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Create Aeronautics:Fade
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Gives abandoned physics contraptions a quiet end: they fade out, then vanish, keeping your server and saves light. Nameplate a build and it is spared.
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Aeronautics Fade
Large worlds quietly fill up with junk. A half-finished airship. The test rig you rebuilt six times. The debris field from that one spectacular crash. Every one of them is still a live physics structure, and every one of them is costing you server tick time and save size.
Aeronautics Fade retires them for you — so quietly you will forget it is installed.
The premise is simple: if nobody has touched a physics structure for a while, it fades away and disappears.
How it works
- A structure nobody interacts with starts to fade out — it turns gradually transparent, so players get a clear warning instead of a surprise.
- When the fade finishes, the structure is removed.
- Anything with a nameplate is safe forever. Name your builds and they are never touched.
By default a structure starts fading after 10 minutes with no interaction, takes 5 minutes to fade, and is gone 15 minutes after you last touched it. All of it is configurable.
What counts as "interaction"?
- A block on it is placed or broken — on by default
- A player stands on it or rides it — on by default
- It moves or rotates — off by default (boats at rest rock slightly, and that would mean nothing ever gets cleaned)
Machinery counts on purpose: if the machine is still running, the structure is still alive. The one known exception is fuel-free power — windmills, water wheels, creative motors — which never stop even when abandoned. For those, turn onBlockChange off and let the player-standing rule do the work.
It follows the whole machine, not just one part
Mount something on a physics bearing and it becomes a separate sub-level — an excavator arm, a tank turret. A nameplate only names the host. Aeronautics Fade follows the connection and spreads the exemption across bearings, ropes, docking connectors, handles, springs and merging glue, so a whole machine is treated as one.
Nothing disappears behind your back
Only loaded structures count down. Unload a chunk and the timer pauses; come back and it resumes from where it was.
Is my build going to vanish?
Not if you name it. Place a nameplate, write a name on it, and that structure is exempt forever. If you want a safety net for large builds you have not named yet, set massThreshold — everything at or above that mass is spared as well.
I want to know why something is (or is not) fading
Everything is inspectable in game with /fade:
/fade list [all|waiting|fading] list every structure and its countdown
/fade why <index> why is this one not fading?
/fade status current settings and state
/fade on | /fade off master switch
/fade set idle|duration|massthreshold|interrupt ...
/fade force fade <index> start the fade immediately
/fade reset <index|all> reset the countdown
You can also switch logFadeEvents on in the config to see fades, resets and deletions in the server log while you tune things. Leave it off for normal play — the whole point is that you never notice this mod running.
Do I need it on the client too?
No. The server does all the work. The client side only draws the fade; without it, structures simply stay visible until they are removed. Client rendering options live in config/aerofade-client.toml.
Does it work with my pack?
It needs Create, Sable and Simulated. Create: Aeronautics is optional — anything built on Sable physics works. If you run a shader pack, the fade may be handled by the shader instead; the mod fails soft (structures stop fading, but are still cleaned up normally, and nothing crashes).
Everything is configurable
<world>/serverconfig/aerofade-server.toml
Idle time, fade duration, check interval, which interactions interrupt, nameplate verification, mass threshold, network sync radius and logging.
Requirements: Minecraft 1.21.1 · NeoForge 21.1.x · Create · Sable · Simulated · (Create: Aeronautics optional)
航空学:虚化
大型存档总会悄悄堆满垃圾:恒大的烂尾飞艇、反复被核爆的红魔馆、科比坠机留下的碎片。它们每一个都还是活的物理结构,都在持续消耗服务器 tick、把存档撑大。
本模组替你送走它们 —— 安静到你几乎感觉不到它存在。
道理很简单:一个物理结构如果一段时间没人碰,就会淡出、然后消失。
工作方式
- 无人互动的结构开始逐渐变透明 —— 给玩家一个清晰的预告,而不是猝不及防地消失;
- 淡出结束后,结构被移除;
- 插了铭牌并写了名字的结构永远安全,绝不会被碰。
默认情况下:空闲 10 分钟后开始淡出,淡出持续 5 分钟,也就是最后一次互动后 15 分钟彻底消失。全部可配置。
什么算「互动」?
- 结构上的方块被放置或破坏 —— 默认开启
- 玩家站在上面或骑在上面 —— 默认开启
- 结构自身发生位移或旋转 —— 默认关闭(停着的船会轻微晃动,开了就等于永远清不掉)
「机械动方块」是刻意算作互动的:机械还在转,就说明这个结构还活着。唯一的例外是不需要燃料的动力源 —— 风车、水车、创造马达 —— 它们废弃了也不会停。遇到这种,把 onBlockChange 关掉,只靠「玩家站在上面」来判定即可。
它跟着整台机器走,不只看一个部件
把东西装在物理轴承上,它会变成独立的子维度 —— 挖掘机的机臂、坦克的炮塔都是这样。而铭牌只命名了宿主。本模组会顺着物理连接把豁免传染过去,覆盖轴承、绳子、对接器、把手、弹簧、合并胶,整台机器被当作一个整体。
不会在你背后删东西
只有被加载的结构才倒计时。区块卸载时计时暂停,回来之后接着走。
我的建筑会不会消失?
写了名字就不会。放一个铭牌、写上一个名字,那个结构就永久豁免。如果你想给还没命名的大型建筑留个保险,可以设置 massThreshold —— 质量达到或超过该阈值的结构同样会被豁免。
我想知道某个结构为什么虚化 / 为什么不虚化
游戏内 /fade 指令可以查清一切:
/fade list [all|waiting|fading] 列出所有结构及其倒计时
/fade why <索引> 这个为什么不虚化?
/fade status 当前配置与状态
/fade on | /fade off 总开关
/fade set idle|duration|massthreshold|interrupt ...
/fade force fade <索引> 立刻让它进入虚化
/fade reset <索引|all> 重置倒计时
调参阶段可以在配置里打开 logFadeEvents,服务器日志会记录「开始虚化 / 倒计时被重置 / 结构被删除」。日常游玩请保持关闭 —— 这个模组的一大目的就是让你感觉没装这个模组。
客户端也要装吗?
不需要。所有逻辑都在服务端。客户端只负责画出虚化效果;没装客户端的玩家看到的结构会保持原样,直到服务端把它删除。客户端的渲染选项在 config/aerofade-client.toml。
能用在我的整合包里吗?
需要 Create、Sable、Simulated。Create: 航空学是可选的 —— 任何基于 Sable 物理的结构都适用。如果你装了光影包,虚化效果可能交给光影处理;本模组会优雅退化(结构不再淡出,但照样会被正常清理,不会崩)。
空闲时长、虚化时长、检查间隔、哪些互动会打断、铭牌校验、质量阈值、网络同步半径、日志开关等参数全部可配置
<存档>/serverconfig/aerofade-server.toml
前置要求: Minecraft 1.21.1,NeoForge 21.1.x ,机械动力,机械动力航空学
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