Описание
# 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.

## What did it do?
a drop a folder into `/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
`/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//`.
- 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//`.
- 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//` 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



## 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//` (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) |