No rush, i know it just came out, but are you planning to update this mod to 1.9? I asked when you would make a 1.8 version a while ago, and you said you would be skipping 1.8 and going to 1.9 because it would be coming out soon. Again, no rush, just wondering if that is still the plan.
(My last comment asking "Will this be updated for Minecraft 1.9 any time soon?" got reported and deleted because the rules have changed since i was last on apparently, it is against the rules to "spam" ask for updates, so asking once is spam? And in this case i have a reason to be asking too.)
No rush, i know it just came out, but are you planning to update this mod to 1.9? I asked when you would make a 1.8 version a while ago, and you said you would be skipping 1.8 and going to 1.9 because it would be coming out soon. Again, no rush, just wondering if that is still the plan.
(My last comment asking "Will this be updated for Minecraft 1.9 any time soon?" got reported and deleted because the rules have changed since i was last on apparently, it is against the rules to "spam" ask for updates, so asking once is spam? And in this case i have a reason to be asking too.)
Yea, asking for updates are against forum policy and is completely understandable even though it's on all our minds. Plus, this mod is extremely unique and satisfying and I would very much look forward to playing it more.
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War is great to those who have not experienced it - Pindar
Ο πόλεμος είναι μεγάλη για εκείνους που δεν έχουν βιώσει - Πίνδαρος
Is there a way to increase ship moving speed? I already tried to build a ship with lots of sails (11) but it still veeery slow, exactly the same speed as a 2 sails ship.
Edit: nevermind, already found it. Guess i have to build large/huge sails.
Is there a way to increase ship moving speed? I already tried to build a ship with lots of sails (11) but it still veeery slow, exactly the same speed as a 2 sails ship.
Edit: nevermind, already found it. Guess i have to build large/huge sails.
What is the maximum speed a ship can move?
There's no maximum speed. Keep tweaking your designs until it's fast enough to make you happy. Remember, sail size and shape counts, and hull size and shape counts too. =)
Some remarks from mc server admin: huge ships block are relatively cheap, I propose to use previous tier of ship instead of redstone for crafting ship block of tier 2 and higher.
Feel free to use Minetweaker or something to balance the recipes for your server.
Hey Cuchaz, sorry if I've asked this question before, but exactly how much money would be required to get you to at least finish a working and stable version of this mod with Airships?
Hey Cuchaz, sorry if I've asked this question before, but exactly how much money would be required to get you to at least finish a working and stable version of this mod with Airships?
Enough money to pay the rent and buy food while I work on that instead of a job?
There's not much left to do actually. If I skip all pretense of realism, make a magic airship levitator block, and then add the physics for atmospheric buoyancy, it would probably only take me a week or two.
What I originally planned was to finish the multiblock steam engines, and then use that power system to run the airship propulsion. That would take quite a bit longer though.
Enough money to pay the rent and buy food while I work on that instead of a job?
There's not much left to do actually. If I skip all pretense of realism, make a magic airship levitator block, and then add the physics for atmospheric buoyancy, it would probably only take me a week or two.
What I originally planned was to finish the multiblock steam engines, and then use that power system to run the airship propulsion. That would take quite a bit longer though.
A magic levitator block sounds perfectly acceptable. You can always make it use certain fuels to explain the magical-ness, for example, it could burn Ender Pearls to defy physics and achieve negative mass. You could even look at adding an RF (aka battery) powered option. Anything would be fine tbh, the most important thing imo would be the ability to automate it later on (i.e, cycling batteries with ender chests).
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I just don't have the kind of job that lets me give away my time for free right now. Hopefully my game studio will take off some day. We'll see how that goes. =P
A magic levitator block sounds perfectly acceptable. You can always make it use certain fuels to explain the magical-ness, for example, it could burn Ender Pearls to defy physics and achieve negative mass. You could even look at adding an RF (aka battery) powered option. Anything would be fine tbh, the most important thing imo would be the ability to automate it later on (i.e, cycling batteries with ender chests).
These all sound like awesome ideas. I wish I had time to do them. =(
The whole mod's open source, of course. Feel free to contribute PRs. Although, everything's stuck on 1.7.10 still. I don't have time to update it either.
These all sound like awesome ideas. I wish I had time to do them. =(
The whole mod's open source, of course. Feel free to contribute PRs. Although, everything's stuck on 1.7.10 still. I don't have time to update it either.
Well, I do need a break from lighting issues with Finite Fluids... I don't have alllll that much time for modding either, but I will have a look.
Are there any special instructions or dependencies beyond installing Forge and importing the source folder (such as M3L)? Also, since I'd like to try and respect your vision for the mod, do you mind briefly outlining some of your future plans and ideas (i.e, what kinds of mechanics were you aiming for with airships? Balloons and buoyancy? Aerodynamic drag? Hot and cold air from different biomes?)
Good luck with your game studio btw
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
So, if i gave you $200? Would that be enough for the shortest possiable route to a airship that can move at a reasonable speed?
At my usual commission rates, that buys me a little over 6 hours of time. If I cut every corner imaginable, yeah. That might actually work. You'd end up with a magic make-it-fly-anyway kind of block without much at all in the way of art, but it would work. You'd get a ship that can go up and down.
Well, I do need a break from lighting issues with Finite Fluids... I don't have alllll that much time for modding either, but I will have a look.
Are there any special instructions or dependencies beyond installing Forge and importing the source folder (such as M3L)? Also, since I'd like to try and respect your vision for the mod, do you mind briefly outlining some of your future plans and ideas (i.e, what kinds of mechanics were you aiming for with airships? Balloons and buoyancy? Aerodynamic drag? Hot and cold air from different biomes?)
Ships Mod doesn't use M3L. The usual Forge build script in gradle should work for you. The basic vision is, make a gameplay that is a cycle of dream, build, test. ie, a tinker toy. For airships, I was going to start with hot-air-balloon type propulsion mechanics first. ie, have some blocks that are the "balloon" whose buoyancy changes when a nearby burner block is used. Then I planned to move onto zeppelin type propulsion mechanics. Hit neutral buoyancy (or close to it) with a giant-ass helium/hydrogen balloon, then adjust altitude by pushing with propellers.
Aerodynamic (and hydrodynamic) drag is already implemented.
Hadn't planned to do anything with modeling air, different types or air, or air currents.
Nice. I got it all set up and running without any problems, so I can start messing around now
I'll start with a negative mass block for simplicity, but balloons sound awesome (can easily find 'air blocks enclosed', but detecting the geometry properly would be difficult).
As a side note, is there a reason for breaking the mod into two parts - an actual Forge Mod, then a separate CoreMod?
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Nice. I'll start with a negative mass block for simplicity, but balloons sound awesome (can easily find 'air blocks enclosed', but detecting the geometry properly would be difficult)
There is one thing little thing;
[Client thread/ERROR] [FML]: The mod cuchaz.ships (Ships Mod) requires mods [cuchaz.ships.core, cuchaz.cuchazinteractive] to be available
These aren't problems, I have fixed both... but... you've separated the mod from the core mod. Is there a reason for this that I should be aware of?
As for the mod dependencies... oi. I used to have the Ships Mod and the core mod together, but it was causing problems with non-vanilla launchers, so I separated the two. I actually had to hack FML a bit to even let me combine the two in the first place. FML tries to maintain a strict separation between mods and core mods due to class loader issues. It's a little too strict in my opinion, but cpw didn't seem to care what I think. =P Maybe newer versions of FML are better about it now. I have no idea.
After you're ready for less simple buoyancy methods, you can try tweaking the definition of a PropulsionMethod to describe vertical thrusts.
I can finally sit down properly and play with this
Firstly, since you made it all physics based, it looks like I can just twiddle your physics and allow any and all ships to fly provided the correct conditions are met, which is pretty cool. Secondly, I think I can fix your ShipWorld a little bit as well (mostly a matter of time) to make TE's and so on work a bit better, maybe also dynamic block changes (physics systems allowing, ofc).
I do need a smidge of advice, however, in two areas;
Firstly, with your folder structure, where do I put access transformers? Do I just treat the /src/assets as /src/main/resources or whatever?
Secondly, since I'm a rendering noob; when I end up chunking ships, I'm assuming I can just render 16x16x16 areas into glCallLists and render those whenever I want/need?
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I can finally sit down properly and play with this
Firstly, since you made it all physics based, it looks like I can just twiddle your physics and allow any and all ships to fly provided the correct conditions are met, which is pretty cool. Secondly, I think I can fix your ShipWorld a little bit as well (mostly a matter of time) to make TE's and so on work a bit better, maybe also dynamic block changes (physics systems allowing, ofc).
I do need a smidge of advice, however, in two areas;
Firstly, with your folder structure, where do I put access transformers? Do I just treat the /src/assets as /src/main/resources or whatever?
Secondly, since I'm a rendering noob; when I end up chunking ships, I'm assuming I can just render 16x16x16 areas into glCallLists and render those whenever I want/need?
I'm glad the physics design is working for you. I love it when I try to plan ahead and it actually works! =D
Feel free to fix the ShipWorld too. That code is probably the oldest part of the mod now. I eventually figured out how to do block changes on sailing ships, but just never had time to implement it. Feel free to tackle that too.
Ermm... I've never used access transformers. I usually just write ASM transformers to do what I need. So go nuts.
For rendering, I've always wanted to write a chunked renderer, but alas, I've never had the time. Back when I wrote that renderer, I just put the whole ship into one giant call list. It was faster than re-rendering the whole ship every frame, but still not all that great. I know a bit more about rendering with OpenGL these days though. =P If I had time to do it all over, I'd make a chunked system with VBOs.
But yeah, if you want to stick with the easier call lists, you can chunk the geometry. Then use frustum culling and only render the call lists in view. I don't recall if the gpu will do frustum culling for you, but it's not hard to do it on the cpu.
Like this mod since it gives me an ability to have another ship aside from the traditional boat with oars. Due to this, I will rarely use the traditional boat and build the ship myself and make it work as if it is a real train.
Now for redoing basically all of the GUIs and a heap of launching stuff so that it all works properly with the new buoyancy calculations. Then I can add blocks to control the airships better. Then I can update the ShipWorld and block management stuff (though first I might add in just added the ability to update ship geometry properly when blocks are changed)
Also, given the size of the balloon required for this tiny ship (and this is after increasing air density x10, making it 10x easier to generate positive buoyancy) I think it's clear that super-magic flight blocks will be pretty much a necessity for doing anything particularly fancy.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
No rush, i know it just came out, but are you planning to update this mod to 1.9? I asked when you would make a 1.8 version a while ago, and you said you would be skipping 1.8 and going to 1.9 because it would be coming out soon. Again, no rush, just wondering if that is still the plan.
(My last comment asking "Will this be updated for Minecraft 1.9 any time soon?" got reported and deleted because the rules have changed since i was last on apparently, it is against the rules to "spam" ask for updates, so asking once is spam? And in this case i have a reason to be asking too.)
Yea, asking for updates are against forum policy and is completely understandable even though it's on all our minds. Plus, this mod is extremely unique and satisfying and I would very much look forward to playing it more.
War is great to those who have not experienced it - Pindar
Ο πόλεμος είναι μεγάλη για εκείνους που δεν έχουν βιώσει - Πίνδαρος
Is there a way to increase ship moving speed? I already tried to build a ship with lots of sails (11) but it still veeery slow, exactly the same speed as a 2 sails ship.
Edit: nevermind, already found it. Guess i have to build large/huge sails.
What is the maximum speed a ship can move?
There's no maximum speed. Keep tweaking your designs until it's fast enough to make you happy. Remember, sail size and shape counts, and hull size and shape counts too. =)
Feel free to use Minetweaker or something to balance the recipes for your server.
No blocks from other mods are officially supported. Some of them might still work though. You'll have to try and see.
Hey Cuchaz, sorry if I've asked this question before, but exactly how much money would be required to get you to at least finish a working and stable version of this mod with Airships?
Enough money to pay the rent and buy food while I work on that instead of a job?
There's not much left to do actually. If I skip all pretense of realism, make a magic airship levitator block, and then add the physics for atmospheric buoyancy, it would probably only take me a week or two.
What I originally planned was to finish the multiblock steam engines, and then use that power system to run the airship propulsion. That would take quite a bit longer though.
Rip dude, programming sucks as a profession
A magic levitator block sounds perfectly acceptable. You can always make it use certain fuels to explain the magical-ness, for example, it could burn Ender Pearls to defy physics and achieve negative mass. You could even look at adding an RF (aka battery) powered option. Anything would be fine tbh, the most important thing imo would be the ability to automate it later on (i.e, cycling batteries with ender chests).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Nah, programming is awesome when you get paid. =D
I just don't have the kind of job that lets me give away my time for free right now. Hopefully my game studio will take off some day. We'll see how that goes. =P
These all sound like awesome ideas. I wish I had time to do them. =(
The whole mod's open source, of course. Feel free to contribute PRs. Although, everything's stuck on 1.7.10 still. I don't have time to update it either.
So, if i gave you $200? Would that be enough for the shortest possiable route to a airship that can move at a reasonable speed?
Well, I do need a break from lighting issues with Finite Fluids... I don't have alllll that much time for modding either, but I will have a look.
Are there any special instructions or dependencies beyond installing Forge and importing the source folder (such as M3L)? Also, since I'd like to try and respect your vision for the mod, do you mind briefly outlining some of your future plans and ideas (i.e, what kinds of mechanics were you aiming for with airships? Balloons and buoyancy? Aerodynamic drag? Hot and cold air from different biomes?)
Good luck with your game studio btw
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
At my usual commission rates, that buys me a little over 6 hours of time. If I cut every corner imaginable, yeah. That might actually work. You'd end up with a magic make-it-fly-anyway kind of block without much at all in the way of art, but it would work. You'd get a ship that can go up and down.
Ships Mod doesn't use M3L. The usual Forge build script in gradle should work for you. The basic vision is, make a gameplay that is a cycle of dream, build, test. ie, a tinker toy. For airships, I was going to start with hot-air-balloon type propulsion mechanics first. ie, have some blocks that are the "balloon" whose buoyancy changes when a nearby burner block is used. Then I planned to move onto zeppelin type propulsion mechanics. Hit neutral buoyancy (or close to it) with a giant-ass helium/hydrogen balloon, then adjust altitude by pushing with propellers.
Aerodynamic (and hydrodynamic) drag is already implemented.
Hadn't planned to do anything with modeling air, different types or air, or air currents.
Thanks! =)
Nice. I got it all set up and running without any problems, so I can start messing around now
I'll start with a negative mass block for simplicity, but balloons sound awesome (can easily find 'air blocks enclosed', but detecting the geometry properly would be difficult).
As a side note, is there a reason for breaking the mod into two parts - an actual Forge Mod, then a separate CoreMod?
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
There's lots of helper functions for block-based geometry stuff. Use anything that's useful. =P
As for the mod dependencies... oi. I used to have the Ships Mod and the core mod together, but it was causing problems with non-vanilla launchers, so I separated the two. I actually had to hack FML a bit to even let me combine the two in the first place. FML tries to maintain a strict separation between mods and core mods due to class loader issues. It's a little too strict in my opinion, but cpw didn't seem to care what I think. =P Maybe newer versions of FML are better about it now. I have no idea.
After you're ready for less simple buoyancy methods, you can try tweaking the definition of a PropulsionMethod to describe vertical thrusts.
I can finally sit down properly and play with this
Firstly, since you made it all physics based, it looks like I can just twiddle your physics and allow any and all ships to fly provided the correct conditions are met, which is pretty cool. Secondly, I think I can fix your ShipWorld a little bit as well (mostly a matter of time) to make TE's and so on work a bit better, maybe also dynamic block changes (physics systems allowing, ofc).
I do need a smidge of advice, however, in two areas;
Firstly, with your folder structure, where do I put access transformers? Do I just treat the /src/assets as /src/main/resources or whatever?
Secondly, since I'm a rendering noob; when I end up chunking ships, I'm assuming I can just render 16x16x16 areas into glCallLists and render those whenever I want/need?
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I'm glad the physics design is working for you. I love it when I try to plan ahead and it actually works! =D
Feel free to fix the ShipWorld too. That code is probably the oldest part of the mod now. I eventually figured out how to do block changes on sailing ships, but just never had time to implement it. Feel free to tackle that too.
Ermm... I've never used access transformers. I usually just write ASM transformers to do what I need. So go nuts.
For rendering, I've always wanted to write a chunked renderer, but alas, I've never had the time. Back when I wrote that renderer, I just put the whole ship into one giant call list. It was faster than re-rendering the whole ship every frame, but still not all that great. I know a bit more about rendering with OpenGL these days though. =P If I had time to do it all over, I'd make a chunked system with VBOs.
But yeah, if you want to stick with the easier call lists, you can chunk the geometry. Then use frustum culling and only render the call lists in view. I don't recall if the gpu will do frustum culling for you, but it's not hard to do it on the cpu.
Like this mod since it gives me an ability to have another ship aside from the traditional boat with oars. Due to this, I will rarely use the traditional boat and build the ship myself and make it work as if it is a real train.
The first airship, 100% physics!
Now for redoing basically all of the GUIs and a heap of launching stuff so that it all works properly with the new buoyancy calculations. Then I can add blocks to control the airships better. Then I can update the ShipWorld and block management stuff (
though first I might add injust added the ability to update ship geometry properly when blocks are changed)Also, given the size of the balloon required for this tiny ship (and this is after increasing air density x10, making it 10x easier to generate positive buoyancy) I think it's clear that super-magic flight blocks will be pretty much a necessity for doing anything particularly fancy.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
This looks great!!! Thanks Cuchaz for allowing this to be opensource, and thank you 4HeadTiger for this awesome news!!!!!