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World Grid Use
Use a wrench on Create's deployer mode selector to cycle:
- Punch
- Use
- World-Grid Use
World-Grid Use is Create's ordinary USE mode plus a separate persisted flag. It activates only while the deployer is mounted on a Sable sublevel. When disassembled into the ordinary world, the deployer behaves as normal Create Use.
Each active server tick, the patch transforms the deployer's point two blocks forward into parent-world coordinates. It walks every face-connected world cell crossed since the previous sample and asks Create's existing deployer handler to place normally.
This means:
- motion through the world grid controls candidate cells;
- non-zero RPM arms the deployer but does not control placement cadence;
- earlier placements are immediately visible to later deployers in the same tick;
- replaceability, block support, inventories, events, and item-specific rules still apply;
- unloaded chunks are never force-loaded.
The deployer must be in World-Grid Use, have non-zero kinetic speed, not be redstone locked, and hold a BlockItem. Its fake player and Sable sublevel must resolve to the same parent level.
- At most 64 crossed cells are visited per deployer per server tick.
- A movement exceeding 64 blocks between samples is treated as a teleport; only the destination cell is visited.
- Time spent inactive is not backfilled when the deployer reactivates.
On compatible clients, the hand retracts at world-cell boundaries and extends toward cell centers using Sable's render-interpolated pose. This animation is cosmetic and does not trigger placement.