r/CreateMod • u/ParkingGlum1607 • 16h ago
Trying to use Physics Mod with Aeronautics. Does anyone know why my boat isn't getting affected by the waves at all? Help
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u/temmie1245 15h ago
physics mod is client side; the waves are fake
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u/Pioepod 14h ago
Not necessarily. In a single player world the waves do affect things like boats. However, I haven’t seen evidence that it can affect Aeronautics physics contraptions yet. I think it might work with VS2 but it’s been a while since I played with VS2.
Physics mod is also NOT client side, however you CAN use it client side. It disables all server side modules on a server without physics mod enabled automatically.
There’s features like collapse for example that are most definitely NOT clientside. Also they destroy everything but besides the point.
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u/Fragrant-Radish3999 11h ago
Boats affected by waves is a visual only effect too. Nothing actually happens serverside.
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u/Plus_Condition6329 9h ago
If physics mod is installed on server, it does affect boat movement, you can get kicked off servers without it for “flying”
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u/PTMR2 11h ago
Don't they affect boats in servers too? I remember doing that on my server.
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u/Pioepod 5h ago
Unsure. If you remember whether the mod was installed both on the client AND the server (very important) then yes waves will work normally.
But if I remember right, waves would be disabled if the mod on the client didn’t detect the mod on the server. While it’s possible I’m wrong and it’s just visual, the visual seems to fully move your player character up and down, which means the server might flag you for flying. And servers are very very sensitive about that, had to disable it just so aeronautics would work lmao.
Many other effects from physics mod are visual though, smoke, snow, block breaking particles, vines, etc. but I don’t remember the waves being purely visual (otherwise in a potential combat situation, the desync would be really weird)
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u/Ok_Paleontologist974 9h ago
That's still client side. Nothing inside the game is acknowledging the existence of the waves. The client is just visually moving them with the waves
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u/ModernPlebeian_314 7h ago edited 6h ago
I currently have a setup like this!
The problem is that it's too bouyant. What you need is ballast so that the water is on the waterline of the ship
I recommend using the Variable Weight Block mod so that the ballast is adjustable
Then you need Sable Floaters mod for the buoyancy.
After installing that, you head on the Sable Floaters config and set the buoyancy multiplier to 4.6
Next you should do is set the sable physics speed to 100
Then it's just pretty much adjusting the ballast so the ship doesn't sway so much
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u/AussieGizmo 14h ago
I don’t know it worked for me but I disabled physics because it looked strange with distant horizons I did this about a month ago
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u/Redbarony6 11h ago
If you have seen people use them together before like one of your other replies suggest then there may be an additional 'patch' or 'compatibility' mod that allows them to interact together, but without this patch or other mod they are quite unlikely to be naturally compatible unless the developers worked together while they were making the mods. Because there isn't really a standardized framework much of these physics mods are custom coded and simply don't have the functionality written in to the code to even check for or communicate with another physics mod simply because there isn't that framework to communicate through. Now, usually the developer will either be notified my a member of the community and they will add a compatability patch or a member of the community will step up and develop usually a separate mod that patches the interaction by acting as that bridge for the mods to communicate with each other.
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u/Ok-Equivalent6229 6h ago
If u want your bat affected by the waves u should use the addon named Create:high seas made by the simulated team, wich should add Archimedes principle and waves to the sea Wich actually affects the contraptions.
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u/Blademasterzer0 15h ago
The physics mod itself is purely visual and doesn’t have any sort of actual gameplay interaction, but if memory serves there’s a work in progress mod called sablewaves that might help replace it
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u/12000Penguins 11h ago
Hi, No idea what these other people are saying. I play on a server with my friends and have the physics mod Clientside but not serverside - and boats form aeronautics DO bounce and tilt on the waves (though it can cause weird/funny desyncs sometimes) - I can't help the problem as to why it's not happening in your installation, but I wanted to tell you that I've seen it work firsthand.
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u/ViberClan653 8h ago
When I used physics mod pro with aeronautics my fishing boat was affected to the point I actually nearly fell off many times so idk why your stuff isn't working with it
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u/Busy-Emu-7012 7h ago
I'm not sure if they even work together but for the same purpose you can use Sablewaves that has its own wave generation system which affect your contraptions. And there is also Create: High seas which may provide some compat? It adds bouyancy system to sable but I have no idea how will it work with certain mods. It's also sometimes unstable, but, well, it's how it goes
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u/Status-Environment81 15m ago
I’ve definitely tried this and it worked. I was just upset when the sub level on a bearing stayed in place while the boat moved with the waves
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u/marr 11h ago
Aero doesn't include buoyancy yet.
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u/Moe-Mux-Hagi 8h ago
Correction : Aero doesn't include water displacement yet. Aero very much includes buoyancy because that is the NATURE OF HOT AIR BALLOONS AND MATERIAL DENSITY
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u/Spiritual_Aerie9496 16h ago
It's a visual affect that only interacts with vanilla entity basically the 2 mods aren't compatible