Wow! I didn't expect you to make a video on this mod. It does seem like the pushers and pullers work weirdly with creations, I'll looking into it and fix it. Anyways, thank you for featuring this mod by me and my friend!
I'm guessing it has something to do with the orientation the creation was built in. Looks like the force might be applied in object space, rather than world space.
@@the_dark_jumper2211 For some stupid reason SM's physics are tied to cardinal coordinates/orientation instead of the creation orientation. It's very unintuitive system. And any sub-grids cause even more problems with it. A sub-grid being part of the creation that is isolated with a bearing, piston or suspension. Take that with grain of salt. The general gist is just that, but I don't truly know about the specifics, but it's what I've gathered from Dr Pixel's videos.
@@the_dark_jumper2211 Ah, you are right, that's why it affected all the toilets equally, because the creation they were built on had the same orientation. My guess would be that when the programming determines the pushing/pulling vector, it uses the orientation of the creation being pushed, pulled, instead of the orientation of the structure the push/pull pad is on.
No idea how scrap mechanic code works, but from my unity experience, it seems it takes the vector direction of the creation instead of the vector direction of the pads. The force field pusher does not seem to do this, I would assume this is because it calculates the vector direction based on the world position of the creation and pads, maybe there is a way to do the same for the pusher and puller, but make it wait until the relative vector direction is the same as the pads vector direction. Maybe shot a raycast from the puller/pusher, and if it hits a creation, calculate the vector direction based on the world position of the pad and raycast hit, and apply a force to the creation in that direction, but again, no idea how scrap mechanic code works.
Multiplayer monday idea: Each person makes part of a race course that is designed to troll the other people in the race using the parts from this modpack all parts are welded together and it's a foot race no vehicles just plain old running
Hey ScrapMan! I've been watching your videos for a few years now, enough to see you grow from about fifty thousand subsribers to two hundred thou - oh wait you're at seven hundred thousands now. That's not something I check often, but damn, you grew fast. I am eager to see you reacha million, that's gonna be a BIG milestone, and I am really happy someone's out there spreading the words about this incredible game and Trailmakers. You really are leading in growing the popularity of these games, and I am thankful so many people are discovering the gems you play. However, there is one gem that I think you would quite enjoy, but never played. From The Depths. You want explosions? How about doom cannons which have the power of a nuke? Or missiles that can split into a swarm of micromissiles? From The Depths also will let you build ships, planes, and somewhat terrestial vehicles from the ground up (as well as your weapons), and throw them into battle! There's also a multiplayer mode (there's a big update coming to it soon, being friend with one of the devs has it's advantages) in which Kan could join you (knowing how much he loves Scrap Mechanic logic, I think he'd have a lot of fun messing around with the AIs and the AI breadboard to make the ULTIMATE combat or resource gathering AI. P.S. : you should also check Space Engineers, it's very similar to both From The Depths (for the combat and ship building) and Scrap Mechanic (for the more mechanical part of things) except that it's mainly in space, though there are also multiple planets to explore. Have fun!
I am curious if they can like .... stack for combined effects. For instance: the sticky pad + conveyor belt to be able to grip things and move them along walls and ceilings automatically.
Alright, this one had me dying for a bit, honestly the funniest video in a while and I loved all the random cuts of them escaping. Id love more of these Shenanigans
Oh dude I was cry laughing with this one! 😂😂 Between the edits with the music and the smack and the sheer chaos of the unpredictable outcomes to multiple creation tests! Hooooh I was dying!
This has to be the most I've laughed at any youtube video in a while, the humor and everything going on with these things was just amazing. 11/10, would watch at least 5 more times, your videos never disappoint!
the ragdoll one would be fun for a multiplayer mondays race if it ejected you from your seat... imagine them hidden on the course and just watching as who ever is in first gets yeeted off the mountain path.
you've nailed the editing of this video scrapman, I laughed so hard also, I really would love to see a multiplayer Monday episode with these, and I think I'm not the only one
Honestly this feels like a multiplayer monday course creator opportunity. Either a race between all 3 using a single track, or 3 individual designs where 2 have to try moving through as fast as possible. Edit: to clarify, this course would be using these pads for parkour stunts, much like we saw scrapman doing at the end
19:31 That is the side effect of an improperly calculated quaternion transformation. Complicated math, but also integral part for modern videogame engines.
If I had to guess, I think the pushers & pullers are going the wrong way because its based on how the creation was built. Like, lets say the pusher is facing North and you build your car with the front facing North. Then it would push in whatever direction the front of your car is pointing. But thats just a Theory. -A GAME THEORY- It could be something else.
Another MM idea: Everyone has to build a racecourse using this mod, and the two other players compete against each other using premade cars made of explosives.
I believe the toilets were pushed in the same direction because their creations were in the same orientation, but they were rotated relative to their creation If you save a toilet as a creation and spawn it in 4 different rotations, then activate the pushers it should push in different directions
It looks like the pusher and puller don't seem to realize creations can rotate once spawned. That'd explain why the force works properly in one direction which is the same for both. Maybe some testing of vehicles with different default spawn directions?
The creations are acting weirdly because they have sub objects. Each part separated by a bearing, piston or suspension is acting slightly differently from the object they are attached to, resulting in the combined object having stranger behavior.
Are you sure that's the reason tho? What exactly would confuse the code there? I think it has to do with the original building orientation you start building things at; When you built something and save it on a lift, spawning it from the lift will always face it in it's original orientation, no matter how you spin it with the lift and place it down, the original orientation will always be the same, unless you weld it to the ground and detach it. When welding it to the ground (or another creation) the textures also shift. I think the physic toy blocks apply force to the creation on it's original orientation to the world grid. Turning the creation away from it's original building orientation will also turn the force that gets applied to the creation with it. Explained in a more practical way: If you build a car with the front facing the sun, and you have a pusher wall welded to the ground (no matter it's orientation), if you approach the pusher wall while the car's front faces the sun, the car will always be pushed away from the wall. However if you turn 90° so that you have the sun to your right, approaching the pusher wall will not push the car straight away from it, but instead the force is turned by 90° as well meaning the car will be pushed "parallel" to the wall. In that same sense, turning the car 180° so that the sun is in the rear will also turn the applied force 180°, practically reversing the effect and pulling the car towards the pusher wall. This is also the reason why all the things ScrapMan built infront of the wall and then disconnected from the ground where simply pushed away from the wall. They simply were at the original building orientation when detached. I am not sure if parts turned by bearings are calculated the same way or if they if the angle value of the bearings are being respected. Neither am i sure if the turning of the applied force only happens on the horizontal axis or on the vertical axis as well.
The reason why it's jerking especially on the force field thing may be because the field reads the direction of movement of the object globally (which isn't effected by the orientation of the creation relative to it's original building orientation) but then applies the force locally. It then jerks around with various applied forces until it leaves the area of effect. Note how the second time he approaches the force field the car almost doesn't get jerked at all but instantly flung away. At the second time he facing the car so that the sun is on the left side of the car. I assume this is how he originally started building this car way back. The first time he approaches the force field he is actually facing the other way around, which results in the forces applied being reversed, however conflicting with the values of movement+direction that are being read from it.
Also note how when he spawns his flying thing, he turns about 90° to the left to approach the force field. When he reaches the area of effect of the force field, the flyer isn't getting janked directly away from it (basically backwards), but instead gets janked to the right, about 90° away from the direction the vehicle "should" habe been janked away. If you imagine the flyer turned back 90° to it's original orientation when spawned and approach the force field that way flying at it sideways) then the flyer would have been janked exactly away from it, which makes alot of sense.
With the sticky pads you should do a version of that game where you have Velcro suits and you run and try to hit the bullseye but on a large scale and with vehicles that jump, also you should make a railgun with the conveyors
4 more ideas with this: Using 2 pushers against each other (horizontally AND vertically) and walking in between them, ragdoll on all the bots, and conveyors on walls/ceilings
I think what's happening is it's taking the direction the creation was created in relative to the world, so if the front of the car was toward the north, the car would be pushed forward
I think the reason why the pusher/ puller does'nt work properly is because of the way the lift work. If I guessed correctly the pads detect in wich orientiation they are facing and then send the information to whatever is in front of them to move in the said direction relative to the world coordinate system. But instead of using the world coordinate system, the creation use its own (given by the oriention of the lift when the creation is saved). So for instance, if the pads are oriented in the y-axes it's gonna send a signal to the creation telling it to move along its y-axes wich is not always aligned with the world y-axes resulting in a push/ pull in a wrong direction.
I have a theory, That the push and pull blocks work off the creations orientations. But the reason the toilets didn't fly different directions is because the new creations (individual toilets that just became their own creation) have the same orientation creation wise, not part wise. So a rotated part won't change the outcome while its alined with the way it was built in the world.
Lua programmer here. I think they went the easy way by just applying local force, but the toilet test was weird since it worked opposing my theory. Maybe it works off of some assembly orientation that was shared when you made the toilets as they were welded together through blocks and it just happened to be the same orientation with which the pads work correctly. Idk projects like this are weird.
the reason the pads mess with creations in weird way and because when you build it on a lift, notice how it has 1 default direction it spawns in. when you drive it in the wrong orientation, the pads freak out cuz theyre trying to force that one side in a certain direction
I think the pushers/pullers work wierdly because every creation in SM has a preditermined forward direction that also determines which way it's naturally spawned on the lift. The pusheres take their own orientation and apply the force to the creation
That ragdoll pad gave me a hilarious idea for multiplayer monday game! Golf course where you are the ball, you have to use trajectory and inertia to reach the target as you roll down through the course Combined with push and other pads probably
My guess on how it works is likely that scrap mechanic probably places a sort of north, west, south, east, up, and down, compass onto creations though the compass isn't locked and can therefore rotate freely. This unlikely normally doesn't come up, because the system calculates applied forces through the creations themselves, [Which also explains why the game is so laggy as that is a LOT of calculations running] the directional mod parts likely tries to just measure the parts compass and apply its appropriate effect onto the creations compass, though this doesn't work on rotated parts. This would also explain why the car worked correctly at one rotation and not the others and why the placed blocks worked... as their compass was already aligned.
I think the reason for the jump pass launching themselves up or towards the ground sometimes is because it makes a impulse that pushes it so if it's below where it got placed it would be pushed down but if it's above it will be pushed up. On the pushers the green ones it would place the impulse on the left side. I don't know why it placed the impulse there and this is all just guessing.
i think the issue with the directions has to do with the lift. as soon as you save, spawn or build something on a lift it assigns a direction to it, remember: vehicles allways spawn in the direction you built them in/saved them on the lift, i just imagine its not a coincidence that creations who are spawned in behave weirdly with the directions but creations built without the lift behave as you expect them to
The ragdoll pad could be insane to use in an escape rool build, as an annoying trap(s) place around the build And the field pusher could be a fun troll added to a vehicle or also an escape room And the sticky pads could add an amazing niche element to an escape room puzzle
I can see exactly why the pads are acting the way they are and that's honestly hilarious. Just a minor programming bug that probably wouldn't take more than 15 minutes to fix or so
so when you build something it has a direction of forwards, this isn't necessarily the direction you intended as forward but rather 'north' when you built it (so when you built the car, it had the sun on the right making that the foward direction in the game files), and the pusher add forwards direction so when you rotate the object, the object will go in the direction set as foward in the game file
Wow! I didn't expect you to make a video on this mod. It does seem like the pushers and pullers work weirdly with creations, I'll looking into it and fix it.
Anyways, thank you for featuring this mod by me and my friend!
I'm guessing it has something to do with the orientation the creation was built in.
Looks like the force might be applied in object space, rather than world space.
@@the_dark_jumper2211 For some stupid reason SM's physics are tied to cardinal coordinates/orientation instead of the creation orientation. It's very unintuitive system. And any sub-grids cause even more problems with it. A sub-grid being part of the creation that is isolated with a bearing, piston or suspension.
Take that with grain of salt. The general gist is just that, but I don't truly know about the specifics, but it's what I've gathered from Dr Pixel's videos.
@@anteshell do not know whatcha ranting about but you can apply impulses in world space so thats not an issue ?
@@the_dark_jumper2211 Ah, you are right, that's why it affected all the toilets equally, because the creation they were built on had the same orientation.
My guess would be that when the programming determines the pushing/pulling vector, it uses the orientation of the creation being pushed, pulled, instead of the orientation of the structure the push/pull pad is on.
No idea how scrap mechanic code works, but from my unity experience, it seems it takes the vector direction of the creation instead of the vector direction of the pads. The force field pusher does not seem to do this, I would assume this is because it calculates the vector direction based on the world position of the creation and pads, maybe there is a way to do the same for the pusher and puller, but make it wait until the relative vector direction is the same as the pads vector direction.
Maybe shot a raycast from the puller/pusher, and if it hits a creation, calculate the vector direction based on the world position of the pad and raycast hit, and apply a force to the creation in that direction, but again, no idea how scrap mechanic code works.
Suggestion: I wonder if you can use those physics toys as an engine. Similar to what you do with hoverpads in Trailmakers.
Probably yes, as you can toggle them
lowkey a MM episode using these would be awesome
so something similar to the troll car which uses magnets but different
Ooooo that’s a good idea
I was not expecting video on this! Nice showcase of it!
Multiplayer monday idea:
Each person makes part of a race course that is designed to troll the other people in the race using the parts from this modpack all parts are welded together and it's a foot race no vehicles just plain old running
Yes
Yes
Yes
We will eventually fix creations doing weird stuff, so then they may use creations
Yes much great idea here
This would be increiblely useful for acm challenges as invisible barriers. thanks scrapman i'll be using this mod :D
17:23 "their powers combine" sounds so iconic
ScrapMan: These conveyors don't really work well with creations
Also ScrapMan: Puts it on max intensity
Hey ScrapMan! I've been watching your videos for a few years now, enough to see you grow from about fifty thousand subsribers to two hundred thou - oh wait you're at seven hundred thousands now. That's not something I check often, but damn, you grew fast. I am eager to see you reacha million, that's gonna be a BIG milestone, and I am really happy someone's out there spreading the words about this incredible game and Trailmakers. You really are leading in growing the popularity of these games, and I am thankful so many people are discovering the gems you play.
However, there is one gem that I think you would quite enjoy, but never played. From The Depths.
You want explosions? How about doom cannons which have the power of a nuke? Or missiles that can split into a swarm of micromissiles? From The Depths also will let you build ships, planes, and somewhat terrestial vehicles from the ground up (as well as your weapons), and throw them into battle! There's also a multiplayer mode (there's a big update coming to it soon, being friend with one of the devs has it's advantages) in which Kan could join you (knowing how much he loves Scrap Mechanic logic, I think he'd have a lot of fun messing around with the AIs and the AI breadboard to make the ULTIMATE combat or resource gathering AI.
P.S. : you should also check Space Engineers, it's very similar to both From The Depths (for the combat and ship building) and Scrap Mechanic (for the more mechanical part of things) except that it's mainly in space, though there are also multiple planets to explore.
Have fun!
I like how the music starts playing when the jump pads decide to leave
I am curious if they can like .... stack for combined effects. For instance: the sticky pad + conveyor belt to be able to grip things and move them along walls and ceilings automatically.
Probably not those two, as I'd expect they both require contact, but conveyor on top of pullers could probably do that.
the pads do stack
Alright, this one had me dying for a bit, honestly the funniest video in a while and I loved all the random cuts of them escaping. Id love more of these Shenanigans
Oh dude I was cry laughing with this one! 😂😂 Between the edits with the music and the smack and the sheer chaos of the unpredictable outcomes to multiple creation tests! Hooooh I was dying!
This has to be the most I've laughed at any youtube video in a while, the humor and everything going on with these things was just amazing. 11/10, would watch at least 5 more times, your videos never disappoint!
the ragdoll one would be fun for a multiplayer mondays race if it ejected you from your seat... imagine them hidden on the course and just watching as who ever is in first gets yeeted off the mountain path.
1:34 The pusher doesn't like him.
9:08 The shadow realm.
11:44 Just another star in the sky.
18:28 Perfect.
"Jumper" is a spring while
"Pusher" can be seen as a type of fan
"Pullers" are vacuums
Loved the editing on this video made it all 10x funnier
I would absolutely love to see these appear in multiplayer Monday at some point.
This mod looks really fun! Hope you're gonna make a Multiplayer Mondy Episode with it!
I feel like there's going to be more than one, and they're going to be great
@@Psycorde I sure hope so
You all should do a on foot obstacle course for MM with these. And when it gets fix for creations then you will have a better feel for them.
you've nailed the editing of this video scrapman, I laughed so hard
also, I really would love to see a multiplayer Monday episode with these, and I think I'm not the only one
This is probably the funniest and my favorite video that Scrapman has ever made :D
Honestly this feels like a multiplayer monday course creator opportunity. Either a race between all 3 using a single track, or 3 individual designs where 2 have to try moving through as fast as possible.
Edit: to clarify, this course would be using these pads for parkour stunts, much like we saw scrapman doing at the end
Editing, music, gameplay... Everything on this channel is great. thank you for the entertainment, keep it up.
19:31 That is the side effect of an improperly calculated quaternion transformation. Complicated math, but also integral part for modern videogame engines.
Okay so now you really gotta incorporate these into a Multiplayer Monday at some point. :O
I was just looking at the mods in scrap mechanic and actually saw this mod
11:31 that "oh no" made me laugh so hard man XD
hi scrapman what do u think about dr pixel plays coming to mm? i think moonbo and kan may agree aswell.
his pronunciation is horrible i gotta be honest but that might be a cool idea
Tho, DPP is in europe, so recording times may be an issue
Hold on…. What?
True
Best Collab ever
Need a multiplayer monday with these blocks!
If I had to guess, I think the pushers & pullers are going the wrong way because its based on how the creation was built.
Like, lets say the pusher is facing North and you build your car with the front facing North. Then it would push in whatever direction the front of your car is pointing.
But thats just a Theory. -A GAME THEORY- It could be something else.
this your daily dose of scrapman being confused by SM physics
This looks like a great addition to multiplayer monday builds
Another MM idea: Everyone has to build a racecourse using this mod, and the two other players compete against each other using premade cars made of explosives.
I believe the toilets were pushed in the same direction because their creations were in the same orientation, but they were rotated relative to their creation
If you save a toilet as a creation and spawn it in 4 different rotations, then activate the pushers it should push in different directions
It looks like the pusher and puller don't seem to realize creations can rotate once spawned. That'd explain why the force works properly in one direction which is the same for both. Maybe some testing of vehicles with different default spawn directions?
11:46 is the perfect moment for a Hey, you! You're finally awake!
Scrapman with physic blocks is a laughter scale to be reckoned with
You MUST do some Multiplayer Mondays with that thingie
I would love to see a Parkour MM now using these Pads. That should be fun xD Or maybe a race course with these?
This video Is prbly my fav so far.thx for the smiles :)
This is interesting and funny at the same time and scrapman should try to connect all of them together to create a stronger effects
11:53 reminded me of "watch yo jet bro watch you jet watch yo jet"
Also
15:20 "welcome to the backrooms"
That music playing as the pad flies away is so funny 11:06
you could make some interesting traps and courses with some or all of these. Imagine this mod with the destruction physics mod.
You and the boys NEED to make some kind of challenges with these! (btw. great editing in this one!)
Video idea: Get all the guys to make escape rooms, but all the pads are hidden around the map.
The creations are acting weirdly because they have sub objects. Each part separated by a bearing, piston or suspension is acting slightly differently from the object they are attached to, resulting in the combined object having stranger behavior.
Are you sure that's the reason tho? What exactly would confuse the code there?
I think it has to do with the original building orientation you start building things at;
When you built something and save it on a lift, spawning it from the lift will always face it in it's original orientation, no matter how you spin it with the lift and place it down, the original orientation will always be the same, unless you weld it to the ground and detach it. When welding it to the ground (or another creation) the textures also shift.
I think the physic toy blocks apply force to the creation on it's original orientation to the world grid.
Turning the creation away from it's original building orientation will also turn the force that gets applied to the creation with it.
Explained in a more practical way:
If you build a car with the front facing the sun, and you have a pusher wall welded to the ground (no matter it's orientation), if you approach the pusher wall while the car's front faces the sun, the car will always be pushed away from the wall. However if you turn 90° so that you have the sun to your right, approaching the pusher wall will not push the car straight away from it, but instead the force is turned by 90° as well meaning the car will be pushed "parallel" to the wall.
In that same sense, turning the car 180° so that the sun is in the rear will also turn the applied force 180°, practically reversing the effect and pulling the car towards the pusher wall.
This is also the reason why all the things ScrapMan built infront of the wall and then disconnected from the ground where simply pushed away from the wall. They simply were at the original building orientation when detached.
I am not sure if parts turned by bearings are calculated the same way or if they if the angle value of the bearings are being respected. Neither am i sure if the turning of the applied force only happens on the horizontal axis or on the vertical axis as well.
The reason why it's jerking especially on the force field thing may be because the field reads the direction of movement of the object globally (which isn't effected by the orientation of the creation relative to it's original building orientation) but then applies the force locally. It then jerks around with various applied forces until it leaves the area of effect.
Note how the second time he approaches the force field the car almost doesn't get jerked at all but instantly flung away. At the second time he facing the car so that the sun is on the left side of the car. I assume this is how he originally started building this car way back. The first time he approaches the force field he is actually facing the other way around, which results in the forces applied being reversed, however conflicting with the values of movement+direction that are being read from it.
Also note how when he spawns his flying thing, he turns about 90° to the left to approach the force field. When he reaches the area of effect of the force field, the flyer isn't getting janked directly away from it (basically backwards), but instead gets janked to the right, about 90° away from the direction the vehicle "should" habe been janked away.
If you imagine the flyer turned back 90° to it's original orientation when spawned and approach the force field that way flying at it sideways) then the flyer would have been janked exactly away from it, which makes alot of sense.
I can imagine a ball made out of pullers acting like a gravity well/blackhole, and the challenge is to get something to orbit it.
Oh my, my chest hurts from laughing at the pad groups just deciding to take off and Scrapman’s reaction.
15:30 "lets hope this thing doesnt fly away" *3 seconds later* "ok"
11:07 is just amazing 😂
With the sticky pads you should do a version of that game where you have Velcro suits and you run and try to hit the bullseye but on a large scale and with vehicles that jump, also you should make a railgun with the conveyors
4 more ideas with this: Using 2 pushers against each other (horizontally AND vertically) and walking in between them, ragdoll on all the bots, and conveyors on walls/ceilings
Oh the physics on these things are delightfully, delightfully, utterly broken. 😊
You guys should make a race with them on multiplayer Monday
The amount of confused and surprised faces in this video is just amazing
12:30 - Think there's something like a broken degreesradians conversion going on in that mod haha, pretty cool effect ^^
I think what's happening is it's taking the direction the creation was created in relative to the world, so if the front of the car was toward the north, the car would be pushed forward
Hey scrapman I have been watching you since you started love your vids loved you're battle bots vids
I think the reason why the pusher/ puller does'nt work properly is because of the way the lift work. If I guessed correctly the pads detect in wich orientiation they are facing and then send the information to whatever is in front of them to move in the said direction relative to the world coordinate system. But instead of using the world coordinate system, the creation use its own (given by the oriention of the lift when the creation is saved). So for instance, if the pads are oriented in the y-axes it's gonna send a signal to the creation telling it to move along its y-axes wich is not always aligned with the world y-axes resulting in a push/ pull in a wrong direction.
The natural conclusion is that we now want a MM episode using these...
11:55 lmao this got me everytime
17:40 You've made a perpetual motion machine!
some truly masterful jump cuts here
11:03 that part is the best in this whole video i still can't stop laughing at it lmao
You know someones gunna glitchweld tons of these on top of each other
Cool vid scrap man keep getting better
every time the green pad decided to fly away I internally giggled :D
Love your videos scrapman!
I have a theory, That the push and pull blocks work off the creations orientations. But the reason the toilets didn't fly different directions is because the new creations (individual toilets that just became their own creation) have the same orientation creation wise, not part wise.
So a rotated part won't change the outcome while its alined with the way it was built in the world.
Lua programmer here. I think they went the easy way by just applying local force, but the toilet test was weird since it worked opposing my theory. Maybe it works off of some assembly orientation that was shared when you made the toilets as they were welded together through blocks and it just happened to be the same orientation with which the pads work correctly. Idk projects like this are weird.
I love the editing on this video.
I love your daily uploads
Can't wait for more videos with this Mod
the reason the pads mess with creations in weird way and because when you build it on a lift, notice how it has 1 default direction it spawns in. when you drive it in the wrong orientation, the pads freak out cuz theyre trying to force that one side in a certain direction
I think the pushers/pullers work wierdly because every creation in SM has a preditermined forward direction that also determines which way it's naturally spawned on the lift. The pusheres take their own orientation and apply the force to the creation
You need to make a rail cannon or particle accelerator in the next video with these. It would be super cool to see how far you can launch things
Using some of these pads in challenge against Kan and moonbo would be awesome and would throw them off big time
That ragdoll pad gave me a hilarious idea for multiplayer monday game! Golf course where you are the ball, you have to use trajectory and inertia to reach the target as you roll down through the course
Combined with push and other pads probably
You guys should do a multiplayer momday challenge where the theme is building parkour courses using these
Haven't laughed at your videos this much since the woc video!😄
My guess on how it works is likely that scrap mechanic probably places a sort of north, west, south, east, up, and down, compass onto creations though the compass isn't locked and can therefore rotate freely. This unlikely normally doesn't come up, because the system calculates applied forces through the creations themselves, [Which also explains why the game is so laggy as that is a LOT of calculations running] the directional mod parts likely tries to just measure the parts compass and apply its appropriate effect onto the creations compass, though this doesn't work on rotated parts. This would also explain why the car worked correctly at one rotation and not the others and why the placed blocks worked... as their compass was already aligned.
I think the reason for the jump pass launching themselves up or towards the ground sometimes is because it makes a impulse that pushes it so if it's below where it got placed it would be pushed down but if it's above it will be pushed up. On the pushers the green ones it would place the impulse on the left side. I don't know why it placed the impulse there and this is all just guessing.
Physics pad railgun! Lol also seems like there's definitely a method of propulsion in there somewhere!
10/10 ragdoll XD You might use those as a technology in the mars series ^^ (No, I don´t know a purpose for them... XD)
i think the issue with the directions has to do with the lift. as soon as you save, spawn or build something on a lift it assigns a direction to it, remember: vehicles allways spawn in the direction you built them in/saved them on the lift, i just imagine its not a coincidence that creations who are spawned in behave weirdly with the directions but creations built without the lift behave as you expect them to
11:21 The pushers are so funny!! 11:48
Ragdoll Bowling, Ragdoll Hoops, Ragdoll Target Range:)
11:00 perfect music
11:59 hey you're finally awake, you were trying to pass the border..
Another MM idea. You guys use these to build vertical mazes for each other to race through. At least one side glass for observation.
11:06 my favorite moment
Hahahaha had so much fun with the video, keep going man!
The ragdoll pad could be insane to use in an escape rool build, as an annoying trap(s) place around the build
And the field pusher could be a fun troll added to a vehicle or also an escape room
And the sticky pads could add an amazing niche element to an escape room puzzle
need another vid or this, definitely
I can see exactly why the pads are acting the way they are and that's honestly hilarious. Just a minor programming bug that probably wouldn't take more than 15 minutes to fix or so
I think creations saved on a lift have a specific saved direction, and when they turn it changes? Maybe?
I think its applying the impulse through the wrong method or smth, so rather than using a global direction it rotates it with the creation
so when you build something it has a direction of forwards, this isn't necessarily the direction you intended as forward but rather 'north' when you built it (so when you built the car, it had the sun on the right making that the foward direction in the game files), and the pusher add forwards direction so when you rotate the object, the object will go in the direction set as foward in the game file
11:31 my people need me i must go **Ascends**
Oh my, my chest hurts from laughing at the pad groups just deciding to take off and Scrapman’s reaction.
Best part on the video by far
It juts went “Gotta go, my people need me”