clear air above it — and hulls are rarely that. When ParCool's own check finds nothing, the mod samples sixteen directions around you, sweeps a thin slice up your front in each, and grabs wherever solid turns into air. Everything is still checked against real collision boxes, so it can't invent a handhold that isn't there.

Playing well with everything else

With no ship nearby the mod does nothing at all, so on the ground ParCool behaves exactly as it does without it installed. A real world wall always wins over a ship one.

Hooks are MixinExtras, which stack with other mods' handlers rather than fighting them. ParCool+ / Compatibility Addon uses no mixins at all, so there is nothing to clash with there either.

Create's super glue and honey are untouched — the mod only reads blocks, and the one thing it ever writes is the player's own velocity while clinging.

If ParCool renames something in a future version, this goes inert instead of crashing the game.

Config

Everything below lives in config/parcoolxsable-common.toml.

  • enabled (true) — off switch
  • searchMargin (1.5) — how far around the player to look for a ship, in blocks
  • fixBlockLookups (true) — read friction and particles from ship blocks
  • carryWhileAttached (true) — move with the ship while clinging or hanging
  • carryWhileOnWall (false) — same while wall running, turn on if you lag behind a fast ship
  • gripAssist (true) — grab sloped and curved hulls, not just flat walls
  • gripReach (0.8) — how far ahead to look for a ledge
  • slopeTolerance (0.45) — extra reach for one half of the body on sloped plating

Known issues

  • On a steeply banked hull the probe boxes are a few centimetres off. Heading doesn't matter at all.
  • ParCool's bar-hanging only knows world X and Z, so a bar on a ship turned 45° snaps to whichever is closer.

Credits

This mod is glue between two other people's work:

Neither author is affiliated with this project, and neither has endorsed it. Please don't send them bug reports about it — use the issue tracker below.

Requirements

ParCool and Sable. With either missing the mod disables itself quietly.

Source, issues and a Russian readme: https://github.com/Argorice/ParcoolXSable

Free use in modpacks is permitted.

The ParcoolXSable Team

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All mods are allowed for free use in modpacks.

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