The only issue I have with it is that the extended workbench from the Extended Workbench mod doesn't work anymore. When I click the crafting table it doesn't do anythng . . . I use 1.6.4 . . . but I dunno if newer versions have the same issue
Doesn't work at all, anywhere in the world, or simply doesn't work ~when you are sailing on a ship~?
If the former, then there is something seriously wrong.
If the latter, then it's not really a "bug" persay. It's a part of how the mod works - it is very difficult to handle blocks with TIle Entites correctly, and while the vanilla ones (furnaces, hoppers, etc) will work, and while some mod added blocks will also work: many mod added blocks will not. To get around it, you will just have to dock the ship to use the special crafting table.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
It doesn't work at all, anywhere in the world . . . but the small crafting table, even tinkers construct crafting table works on the ship . . .
Also I've noticed that after using the ship when I get blocks and items into my inventory they don't show up until I activate a chest. It's more of a nuisance, but it can be worked around.
Would it ever become possible to dock a ship when it's pointing a different direction then the one it was pointing when you launched it?
(To clarify, would it ever be possible to build a ship, launch it, turn it 90 degrees to the south, then dock it?)
I'm not sure if leaving ships 'launched' will cause problem, so I dock it every time I leave it. this works fine when I'm only getting off at my dock, but if I'm getting off somewhere else, like say that island I found, or when I'm making another dock somewhere, it gets pretty annoying.
It won't matter if my ship is a square or something, other then the annoyance of having to turn it, which I can live with. But it tends to get annoying if I build a ship, and I have to either jump off the prow of my ship to get to dry land, then swim out to the ladder to get back on, instead of landing the ship with the ladder to the shore and climbing on/off.
The only issue I have with it is that the extended workbench from the Extended Workbench mod doesn't work anymore. When I click the crafting table it doesn't do anythng . . . I use 1.6.4 . . . but I dunno if newer versions have the same issue
It's hard to get every mod block ever from every mod ever working on ships. I probably won't be able to get them all working.
Would it ever become possible to dock a ship when it's pointing a different direction then the one it was pointing when you launched it?
At the moment, it's not really possible to do this. There's no good way to rotate blocks that are attached to the world. I'd have to build some kind of block rotation system. It's a huge amount of work for a small amount of gain, so it hasn't been a priority.
It's hard to get every mod block ever from every mod ever working on ships. I probably won't be able to get them all working.
It's not on the ship it's in the world on land in my house, far from the ship. I love your mod and I love extended crafting table, I'd hate half to remove one because of conflict . . .
At the moment, it's not really possible to do this. There's no good way to rotate blocks that are attached to the world. I'd have to build some kind of block rotation system. It's a huge amount of work for a small amount of gain, so it hasn't been a priority.
I see.
Will leaving ships 'undocked' for extended times produce any problems?
Because if not, I might just keep my ships undocked 24/7, only docking when I really need it.
It's not on the ship it's in the world on land in my house, far from the ship. I love your mod and I love extended crafting table, I'd hate half to remove one because of conflict . . .
If the block is not on a ship, then I'd guess that Ships Mod is not causing your problems. Unless you can prove that the block works when that mod is the only mod installed, and then the block breaks when you add only Ships Mod.
I see.
Will leaving ships 'undocked' for extended times produce any problems?
Because if not, I might just keep my ships undocked 24/7, only docking when I really need it.
Leaving your ship undocked should not cause any problems.
In my opinion, there should be an option to disable physics/sail requirement and there should be Airship support. I don't like physics simulation. I prefer to place a block and fly.
Hmmm... I glanced at that source. It seems Bukkit had a block direction API. Maybe that's something I can use. Bukkit is mired in licensing issues though... maybe I can grab just that piece without any problems.
Also, physics is an integral part of Ships Mod and cannot be disabled. Ships Mod wouldn't function without physics.
If the block is not on a ship, then I'd guess that Ships Mod is not causing your problems. Unless you can prove that the block works when that mod is the only mod installed, and then the block breaks when you add only Ships Mod.
Before I installed ships mod the extended crafting table worked fine. After installing ships mod and placing two crafting tables side by side they connect to each other, but can't be used/activated. Before I reported it to you I wanted to double check if it was in fact your mod, so I remove ships mod and tried using the extended crafting table and it worked fine. Sorry if I was a little vague before . . .
Before I installed ships mod the extended crafting table worked fine. After installing ships mod and placing two crafting tables side by side they connect to each other, but can't be used/activated. Before I reported it to you I wanted to double check if it was in fact your mod, so I remove ships mod and tried using the extended crafting table and it worked fine. Sorry if I was a little vague before . . .
I'm completely baffled as to why a block that's not on a ship is broken by Ships Mod. It must have something to do with the base class transformations I have to do to get Ships Mod to work. As a general rule, I don't patch Ships Mod to specifically support some other mod. That path leads to a never-ending pile of work, and no new features ever. There's always someone who wants support for their favorite mod. I do my best to make sure that vanilla blocks work, but it's basically impossible to get every mod block ever working. Instead, wouldn't it be nice if we had a mod loader that didn't require everyone to make compatibility-breaking base class transformations?
Short version, unfortunately, I probably don't have time to fix this. Unless I can raise enough money via donations to work on modding full time. Right now, that looks unlikely.
Just a question, but will you ever change the recipe for ship blocks?
I never really though of this as I was playing on a semi-old map, but the ship blocks need redstone dust, which requires you to either
A. Kill a witch
B. Find a jungle temple and loot it.
or
C. Get a iron pick, go down to y level 16 or lower and mine redstone.
This isn't really easy to do, and largely seems to make tiny(and sometimes small) ships redundant as by the time you get redstone, you most likely will have the materials to make a medium ship, if not large or huge ships. Add the fact that tiny/small ships are slower, and can hold less, the early ship blocks seems to be more then they are worth.
Making the smaller ships with more cheaper resorces(such as wood, and iron), I think would make the smaller verities of ships a lot more useful, as they can be more easily used. (I mean, come on, to make a raft to leave my island, I need to dig down nearly to the bottom of the earth? Why?)
I seem to be having a bug... whenever I build a ship, instead of the block-built ship being converted into one of your ships, instead the ship block just duplicates my build, trapping the ship inside another ship made of blocks.
Just a question, but will you ever change the recipe for ship blocks?
-snip-
That certainly seems like a reasonable concern. Maybe redstone is a bit too much of a requirement for a wooden raft. I'll consider tweaking the recipe in the next version.
I seem to be having a bug... whenever I build a ship, instead of the block-built ship being converted into one of your ships, instead the ship block just duplicates my build, trapping the ship inside another ship made of blocks.
Is there any way to fix this?
That's very strange. You wouldn't happen to be using Cauldron, would you?
Alright, so in playing around a bit more with Ships there are two things that I am curious about. First I have in no way been able to fire any type of arrow or projectile onto or off of an active ship entity. All the projectiles will stop at the bounding box of the ship either internally or externally, this includes the regular bows to several types of modded projectile items. Second I noticed you had mentioned changing the ship realigning to grid so it could do so in any direction not just what it was launched at, similar to Archimedes or early mods. If this is doable it would be greatly appreciated since besides the obvious practical benefits, if you want to fire off of your ship you would need to 'dock' it which becomes immensely impractical on the fly with the current system. That said I am enjoying the mod immensely at the moment thank you for getting this out for 1.7.10.
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
After looking at Armourer's Workshop I'd say the main issue here is that booth mods do something similar (turn block structures into entities) . Taken that minecraft wasn't made for this both mods problably mess with core classes involing entities and those are either the same classes or atleast some that are depend on each other. So with a bit luck this will solve itself after ship mod ports over to M3L
This would actually explain why I was having the same problem with TFC 79.13 and Ships mod. TFC uses various multiblock things for metal working. I suppose Bioxx changed something between 79.13, and 79.15 and that's why the bug stopped.
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I just found this. It's in another language, I have no clue how it got in my youtube list, and the review of ships mod doesn't start till around 17:30, but at least it's one of the few reviews of this mod!
Doesn't work at all, anywhere in the world, or simply doesn't work ~when you are sailing on a ship~?
If the former, then there is something seriously wrong.
If the latter, then it's not really a "bug" persay. It's a part of how the mod works - it is very difficult to handle blocks with TIle Entites correctly, and while the vanilla ones (furnaces, hoppers, etc) will work, and while some mod added blocks will also work: many mod added blocks will not. To get around it, you will just have to dock the ship to use the special crafting table.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Also I've noticed that after using the ship when I get blocks and items into my inventory they don't show up until I activate a chest. It's more of a nuisance, but it can be worked around.
(To clarify, would it ever be possible to build a ship, launch it, turn it 90 degrees to the south, then dock it?)
I'm not sure if leaving ships 'launched' will cause problem, so I dock it every time I leave it. this works fine when I'm only getting off at my dock, but if I'm getting off somewhere else, like say that island I found, or when I'm making another dock somewhere, it gets pretty annoying.
It won't matter if my ship is a square or something, other then the annoyance of having to turn it, which I can live with. But it tends to get annoying if I build a ship, and I have to either jump off the prow of my ship to get to dry land, then swim out to the ladder to get back on, instead of landing the ship with the ladder to the shore and climbing on/off.
It's hard to get every mod block ever from every mod ever working on ships. I probably won't be able to get them all working.
At the moment, it's not really possible to do this. There's no good way to rotate blocks that are attached to the world. I'd have to build some kind of block rotation system. It's a huge amount of work for a small amount of gain, so it hasn't been a priority.
It's not on the ship it's in the world on land in my house, far from the ship. I love your mod and I love extended crafting table, I'd hate half to remove one because of conflict . . .
I see.
Will leaving ships 'undocked' for extended times produce any problems?
Because if not, I might just keep my ships undocked 24/7, only docking when I really need it.
If the block is not on a ship, then I'd guess that Ships Mod is not causing your problems. Unless you can prove that the block works when that mod is the only mod installed, and then the block breaks when you add only Ships Mod.
Leaving your ship undocked should not cause any problems.
Hmmm... I glanced at that source. It seems Bukkit had a block direction API. Maybe that's something I can use. Bukkit is mired in licensing issues though... maybe I can grab just that piece without any problems.
Also, physics is an integral part of Ships Mod and cannot be disabled. Ships Mod wouldn't function without physics.
Before I installed ships mod the extended crafting table worked fine. After installing ships mod and placing two crafting tables side by side they connect to each other, but can't be used/activated. Before I reported it to you I wanted to double check if it was in fact your mod, so I remove ships mod and tried using the extended crafting table and it worked fine. Sorry if I was a little vague before . . .
I'm completely baffled as to why a block that's not on a ship is broken by Ships Mod. It must have something to do with the base class transformations I have to do to get Ships Mod to work. As a general rule, I don't patch Ships Mod to specifically support some other mod. That path leads to a never-ending pile of work, and no new features ever. There's always someone who wants support for their favorite mod. I do my best to make sure that vanilla blocks work, but it's basically impossible to get every mod block ever working. Instead, wouldn't it be nice if we had a mod loader that didn't require everyone to make compatibility-breaking base class transformations?
Short version, unfortunately, I probably don't have time to fix this. Unless I can raise enough money via donations to work on modding full time. Right now, that looks unlikely.
I never really though of this as I was playing on a semi-old map, but the ship blocks need redstone dust, which requires you to either
A. Kill a witch
B. Find a jungle temple and loot it.
or
C. Get a iron pick, go down to y level 16 or lower and mine redstone.
This isn't really easy to do, and largely seems to make tiny(and sometimes small) ships redundant as by the time you get redstone, you most likely will have the materials to make a medium ship, if not large or huge ships. Add the fact that tiny/small ships are slower, and can hold less, the early ship blocks seems to be more then they are worth.
Making the smaller ships with more cheaper resorces(such as wood, and iron), I think would make the smaller verities of ships a lot more useful, as they can be more easily used. (I mean, come on, to make a raft to leave my island, I need to dig down nearly to the bottom of the earth? Why?)
Is there any way to fix this?
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
That certainly seems like a reasonable concern. Maybe redstone is a bit too much of a requirement for a wooden raft. I'll consider tweaking the recipe in the next version.
That's very strange. You wouldn't happen to be using Cauldron, would you?
EDIT: I removed it. Everything works just fine!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
Mod compatibility issues are just the bane of my existence... =/ I hope we can solve this problem soon.
I'm glad you got it working! =)
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
This would actually explain why I was having the same problem with TFC 79.13 and Ships mod. TFC uses various multiblock things for metal working. I suppose Bioxx changed something between 79.13, and 79.15 and that's why the bug stopped.
It's cool to see the mod is out there.