Create:Parachute

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Create:Parachute

By AkashiSCOOwner

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This mod adds a parachute to Sable

Mod Loaders
Minecraft

About

Description

Create:Parachute (1.1.2+)

A parachute mod for Create and Sable physics Built parachute to your vehicle, deploy it with a redstone pulse, and glide down safely.

parachute

What did it do?

a drop a folder into <game root>/parachute/local/ containing .bbmodel and .png, and it shows up in the selection GUI instantly (The built-in parachute will be placed in the parachute folder when the mod loads successfully.) (The parachute needs to use a Java entity model(or Bedrock edition model) for the BlockBench project)

  • Controller GUI — right-click the block (or the pack) to open it:

    • Drag — drag coefficient of the canopy (higher = slows you down faster)
    • RotDrag — rotational damping (higher = spins stop faster)
    • Cutaway — low-speed detach threshold in m/s; below this speed the chute auto-retracts when enabled
    • Low — toggle low-speed auto-detach on/off
    • RS — redstone behaviour: a pulse deploys the chute; with RS on, another pulse retracts it
    • Save — apply the settings
    • M — Set model offset
    • P — Set pivot offset (this setting adjusts the pivot relative to the model, but in fact the pivot itself doesn't move)
    • R — Set rotation (rotation point at the pivot)
    • Scale (new in 1.1.2) — opens the Render Scale screen: one field (0.05 – 20) that scales the whole model and canopy around the pivot
    • lock — freeze the canopy's rotation, so it stops its idle sway/wobble
    • pack (new in 1.1.2) — the red key hides/shows the pack block's own model
    • Parachute selection GUI — opened from the controller's folder button. One display box per parachute, scrollable list with a slider; click a box to select it and press confirm. The Open Folder button opens the game's <game root>/parachute/local/. (1.1.2: the list also tags parachutes that only exist as your local fallback.)

    • Dye support — right-click a placed parachute with any dye to recolor it; right-click with an axe to restore its original texture.

Parachutes on servers (new in 1.1.2)

  • Your own parachutes and the ones you download are kept apart: yours live in parachute/local/, and every server gets its own folder, parachute/server/<save uuid>/.
  • Each world save has its own UUID (written into the save at create_parachute/server-id.txt) and sends it to you when you log in, so changing a server's address or port never splits or mixes its folder. On the server side the library is still a plain parachute/<name>/.
  • While you are on someone else's server, that server's parachutes win over same-named local ones; in single player, or while you host the world, your local/ folder is used. Same name = the server's copy overwrites yours. save's UUID folder automatically, and the old address is kept in server-info.txt.
  • If another player uses a parachute you don't have at all, it falls back to the default mushroom.

Downloads for every player, sent in batches (new in 1.1.2)

  • /parachute list and /parachute download no longer need OP — any player can browse the server library and pull parachutes. upload, distribute and delete still require OP.
  • Downloads are streamed a little at a time (a limited number of bytes per tick, one file at a time) instead of being packed into one big zip, so a large library still arrives over a slow connection, and you get a chat message when it finishes. There is nothing to unzip: the files land directly in the right parachute/server/<save uuid>/ folder.
  • Server owners can turn it off or tune it in config/create_parachute-common.toml:
    • [download] allowPlayerDownload — true by default
    • [download] bytesPerTick — how much is sent to each player per tick, 65536 (64 KiB) by default; lower it on a weak server or a big library
    • [download] maxPendingFiles — queue limit, 512 by default

GUI1 GUI2 GUI3

How to use

  1. Place the parachute block — or hold the parachute pack and right-click first to pick which parachute it will place.
  2. Right-click it with an empty hand to open the controller and tune the parameters (Drag / RotDrag / Cutaway / Low / RS).
  3. Send a redstone pulse to deploy it; it will slow your fall (or your contraption) until you land or retract it.
  4. Recolor it with any dye, or revert it with an axe.
  5. (1.1.2) Fine-tune how it looks: Scale for size, the lock key to stop the canopy swaying, and the pack key to hide the pack block itself.
  6. (1.1.2) On a server, use /parachute list to see what the server has and /parachute download to pull it into your own game.

Commands

Command What it does
/parachute list [page] List the parachutes in the server library (everyone)
/parachute download [name] Download one parachute, or all of them, into parachute/server/<save uuid>/ (everyone, if the server allows it)
/parachute upload [name] Send one, or all, of your local/ parachutes to the server (OP)
/parachute distribute [player] Send the whole server library to everyone, or to one player (OP)
/parachute delete [name] Delete one, or all, parachutes from the server, with click-to-confirm (OP)

GUI terms

Term Meaning
Drag Drag coefficient — higher = faster deceleration
RotDrag Rotational damping — higher = spins stop faster
Cutaway Speed threshold (m/s) for low-speed auto-detach
Low Toggle low-speed auto-detach
RS Redstone pulse behaviour (deploy / retract)
On/Off Toggle state
Confirm Apply the selected parachute
Scale Render scale of the whole parachute (0.05 – 20)
lock Hold the canopy still — stops its idle sway
pack Show / hide the pack block model (canopy stays)