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World Grid Use

TheThouZands edited this page Jul 21, 2026 · 1 revision

World-Grid Use

Use a wrench on Create's deployer mode selector to cycle:

  1. Punch
  2. Use
  3. 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.

How it places

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.

Active requirements

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.

Safety limits

  • 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.

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