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Weld

Sticks its entity to another, so the two move as one: a plank with a cab, a box with a thruster. Both need a Body to move; welded to something without one (a wall, the ground), it holds still. Welded things don’t bump into each other. Everything welded together is one body, as heavy as all of it, that turns round where its weight balances when all of its bodies rotate (a thruster off its middle spins it, it tips over edges and lands on its side), and stays upright when any of them doesn’t.

Part of the Contraptions module: Contraptions, Garry’s Mod and Wiremod style: building tools used while the game runs (SandboxTools), welds, ropes and thrusters, wiring with buttons, sensors, gates, lamps and displays, and the Contraption template.

Requires: Body (what’s welded)

Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.

  • to: text = null. The entity it’s welded to, by name. The nearest one with that name is used. (Names an entity.) (Field: an entity’s name.)

Scripts use it as Weld: its methods, events and values that aren’t saved with the scene.