Interlocking is forming indestructible connections formed by interlinking Armor Plates (or fragments of broken Logs or Build Surfaces)).
Background[]
- Armor Plates (and fragments of broken Logs or Build Surfaces)) connect to blocks by merging rigidbodies (i.e. fusing together). They do not bend, and they do not break.
- By interlinking these blocks to prevent movement, an incredibly strong 'connection' can be formed. The strength of this connection scales with the mass of the blocks they're attached to.
Usage[]
- Armor plates can be placed far enough from their parent block that you can fit another armour plate under it.
- Place two armour plates with gaps underneath them, and move them so that they fit under each other.
High-quality interlocking requires 0.001-metre adjustments to ensure that tolerances (and movement/shifting) are as low as possible. Anything less than perfect may very well shake itself apart, particularly at high speeds - even high-quality interlocks might not be perfectly stable at high speed.
Increasing the mass of the blocks in the interlock also minimises shifting and phasing of the connection.
This can also be used to reinforce rotating joints (e.g. Steering Blocks).
Advantages/Disadvantages[]
The primary advantage is the obvious one - nigh-indestructible joints.
However, interlocking is costly in terms of blocks and time, and should only be used when all other options fail to handle the necessary strain.
In multiverse, Tick Damage means that Bombs, Remote Grenades, and explosive Cannonballs can break interlocks made from Armor Plates. Bombs are most effective due to their wide area of effect and huge damage; grenades and cannonballs can only really damage one joint at a time.
Interlocks made from Log/Build Surface fragments are not susceptible to tick damage, but are more complex to set up.
Phasethrough[]
Under external force, object collision is determined by when objects begin to overlap. The physics engine responds to this by producing a reaction force proportional to the amount of overlap.
If the external force is strong enough, it can push the objects so far into each other that they fully overlap. At this point, the closest way to the surface is on the other side, and the objects emerge on the wrong side.
This sort of force happens particularly with extreme torque forces, and it is one of the big weaknesses of interlocking - under sufficient torque, the link will fail, and the joined bodies will separate. This is still true with the Invincibility cheat, as that only beefs up normal joints.