More progress made on the anchor rewrite, the gui and actual tethering is pretty much completely in place, only thing left is reimplementing functionality for aligning of ships.
Hey everyone, just letting you know that I'm going to be removing the links from shorte.st from the main post and will just be distributing via curse in the future.
I can't wait for the new version of this! Just started a 1.10.2 server, had this running on a 1.7.10 back in the day so really looking forward to seeing what's changed Do you have any idea of an eta?
Keep up the good work, and keep those updates coming!
p.s If I had one suggestion, it would be to allow users to switch seats while the ship is active. Tbf though, that could be something that's been implemented since I last tried it
there is one thing i do prefer.. is where you can walk around the ship while the ship is active. its a lot fun than you think.. the author make it possible, then that mean we can put animals on the ship and we can also walk around the ship... no problem. thats the fun part. and you can sail the ship forward in any direction and you can walk around even climb up the ladder to get the "lookout" position. (i dont know what is it called, but u know where)
I'd love that too (so much, imagine building tnt cannons ) but knowing the way this mod works and how unreliable replication over the internet could be (for multiplayer servers) I know it's quite a difficult thing to achieve. Seeing as seats are already a thing and they have to be attached to the ship I figured it's more trivial to warp between them
i see. i know having such a feature (where you can walk around the ship while its active or you are sailing) is quite possible. I am sure it could take a lot of hard work and times to make it possible on this mod.. but its up to author who made this and also update this mod in whatever way he like.
well.. there is nothing we can do about that. and it would nice if Mojang could have implemented such a feature in the minecraft and also this mod. it would be so fun.. but its just a dream.
I have an issue with this mod and Sponge. I am not sure if it's Archimedes Ships Plus or Moving world that causes it but when I run my Sponge server with these mods in, the server gets stuck in the boot up and never fully launches. I am running Minecraft 1.8.9, Archimedes Ships Plus v1.9, Moving World v1.9, Sponge 1.8.9-1890-4.2.0-BETA-1595, and Forge 11.15.1.1902. Any help would be greatly appreciated.
Rollback Post to RevisionRollBack
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
I am running Archimedes ships 1.7.10-1.8.1 and have gone into the config folder of moving world to add some blocks to the blacklist, (all the ores so I can make a tunneling machine). Anyway, vanilla ores including Iron, gold, redstone, diamond are blacklisted correctly, but for some reason, I can't get blacklist emerald ore, lapis lazuli ore, or any mod ores including but not limited to Tinker's Construct's copper and tin, and Industrialcraft's copper, tin, and uranium)
Here is an example of what I have in the config file.
minecraft:stone
minecraft:iron_ore
minecraft:diamond_ore
minecraft:emerald_ore
minecraft:lapis_lazuli_ore
ic2:uranium_ore
ic2:tin_ore
ic2:copper_ore
tinkersConstruct:copper_ore
tinkersConstruct:tin_ore
tinkersConstruct:lead_ore
Thaumcraft:infused_stone
I made this list using the example of ArchimedesShipsPlus:buffer, and the blacklisted vanilla blocks in the config files, but I can't get the blacklist to work right. Anyone know what I am doing wrong?
there is one thing i do prefer.. is where you can walk around the ship while the ship is active. its a lot fun than you think.. the author make it possible, then that mean we can put animals on the ship and we can also walk around the ship... no problem. thats the fun part. and you can sail the ship forward in any direction and you can walk around even climb up the ladder to get the "lookout" position. (i dont know what is it called, but u know where)
There is a mod that allows this: Ships Mod, by Cuchaz
I agree it's a very nice feature, but I prefer DEM's Archimedes+ mod over Cuchaz's, for a variety of reasons (I think I once posted a comparison between the two?), mainly because Archimedes+ is much more stable to use (you very often get suddenly left behind by your ship in Ships Mod due to buggy code and/or poor networking performance), and I haven't checked but I don't think Ships Mod is updated beyond 1.7
EDIT:
I found my comparison, it's below. Note it might be a bit out of date these days, so take it with a grain of salt. Also some points aren't facts, they're my personal opinion (e.g. "too cheap", "too hard", etc...)
There are positive and negative points listed for both.
Archimedes+ (darkevilmac)
+ can use any other controls (eg waypoints, F5 view) while driving
+ driver never falls off
- passengers fall off at high speed
- no space below waterline
- beds on ship cant save respawn (but cuchaz berth save spawn as the location slept at - note not the location of the bed at time of death)
- too fast
- no sails
+ has engines
- gui not as good
- can't interact undocked
+ better at collisions with terrain (simpler, but smoother, esp shallow water)
- cant move around on board when sailing
- too cheap to make
- passengers must sit in chairs to move
- animal must be trapped to move
+ smoother movement
+ default densities not too bad
+ can undock in 4 directions
- only one ship block size
- default config max ship size is smaller
- buoyancy bounce can be too much
- an overly dense ship can sink to unrecoverable position on launch
- cannot use empty space as buoyancy
+ automatic world alignment
-+ has roll during turns by default (good or bad is subjective)
+ some minimal lighting when launched
+ ships can be built on land and moved (slowly) into water
Ships Mod (Cuchaz)
- cant use any other controls (eg waypoints, F5 view) while driving
- driver falls off
+ has space below waterline
+ has berths to sleep on ship and save respawn
- too slow
- large sail no better than small sail? tall may help, but long doesn't?
- no engines
+ has sails
+ better gui
+ can interact with ship undocked
- worse with terrain collisions
+ can move around on board when sailing
+ better prices (more expensive)
- a little bit jerkier
- default config has very heavy densities
- can only undock in one direction
+ multiple ship block sizes
+ has larger max ship size by default
+ buoyancy "bounce" is more subtle
+ checks buoyancy before allowing a launch
+ can use empty space as buoyancy
- manual alignment
+ can carry animals
- no lighting when launched
- weird bindings crash it
Like I said, I much prefer Archimedes+, but I used to have both installed at once, so I could use Ships Mod beds with Archimedes+ ships.
There is a mod that allows this: Ships Mod, by Cuchaz
I agree it's a very nice feature, but I prefer DEM's Archimedes+ mod over Cuchaz's, for a variety of reasons (I think I once posted a comparison between the two?), mainly because Archimedes+ is much more stable to use (you very often get suddenly left behind by your ship in Ships Mod due to buggy code and/or poor networking performance), and I haven't checked but I don't think Ships Mod is updated beyond 1.7
EDIT:
I found my comparison, it's below. Note it might be a bit out of date these days, so take it with a grain of salt. Also some points aren't facts, they're my personal opinion (e.g. "too cheap", "too hard", etc...)
There are positive and negative points listed for both.
Archimedes+ (darkevilmac)
+ can use any other controls (eg waypoints, F5 view) while driving
+ driver never falls off
- passengers fall off at high speed
- no space below waterline
- beds on ship cant save respawn (but cuchaz berth save spawn as the location slept at - note not the location of the bed at time of death)
- too fast
- no sails
+ has engines
- gui not as good
- can't interact undocked
+ better at collisions with terrain (simpler, but smoother, esp shallow water)
- cant move around on board when sailing
- too cheap to make
- passengers must sit in chairs to move
- animal must be trapped to move
+ smoother movement
+ default densities not too bad
+ can undock in 4 directions
- only one ship block size
- default config max ship size is smaller
- buoyancy bounce can be too much
- an overly dense ship can sink to unrecoverable position on launch
- cannot use empty space as buoyancy
+ automatic world alignment
-+ has roll during turns by default (good or bad is subjective)
+ some minimal lighting when launched
+ ships can be built on land and moved (slowly) into water
Ships Mod (Cuchaz)
- cant use any other controls (eg waypoints, F5 view) while driving
- driver falls off
+ has space below waterline
+ has berths to sleep on ship and save respawn
- too slow
- large sail no better than small sail? tall may help, but long doesn't?
- no engines
+ has sails
+ better gui
+ can interact with ship undocked
- worse with terrain collisions
+ can move around on board when sailing
+ better prices (more expensive)
- a little bit jerkier
- default config has very heavy densities
- can only undock in one direction
+ multiple ship block sizes
+ has larger max ship size by default
+ buoyancy "bounce" is more subtle
+ checks buoyancy before allowing a launch
+ can use empty space as buoyancy
- manual alignment
+ can carry animals
- no lighting when launched
- weird bindings crash it
Like I said, I much prefer Archimedes+, but I used to have both installed at once, so I could use Ships Mod beds with Archimedes+ ships.
thats good explanation.. i understand why you preferred that mod over cuchaz's ship mod.. but there is one more feature to the ship mod that cuchaz has added..
when you fell off the ship.. the ship will stop moving..so you can catch up... its a good feature in case of when you got off the ship and you couldn't stop the ship from moving.. it was last week that cuchaz just recently added that feature.
i must say there is a reason why i liked to walk around the ship without using a seat.. this would allow me to look out for small island to avoid collision..
lets say i have my friend on the lookout and i would be the driver.. so he would look out for any island or lands.. that he can tell me to stop the ship from moving toward that land.
you get the idea. and seat that i would have to sit on to drive the ship can limit my view where i want to watch out for small island.. its a bit of nasty experiences. but seats can be used with airship... which is a lot easily.. but a ship on ocean is not easy.
anyway i had no idea you used to have both mods installed at same time.. 0_0... anyway, i really like sailing a pirate ship and exploring these ocean and find new lands... well its fun. i know that these two mods has their own strength (pros) and weakness (cons). its not easy to make it a perfect mod.. its a lot of works.
when you fell off the ship.. the ship will stop moving..so you can catch up... its a good feature in case of when you got off the ship and you couldn't stop the ship from moving.. it was last week that cuchaz just recently added that feature.
i must say there is a reason why i liked to walk around the ship without using a seat.. this would allow me to look out for small island to avoid collision..
That's a good improvement by Cuchaz, but doesn't actually stop the driver falling off. It's incredibly frustrating to experience, I can't stand it.
In Archimedes+ I pilot ships in 3rd person (press F5). It makes life much easier when navigating around islands etc.
That's a good improvement by Cuchaz, but doesn't actually stop the driver falling off. It's incredibly frustrating to experience, I can't stand it.
In Archimedes+ I pilot ships in 3rd person (press F5). It makes life much easier when navigating around islands etc.
Oh yeah.. right.. the 3rd person.. i didn't think of that. and i forgot about that as well.
the fact that a driver falling off often.. could mean it has to do with performance.. it is usually the biggest problem with mod that has to do with transport.. like your and the ship mod and other mods such as traincraft... i can tell you for sure.. in traincraft.. its a lot worse than ship mod.. its laggy. and the performance is quite poor.
its not easy to improve the performance of a transportation mod
Sorry for the silence over the past while on my part. I've been working on some side projects and balancing that alongside work has made it more difficult than I'd like to work on Archimedes ships. Progress is still being made and here's a quick screencap of the new Anchor GUI to prove it.
Some of you may have noticed some of the logos around being changed to "Davinci's Vessels", when I have a 1.10 release out the mod name Archimedes Ships Plus will be phased out, hopefully to make differentiating CKathode's Archimedes Ships and this mod a bit easier.
In other news, here's a brief changelog of what 1.10 will include.
Glass and transparent blocks will render properly on vessels now.
The anchor has been rewritten and now uses a gui and can be linked to multiple vessels.
Fix a lighting bug with vessel rendering.
Holding shift while an anchor is selected in your inventory will list the information about what it's linked to.
Added command to teleport a vessel and it's passengers '/astp X Y Z'
Dark, are you going to add canons , health system or something of this type ?
It would be great !
More progress made on the anchor rewrite, the gui and actual tethering is pretty much completely in place, only thing left is reimplementing functionality for aligning of ships.
https://i.lithi.io/AudD.mp4
Hey everyone, just letting you know that I'm going to be removing the links from shorte.st from the main post and will just be distributing via curse in the future.
Thanks!
How did you manage to setup travis.yml for your mod?
there is one thing i do prefer.. is where you can walk around the ship while the ship is active. its a lot fun than you think.. the author make it possible, then that mean we can put animals on the ship and we can also walk around the ship... no problem. thats the fun part. and you can sail the ship forward in any direction and you can walk around even climb up the ladder to get the "lookout" position. (i dont know what is it called, but u know where)
i see. i know having such a feature (where you can walk around the ship while its active or you are sailing) is quite possible. I am sure it could take a lot of hard work and times to make it possible on this mod.. but its up to author who made this and also update this mod in whatever way he like.
well.. there is nothing we can do about that. and it would nice if Mojang could have implemented such a feature in the minecraft and also this mod. it would be so fun.. but its just a dream.
How did you set up Travis? I never figured how to set it up. I only had errors with it.
I have an issue with this mod and Sponge. I am not sure if it's Archimedes Ships Plus or Moving world that causes it but when I run my Sponge server with these mods in, the server gets stuck in the boot up and never fully launches. I am running Minecraft 1.8.9, Archimedes Ships Plus v1.9, Moving World v1.9, Sponge 1.8.9-1890-4.2.0-BETA-1595, and Forge 11.15.1.1902. Any help would be greatly appreciated.
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
I am running Archimedes ships 1.7.10-1.8.1 and have gone into the config folder of moving world to add some blocks to the blacklist, (all the ores so I can make a tunneling machine). Anyway, vanilla ores including Iron, gold, redstone, diamond are blacklisted correctly, but for some reason, I can't get blacklist emerald ore, lapis lazuli ore, or any mod ores including but not limited to Tinker's Construct's copper and tin, and Industrialcraft's copper, tin, and uranium)
Here is an example of what I have in the config file.
minecraft:stone
minecraft:iron_ore
minecraft:diamond_ore
minecraft:emerald_ore
minecraft:lapis_lazuli_ore
ic2:uranium_ore
ic2:tin_ore
ic2:copper_ore
tinkersConstruct:copper_ore
tinkersConstruct:tin_ore
tinkersConstruct:lead_ore
Thaumcraft:infused_stone
I made this list using the example of ArchimedesShipsPlus:buffer, and the blacklisted vanilla blocks in the config files, but I can't get the blacklist to work right. Anyone know what I am doing wrong?
[Edited: cause I'm stupid]
There is a mod that allows this: Ships Mod, by Cuchaz
I agree it's a very nice feature, but I prefer DEM's Archimedes+ mod over Cuchaz's, for a variety of reasons (I think I once posted a comparison between the two?), mainly because Archimedes+ is much more stable to use (you very often get suddenly left behind by your ship in Ships Mod due to buggy code and/or poor networking performance), and I haven't checked but I don't think Ships Mod is updated beyond 1.7
EDIT:
I found my comparison, it's below. Note it might be a bit out of date these days, so take it with a grain of salt. Also some points aren't facts, they're my personal opinion (e.g. "too cheap", "too hard", etc...)
There are positive and negative points listed for both.
Archimedes+ (darkevilmac)
+ can use any other controls (eg waypoints, F5 view) while driving
+ driver never falls off
- passengers fall off at high speed
- no space below waterline
- beds on ship cant save respawn (but cuchaz berth save spawn as the location slept at - note not the location of the bed at time of death)
- too fast
- no sails
+ has engines
- gui not as good
- can't interact undocked
+ better at collisions with terrain (simpler, but smoother, esp shallow water)
- cant move around on board when sailing
- too cheap to make
- passengers must sit in chairs to move
- animal must be trapped to move
+ smoother movement
+ default densities not too bad
+ can undock in 4 directions
- only one ship block size
- default config max ship size is smaller
- buoyancy bounce can be too much
- an overly dense ship can sink to unrecoverable position on launch
- cannot use empty space as buoyancy
+ automatic world alignment
-+ has roll during turns by default (good or bad is subjective)
+ some minimal lighting when launched
+ ships can be built on land and moved (slowly) into water
Ships Mod (Cuchaz)
- cant use any other controls (eg waypoints, F5 view) while driving
- driver falls off
+ has space below waterline
+ has berths to sleep on ship and save respawn
- too slow
- large sail no better than small sail? tall may help, but long doesn't?
- no engines
+ has sails
+ better gui
+ can interact with ship undocked
- worse with terrain collisions
+ can move around on board when sailing
+ better prices (more expensive)
- a little bit jerkier
- default config has very heavy densities
- can only undock in one direction
+ multiple ship block sizes
+ has larger max ship size by default
+ buoyancy "bounce" is more subtle
+ checks buoyancy before allowing a launch
+ can use empty space as buoyancy
- manual alignment
+ can carry animals
- no lighting when launched
- weird bindings crash it
Like I said, I much prefer Archimedes+, but I used to have both installed at once, so I could use Ships Mod beds with Archimedes+ ships.
thats good explanation.. i understand why you preferred that mod over cuchaz's ship mod.. but there is one more feature to the ship mod that cuchaz has added..
when you fell off the ship.. the ship will stop moving..so you can catch up... its a good feature in case of when you got off the ship and you couldn't stop the ship from moving.. it was last week that cuchaz just recently added that feature.
i must say there is a reason why i liked to walk around the ship without using a seat.. this would allow me to look out for small island to avoid collision..
lets say i have my friend on the lookout and i would be the driver.. so he would look out for any island or lands.. that he can tell me to stop the ship from moving toward that land.
you get the idea. and seat that i would have to sit on to drive the ship can limit my view where i want to watch out for small island.. its a bit of nasty experiences. but seats can be used with airship... which is a lot easily.. but a ship on ocean is not easy.
anyway i had no idea you used to have both mods installed at same time.. 0_0... anyway, i really like sailing a pirate ship and exploring these ocean and find new lands... well its fun. i know that these two mods has their own strength (pros) and weakness (cons). its not easy to make it a perfect mod.. its a lot of works.
That's a good improvement by Cuchaz, but doesn't actually stop the driver falling off. It's incredibly frustrating to experience, I can't stand it.
In Archimedes+ I pilot ships in 3rd person (press F5). It makes life much easier when navigating around islands etc.
If you set use whitelist to true and then only put in the blocks that you want to use in the allowed blocks section, it might work better.
Happiness is like peeing in your pants, everyone sees it but only you feel its warmth.
Oh yeah.. right.. the 3rd person.. i didn't think of that. and i forgot about that as well.
the fact that a driver falling off often.. could mean it has to do with performance.. it is usually the biggest problem with mod that has to do with transport.. like your and the ship mod and other mods such as traincraft... i can tell you for sure.. in traincraft.. its a lot worse than ship mod.. its laggy. and the performance is quite poor.
its not easy to improve the performance of a transportation mod
Sorry for the silence over the past while on my part. I've been working on some side projects and balancing that alongside work has made it more difficult than I'd like to work on Archimedes ships. Progress is still being made and here's a quick screencap of the new Anchor GUI to prove it.
You're probably right, but Archimedes+ does it beautifully: the driver never ever disconnects from the ship.
For ships mod the killer for me is being 1.7.10 only.
And chunk loading is very slow in motion, but I'm running it on a potato.
The falling off is pretty rare for me, and can be prevented by disconnecting from the helm and repositioning every so often.
OTOH, I'm very excited about adding ships to my existing 1.10.2 world. We've already started a harbor.
It says "submarines!", so how do you make a submarine in the mod?
"For mod information please visit the wiki!" - Main post 2016
Some of you may have noticed some of the logos around being changed to "Davinci's Vessels", when I have a 1.10 release out the mod name Archimedes Ships Plus will be phased out, hopefully to make differentiating CKathode's Archimedes Ships and this mod a bit easier.
In other news, here's a brief changelog of what 1.10 will include.