Quantum API is interesting, switching from Forge to Quantum would require me to change the parts of my code that hook into Minecraft, which isn't that big of a change. However, I'm fully focused on getting this released and I can't spend any extra time converting (development is slow enough!).
That said, I like the idea of Quantum API because it would make additions to my mod much easier to do. I might release a Quantum version in future, but my current priority is just releasing a version.
Indeed! I believe It would be wise to wait until Quantum gets a stable version, which will be awhile. Anyway we (The Quantum Dev Team) hope your mod becomes a great success, and that you will one day release a version on Quantum.
This looks cool, I've always wanted a flying base :P. Do you know if modded blocks on your ship will work as any other vanilla block or does every block need to be independently coded in?
For an airship vs airship demo, you could have two zeppelins battling in the air, with one shooting the other's vital wool blocks, causing it to fall to the ground.
Speaking of which, not sure if you've implemented it already, if you get fire to burn and spread on the ships, it would make for very interesting sky battles Especially if you change your makeshift tnt turret to fire projectiles with ghast-fireball-like properties (smaller explosion + fire).
Also, since a ship's "essential block" is that blue glowstone, what happens if you break it in mid-flight? Does the rest of the ship continue behaving normally or...? As a follow-up question, is there a way to "place" or lock the ship back into the world? I wouldn't mind if there isn't (as long as there's some anchor mechanic), just wondering.
One more thing, do you already have marine ship physics yet? (buoyancy and such)
Anyway, AWESOME mod can't wait to try it out! I too am a huge fan of ships and airships, and I've tried out every similar mod there is, but your's looks the most promising. I'm pretty much a fan of anything steampunk related, so seeing that skypirates was your inspiration for this makes me pretty happy
Well the lag is just my computer, not a fast one mind you. The light glitches are an issue with me using Math_Floor rather than Math_Round, should be fixed soon
Indeed! I believe It would be wise to wait until Quantum gets a stable version, which will be awhile. Anyway we (The Quantum Dev Team) hope your mod becomes a great success, and that you will one day release a version on Quantum.
Quick update on the Combat Demo!
I'll have the first REAL airship combat posted hopefully in the next few days
Does anybody have requests for what we should do in the Airship vs. Airship demo?
I'd like to see a mid-range cannon battle and two ships collide. These are two key elements.
I'm really looking forward to this, can't wait to add it to mod packs and create a movable base controller by computer craft.
This looks cool, I've always wanted a flying base :P. Do you know if modded blocks on your ship will work as any other vanilla block or does every block need to be independently coded in?
Here's a small teaser to the Ship on World collision:
What is the blue glowstone about?
You place one of those to create a ship
For an airship vs airship demo, you could have two zeppelins battling in the air, with one shooting the other's vital wool blocks, causing it to fall to the ground.
Speaking of which, not sure if you've implemented it already, if you get fire to burn and spread on the ships, it would make for very interesting sky battles Especially if you change your makeshift tnt turret to fire projectiles with ghast-fireball-like properties (smaller explosion + fire).
Also, since a ship's "essential block" is that blue glowstone, what happens if you break it in mid-flight? Does the rest of the ship continue behaving normally or...? As a follow-up question, is there a way to "place" or lock the ship back into the world? I wouldn't mind if there isn't (as long as there's some anchor mechanic), just wondering.
One more thing, do you already have marine ship physics yet? (buoyancy and such)
Anyway, AWESOME mod can't wait to try it out! I too am a huge fan of ships and airships, and I've tried out every similar mod there is, but your's looks the most promising. I'm pretty much a fan of anything steampunk related, so seeing that skypirates was your inspiration for this makes me pretty happy
I agree, the ability to lock the ships back into the world would help a lot. Especially for mod updates, in case something goes wrong.
So when could a pre-beta build be out?
Also, could there be more automated control methods? engines or the like?
Automated controls? Like, autopilot to set waypoints or something?
When live give you lemons, make apple pie.
I've got a sort of ideas thread for this going over here, for any ideas.
Any updates on progress?
Well' I'm still working on the 3D models for the engine and cannon, but they'll be done very soon!
Update: Ship-World Collision Working!
Hohoho, that looks amazing!
I can already see how you can blow up a portion of a ship and flip it upside down. XD Great job and a lot of progress!
Awesome! Any idea of when you are releasing it ;).
Well the lag is just my computer, not a fast one mind you. The light glitches are an issue with me using Math_Floor rather than Math_Round, should be fixed soon