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Create: Pocket Sized

Create: Pocket Sized

by misterblusky • Downloads: 0 • Followers: 0
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creative tab banner

NeoForge

Create: Pocket Sized is an addon for Create: Aeronautics that enables the resizing of simulated contraptions.

Simulated Contraptions can be miniaturized down to tiny scales while continuing to function, with their mechanics, physics and collisions scaled along with them. Mass reduces when shrunken for easy transportation, and increases when growing beyond 1x. The tiniest contraptions can even be picked up, displayed in a shop, carried as items, or transported between dimensions. Warranty void when aiming your Compression Cannon at a Full Moon...

Current features include:

  • Scaling down to 1/32x
  • Scaling up to 8x
  • Scale limits configurable per device in the server config
  • Build, modify, and operate contraptions/vehicles at any scales
  • Support for most Create: Aeronautics components
  • Redstone and farms miniaturized
  • Picking up tiny contraptions in a Cardboard Box, Glass Display Case, or Display Bottle
  • Survival friendly tools and mechanics
  • A family of "Control" Bearings/Pistons useful for creating custom redstone controls like switches
  • Pehkui integration: resize yourself with the Personal Subspace Compressor, and resize mobs with the shrinkrays
  • Hot Glue Gun + Pocket Knife to glue contraptions of differing scales together
  • Copycat Facade for hiding tiny builds in the 1x world.

Pocket Sized is built on Pym, my scaling library, which comes bundled inside the mod (no separate download needed). It also depends upon Pehkui for entity scaling.

THIS MOD IS CURRENTLY IN ALPHA! While mostly stable, I must ask that you back up your save files before installing or updating my mod. Please report any issues on Github.

Pocket Sized is very much still in active development so please expect changes, additional improvements/features, and much polish as I continue working on it. I am very excited to share this project, so please give your feedback.

How to Install Create: Pocket Sized (Mod)

Create: Pocket Sized by misterblusky is verified for Neoforge across Minecraft versions 1.21.1 (latest release: 0.24.1, file size: 2.2 MB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded Create: Pocket Sized file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
3d ago 1
1.21.1
Neoforge
3d ago 1
1.21.1
Neoforge
7d ago 1
1.21.1
Neoforge
16d ago 1
1.21.1
Neoforge
16d ago 1
1.21.1
Neoforge
18d ago 1
![creative tab banner](https://cdn.modrinth.com/data/cached_images/e9b881bc86ff6366a9cd9e87f5df405a9541634e.gif)
<a href="https://neoforged.net/">
<img alt="NeoForge" height="56" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy/supported/neoforge_64h.png">
</a>


## REQUIREMENTS

  • Pehkui 3.8.3 or newer is required.
  • Pym 0.5.1 is my scaling library currently bundled inside the Pocket jar. No separate download needed.
  • Client and server must both be on 0.24.1.

# Pocket Sized v0.24.1
  • Aeroworks 1.5 fix

## Pym v0.5

### Collision & LOD Optimizations

  • All entities now use LOD colliders for sublevels (based on relative scale) to prevent lag.
  • Very large or complex scaled colliders fall back safely instead of failing to build.
  • Large entities use a faster water check.
  • Scaled sublevels skip water checks in chunks with no water.
  • Simulated Coaster optimizations for tiny rollercoasters.
  • Pym's scaling no longer affects 1x sublevels & players.

### Physics

  • Split sublevels inherit their original scale, and both halves continue resizing if split during a resize.
  • Splitting a sublevel while it's resizing no longer freezes the 2 halves.
  • Breaking blocks too quickly no longer causes scaled sublevels to suddenly pop back to 1x.
  • Disassembling scaled crafts grows them back to 1x, so they shouldn't clip into the world anymore.
  • Disassembly uses the same clipping-protection ground clearance as normal growing.
  • Mass is re-synced during resizing, so firing planes out of the Potato Cannon should no longer make them explode.
  • Sublevels fired out of the Potato Cannon should be much more stable.
  • Tiny crafts have a much lower minimum weight.
  • Scaled sublevels now have proper ice physics, stickyness, bouncyness, and similar block properties. Conveyor belts don't work yet.
  • Water physics and buoyancy should be much more accurate and stable.
  • Propellers keep their full thrust according to scale.
  • Magnets and docking connectors are scale-aware.
  • Springs can now connect sublevels of different sizes too.
  • The contraption diagram now works on scaled crafts.

### Players & Entities

  • Shrinking while standing near the edge of a sublevel tries to keep you on by pushing the player a bit.
  • Giant players can lift more with handles, while tiny players lift less.
  • Player handle offsets now scale properly with player size.
  • Punch forces now scale with player size.
  • Arrows now push crafts according to their size.
  • Create's Schematic tools reach and draw at your scale.

### Mod Compatibility

  • Transmission & Linkage universal joints and hydraulics now use scaled lengths, and render at the smaller scale of the 2 connected crafts.
  • Transmission & Linkage rod lengths, rendering, and collision are adjusted for the scales of both connected sublevels.
  • Wheel suspension now works properly on cars over 2x scale. Before, the suspension couldn't detect extend far enough. Suspension on slopes is improved.
  • Wheel suspension extension no
...
![creative tab banner](https://cdn.modrinth.com/data/cached_images/e9b881bc86ff6366a9cd9e87f5df405a9541634e.gif)
<a href="https://neoforged.net/">
<img alt="NeoForge" height="56" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy/supported/neoforge_64h.png">
</a>


## REQUIREMENTS

  • Pehkui 3.8.3 or newer is required.
  • Pym 0.5.0 is my scaling library currently bundled inside the Pocket jar. No separate download needed.
  • Client and server must both be on 0.24.0.

## Pym v0.5

### Collision & LOD Optimizations

  • All entities now use LOD colliders for sublevels (based on relative scale) to prevent lag.
  • Very large or complex scaled colliders fall back safely instead of failing to build.
  • Large entities use a faster water check.
  • Scaled sublevels skip water checks in chunks with no water.
  • Simulated Coaster optimizations for tiny rollercoasters.
  • Pym's scaling no longer affects 1x sublevels & players.

### Physics

  • Split sublevels inherit their original scale, and both halves continue resizing if split during a resize.
  • Splitting a sublevel while it's resizing no longer freezes the 2 halves.
  • Breaking blocks too quickly no longer causes scaled sublevels to suddenly pop back to 1x.
  • Disassembling scaled crafts grows them back to 1x, so they shouldn't clip into the world anymore.
  • Disassembly uses the same clipping-protection ground clearance as normal growing.
  • Mass is re-synced during resizing, so firing planes out of the Potato Cannon should no longer make them explode.
  • Sublevels fired out of the Potato Cannon should be much more stable.
  • Tiny crafts have a much lower minimum weight.
  • Scaled sublevels now have proper ice physics, stickyness, bouncyness, and similar block properties. Conveyor belts don't work yet.
  • Water physics and buoyancy should be much more accurate and stable.
  • Propellers keep their full thrust according to scale.
  • Magnets and docking connectors are scale-aware.
  • Springs can now connect sublevels of different sizes too.
  • The contraption diagram now works on scaled crafts.

### Players & Entities

  • Shrinking while standing near the edge of a sublevel tries to keep you on by pushing the player a bit.
  • Giant players can lift more with handles, while tiny players lift less.
  • Player handle offsets now scale properly with player size.
  • Punch forces now scale with player size.
  • Arrows now push crafts according to their size.
  • Create's Schematic tools reach and draw at your scale.

### Mod Compatibility

  • Transmission & Linkage universal joints and hydraulics now use scaled lengths, and render at the smaller scale of the 2 connected crafts.
  • Transmission & Linkage rod lengths, rendering, and collision are adjusted for the scales of both connected sublevels.
  • Wheel suspension now works properly on cars over 2x scale. Before, the suspension couldn't detect extend far enough. Suspension on slopes is improved.
  • Wheel suspension extension now scales properly on enlarged crafts.
  • Aero
...
Beta preview with major physics improvements, compatibility, and new polish.


![New animated Pocket Sized Creative Tab Banner, looks like a cluttered bookshelf with a toy car that knocks stuff over, and a tiny village full of 2px tall idiots.](https://cdn.modrinth.com/data/cached_images/e9b881bc86ff6366a9cd9e87f5df405a9541634e.gif)
> _New animated banner!_




## REQUIREMENTS

  • Pehkui 3.8.3 or newer is required.
  • Pym 0.4.2 is bundled inside the Pocket jar. No separate download needed.
  • Client and server must both be on 0.23.0-preview1.

## SCALING TOOLS

  • Compression guns now use Alt to toggle grow/shrink instead of Shift + Scroll. They only use durability when out of Levitite Blend, and now have 60 durability.
  • Personal Subspace Compressor no longer has durability, so it can be refueled when empty instead of breaking.
  • PSC has a new keybind (unbound by default) and optional Curios belt support.
  • You can pick a scale outside your PSC or Creative Shrinkray's normal range if something nearby is already at that scale, so you can match it.
  • Sitting in a tiny seat now sets your PSC's scale to that seat, so using it will resize you.

## PLAYERS & SCALING

  • You don't need to hold Ctrl to ride a resizing sublevel anymore. Everyone standing on it rides along unless they have PVP Scaling protection on.
  • Players sitting in seats always resize with their craft.
  • Giant players can lift more with handles, while tiny players lift less.
  • Punch forces now scale with player size.

## PHYSICS & LINKS

  • Flexible Shafts have no physics impulses or springyness, so they can connect crafts of different scales.
  • Flexible Shafts and Couplings are weightless, and snap when stretched past 1.5x their length.
  • Springs can now connect sublevels of different sizes too.
  • Scaled sublevels now have proper ice physics, stickyness, bouncyness, and similar block properties.
  • Water physics and buoyancy should be much more accurate and stable.
  • Propellers now keep their full thrust according to scale.
  • Magnets and docking connectors are scale-aware.
  • The contraption diagram now works on scaled crafts.
  • Blueprint Casing is less sticky (was 4, now 1.65, same as soul sand), and its encased variants keep that stickyness.

## COMPATIBILITY

  • Transmission & Linkage universal joints and hydraulics now use scaled lengths, and render at the smaller scale of the 2 connected crafts. Rod hitboxes scale properly too.
  • Optional Curios support for the Personal Subspace Compressor's belt slot.
  • Wheel suspension now works properly on cars over 2x scale. Previously the suspension couldn't detect extend far enough.

## POLISH & MISC

  • The Create: Pocket Sized creative tab has a new hand-crafted animated banner!
  • Levitite Blend buckets are now in the Pocket creative tab.
  • Hot Glue has its own whitish grey slime textures and particles.
  • Empty Boxes now stack to 16.
  • Display Bottles, Display Cases, and Display Plates no longer stack.
  • Scale menu preview has dirt under the gras
...
Create: Pocket Sized Alpha v0.22.0 w/ Pym 0.4.0

REQUIREMENTS
  • Pehkui 3.8.3 or newer is required.
  • Pym 0.4.0 is bundled inside the Pocket jar. No separate download needed.
  • Client and server must both be on 0.22.0.

COMMANDS
  • /pocket sethandscale <scale> sets the held Creative Shrinkray or Personal Subspace Compressor scale, takes 0.0625 or 1/16

PYM
  • Step-up finally follows the sublevel's block size
  • All scales of players stand up and change pose properly under low ceilings on scaled sublevels
  • Fixed near-plane clipping getting doubly scaled with Pehkui
  • Physics Staff hold distance follows the larger scale between player &sublevel
  • Block breaking particles on scaled crafts reworked, more to come on this.

MISC
  • Compression Cannon & Personal Subspace Compressor use up their levitite blend internally first, and only then try to use durability
  • Punchy compat
  • Reset the player to the size saved relative to their bed upon death.
  • a few more tiny fixes.

SAVE GAMES
  • Back up your world before updating please.
  • Resized sublevels keep their scale when you update.

KNOWN ISSUES
  • Collision can still lag when a large entity stands on a much smaller sublevel
  • Pressure plates and similar blocks on 1/32 crafts don't react to 1x players. This is as an attempt to fix the lag mentioned previously...
  • Scaled Contraptions (native Create ones, like the Mechanical Bearing) have no collision.
Create: Pocket Sized Alpha v0.21.0 w/ Pym 0.4.0

NEW REQUIREMENTS
  • Pehkui 3.8.3 or newer is required.
  • Pym 0.4.0 is bundled inside the Pocket jar. No separate download needed.
  • Client and server must both be on 0.21.0.

LICENSE
  • Pocket & Pym code is now under PolyForm Shield 1.0.0. Assets stay All Rights Reserved. See LICENSE.md

NEW
  • Blueprint Casing (replaces Blueprint Tile). New Omni texture, encased shafts, cogwheels, and large cogwheels with it.
  • Flexible Shaft and Flexible Coupling (WIP)
  • Magnifying Glass (WIP)

PYM
  • Springs can't connect blocks of different sizes because rn they explode often
  • Transmission & Linkage hydraulics and universal joints now scale and taper between different sized crafts
  • Faster entity lookups around scaled sublevels
  • Experimental Simurail support, off by default
  • New links API so other mods can make connected sublevels scale together

PONDERS
  • Highly experimental new ponder ability to scale a sublevel inside a ponder
  • For now, just a basic test on the Creative Shrinkray, please report any issues with viewing this before I proceed with making more comprehensive in-game docs using Ponders.

SCALING TOOLS
  • Hold Ctrl while firing the Compression Cannon or Creative Shrinkray to rescale only the target, not its neighbours
  • L-Click a target with the Personal Subspace Compressor or Creative Shrinkray to pick its scale
  • Portable Subspace Compressor now has a Resize Protection lock
  • Creative Shrinkray entity targeting fix which was causing crashes with absurdly small sublevels nearby

HOT GLUE
  • Aim at a block's far edge to help glue faces hard to pick otherwise
  • Welded crafts now scale around the weld pivot

MISC
  • Pocketed case tooltips now show size at scale and entity count
  • Schematic and Quill works on sublevels
  • Punchy compat
  • Fixed weld lines getting thick when zoomed in
  • a bunch more tiny fixes.

CONFIGS
  • resizeEntitiesOnCrafts moved to Pym as resizeEntitiesWithSublevels (default true).
  • New Pym option: experimental.simurailSupport (default false).

SAVE GAMES
  • Back up your world before updating please.
  • Resized sublevels keep their scale when you update.
  • Blueprint Tiles become Blueprint Casings when you update.

KNOWN ISSUES
  • Collision can still lag when a large entity stands on a much smaller sublevel
  • Pressure plates and similar blocks on 1/32 crafts don't react to 1x players. This is as an attempt to fix the lag mentioned previously...
  • Scaled Contraptions (native Create ones, like the Mechanical Bearing) have no collision.
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