#minecraft #valkyrienskies #createmod A tutorial for Valkyrien Skies: Clockwork. Get Clockwork here: / discord If you would like to support me or gain access to a map with some of my builds I have a Patreon here: / kwizzlehazzizle
The physics infuser and the ability for blocks to be affected by a physics engine is leaps and bounds what I expect for minecraft to be able to accomplish
Dude its truly amazing, i always wanted redstone to have something like this, theb create came out and it still was not really it, but then this came out and i think its probably the best mod.
Loved the video @Kwizzle Hazizzle! Can't wait for the next video man! Finally, Clockwork has been released and already there are some great Features that I'm totally down to seeing used in a Survival Series! Question: Can you place Item Frames and Base Maps with "Pixel Art" on the Wings as like some sort of National Markings for your Planes in Clockwork?
This. I already did ATM7 TTS with Valkyrien Skies, and built my whole base into one massive airship. Having an afterblazer-propelled airship would be even neater.
Nice video! I love the afterblazer demonstration and now I'm wondering how I might use it in a build, I would assume it would be more controllable with more weight attached
I got the mod and it works mostly fine but i am having trouble with making a rudder. For whatever reason when a flap bearing is placed vertically it doesnt accept redstone signals. Do you know any potential fix?
How would you make relatively stable flying contraptions (e.g. blimps) without having to adjust the baloon shape manually? Is there an accelerometer block that lets you know if the contraption is tilted, so you could correct its orientation with ballasts?
@@appelnonsurtaxe As far as I’m aware there is no rotation sensor or y level sensor that can be constructed. So unfortunately you can’t have redstone know your tilt and apply a neutralizing force. You just have to have ballast built into your ship. Even so, ballast can only go so far, I can’t imagine anyone building a helicopter that doesn’t have balloons to pseudo-stabilize, without it being horribly uncontrollable.
@@lincolnv9261 adding to the idea. You can have a ballasts or other heavy blocks be moved by piston from one side to the other to balance, just be wary of the inertia
@@appelnonsurtaxe you can probably get around the problem by using mobs and something like tripwires. if blimp rotates mobs don't so you can set up mobs as rotation sensors. (haven't tried it before but certainly will try it later).
How did you figure out the infuser? There is no bluper glue and when i try to use it with normal super glue the animation breaks and it doesnt nothing.
can't wait for Minecraft friendly WW1, just a couple more mod updates or mods for the land vehicles that require tracks and boom. Also guns but create mod alloy guns got that.
I’m beginning to wonder if this is compatible with the Valkyrien Skies Eureka addon. If so, are some of the things that don’t usually work between the two fixed?
If you didn’t get your answer already: I personally haven’t tried Eureka and Clockwork together, but I do know that Clockwork fixes some incompatibility with Create - such as trains not working (the seats are bugged right now though) and redstone links not being editable (they work fine now)
@@redstonewolfx I tried it out myself, it actually does work and it's amazing! Once they fix the train thing, imagine how cool it would be to have a huge airship with TRAINS to transport you. Or if you have the Create: Steam and Rails addon you could have monorails.
I have a problem/issue Whenever i activate a physic infuser, it lags a bit and after that, the blocks i applied physics to became invisible. I tried lowering my graphic settings so that i could be less laggy and made my graphics "Fancy" but it still could not work. Any solution or reasons?
Hi, I had the same issue a day ago! I found out that if your using litematica and paste the same build, it seems to not work. My solution is to try and make a schematic of it again and paste it as a copy in your world.
@@qTytan I am not using Litematica. I have a suspicion that Rubidium is causing this problem because other people said that Rubidium dont work on Vs2. I will change to Embeddium soon enough.
funny how we (as a community) could've done this ages ago but only did it recently we're really bad at whatever the process of imagining new features is called
What if you: Teleport at least triple your render distance beyond a "lost" build. Build a wall to catch it. Move toward the lost build and let it get caught by the wall/catcher. Think that might work?
For this video I think I used a bunch of fabric mods which basically do the job of optifine while actually being compatible with other mods. There are also forge versions of the alternatives
You have to think in terms of torque applied to the center of mass. If the flaps are ahead of the center of mass they'll behave opposite to if they are behind it. Typically flaps or elevators irl are in the back of the plane. When they go down the front goes down iirc
Good news is I have a video that shows how to download it. Really it's create 0.5 (might have to be a specific version of 0.5.x, I dont remember exactly though), valkyrien skies and clockwork.
THE DISCORD SERVER DOESN'T WORK AND NEW CLOCKWORK HAS NO BALLOONER OR AFTERBLAZER OR ANY THING OTHER THAN THE FUCKING PROPELLERS HOW DO I GET THE OLD CLOCKWORK AGAIN