What happens when you try to rejoin the world above the height limit?
I haven't used v0.9 yet, but all of my ships stop at the height limit in all of the versions I've used. Which is a good thing. I was building my ship, and I activated it to see what was, and was not connected (and thus still needed to be connected). I started to go up, but then fell through the floor (this was v0.7). I looked up, and watched my airship disappear into the sky.... So, I grabbed a bunch of blocks, and towered my way up to the top of the world, and my airship was there, waiting for me.
So, I don't know what would happen if you rejoined the world above the height limit. But getting that high would be difficult, since the airships can't fly that high anyway. Hopefully that answers your question. Mouser X over and out.
What happens when you try to rejoin the world above the height limit?
The ship will not fly above 128 blocks. It CAN go above, but I had to specifically limit it due to there being no collisions above 128. So the ship can go up, but you won't be with it :smile.gif:
The ship will not fly above 128 blocks. It CAN go above, but I had to specifically limit it due to there being no collisions above 128. So the ship can go up, but you won't be with it :smile.gif:
In that case, I have a question. The Cubic Chunks Mod allows you to build (and generate terrain, though that version is really buggy right now) up to y=2048. If I were using the CC Mod, I wouldn't be able to fly my airship up to my castle in the sky, would I...? Would it be possible to implement a check, or something, that stops you at 128 if there's no collision above you, but allows you to fly higher if there is? I'd like to install the CC Mod, with your zepplin mod (I'm waiting on the terrain generation of the CC mod, and it's getting really close), so that I can more easily fly around (up/down). It's not a high priority right now, but I would like you to consider it for the future. Thanks for this awesome mod! Mouser X over and out.
So I suppose the big two requests for the medium and short term development of the mod are making it usable with SMP (no doubt the server plugin version would take some tinkering around to get working), and to try and get container blocks to either save their contents, or to continue working while in flight.
For everyone wanting SMP, I don't see it being easy. I mean, you have to add a whole bunch of permission whatnot so as to only allow one person to control a ship at once (presumably the person who activated the controls). That said, it would be best to allow ANYONE to stop the ship in case that person fell off or something, even at the risk of the potential for this to be used for trolling purposes. Also, some specific thought would need to be put into what happens to active airships which leave sight of a player, or which simply have no players on them (by accident or purposeful assault by another player), so as to give the server a clear answer with how to deal with such ships.
In addition, a good deal of increased effort would need to be put into how multiple airships work when flying near each other, as I discovered when playing around a week ago with the idea of "simulating" some of the potential this mod would have in multiplayer.
As you can see especially towards the end (after which I gave up and just used flight mod), two airships "inertia airspace" can interfere with each other, and cause you to suddenly start moving with a different ship if you aren't careful. While an SMP version could be developed without dealing with this specifically at first, it would need to be dealt with.
Another thought I had in regards to the mod's workings a few days back was interesting (and possibly quite easy for anyone who knows squat about minecraft's engine to shoot down). What if the method for the airship, code-wise, was not to make a mobile object, but rather was to make a moving CHUNK? As in, when the airship is set as one, a mobile chunk/set of chunks is created containing the airship. It is treated like any other chunk, except that it is moving on its own and acts as a "meta" chunk of sorts. Anything that falls out the bottom of this mobile "chunk" would get moved to the location in the static chunks that match it. Block GENERATION however would be blocked from entering or leaving the mobile chunk (which is to say, pistons would not be able to push outside of it, and water/lava would only "fall" until the edge of the mobile chunk if source blocks for them were a part of the airship). In a sense, it acts a little like this already due to the way you and objects move when near an active airship.
I know this would likely be very difficult to get working, but when I thought about it I saw it as a way to really get things working nicely. I mean, if minecraft applies all the usual whatnot to the "mobile chunk(s)" that it does to normal ones, it would be pretty much automatic that chests, pistons, and etc. would all work on the airships. Not to mention redstone mechanics, torches (though lighting could be specific to the mobile chunk, no lighting outside areas, and outside areas couldn't light the ship), and fires. So you really do have to worry about your ship going down in flames.
Speaking of going down in flames, as you continue to upgrade this mod's functionality, perhaps you could put some consideration to implimenting a "crashing" system. That is, if the control block is destroyed when an airship is in flight, controls will lock at their present values, except altitude will be set to a -10 rate of descent or something. When the ship comes into contact with the ground, it would stop, auto-align itself and rejoin the world. If you really want to be fancy, you could set it so a random 5% of the airship's blocks are destroyed upon crash, or spawn a handful of fires on the crashed ship.
This "crash protocol" could potentially be useful when figuring out a way to deal with ships flying away without their owners too.
I'm having fun with this mod so far, though for reasons beyond what you intended, I think. I've been playing around with floating decorations and spinning platforms... on that note, could you make it so the drag you get from being near a moving ship be reduced or eliminated on an individual basis? I'd rather not be thrown around by rotating columns
Just noticed a bug, the collisions seem to be badly glitched. If you turn and are not aligned with the grid and try to walk down a narrow passage, well you cant. I do not recall this in past versions so I assume it was a bug that you didn't realize. It is definitely important to be fixed however.
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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
Just noticed a bug, the collisions seem to be badly glitched. If you turn and are not aligned with the grid and try to walk down a narrow passage, well you cant. I do not recall this in past versions so I assume it was a bug that you didn't realize. It is definitely important to be fixed however.
its been around for some time and he knows how to fix it but the fix would be CPU intensive and could negitively effect game proformance, weather he will implement it is anyones guess.
Just noticed a bug, the collisions seem to be badly glitched. If you turn and are not aligned with the grid and try to walk down a narrow passage, well you cant. I do not recall this in past versions so I assume it was a bug that you didn't realize. It is definitely important to be fixed however.
While the blocks rotate visually, the collision boxes are still square and grid-aligned due to limits in the minecraft engine. This isn't fixable *at all* I'm afraid. Even if it was, it moves everything from 2d (effectively) to 3d collisions, which would be a MASSIVE cpu increase. An increase to the point of the regular game being slow, let alone flying a zeppelin.
The one solution I have come up with for this involves splitting every block into 8 smaller blocks so the edges are less noticable, but that increases the collision CPU time by 8x, so you would be limited to 8x smaller ships :/
So it's a low priority item for the moment, barring some magic solution I haven't come up with yet :smile.gif:
In that case, I have a question. The Cubic Chunks Mod allows you to build (and generate terrain, though that version is really buggy right now) up to y=2048. If I were using the CC Mod, I wouldn't be able to fly my airship up to my castle in the sky, would I...? Would it be possible to implement a check, or something, that stops you at 128 if there's no collision above you, but allows you to fly higher if there is? I'd like to install the CC Mod, with your zepplin mod (I'm waiting on the terrain generation of the CC mod, and it's getting really close), so that I can more easily fly around (up/down). It's not a high priority right now, but I would like you to consider it for the future. Thanks for this awesome mod! Mouser X over and out.
For 0.10 I will add a config option to remove the Y limit so you can test :smile.gif:
So I suppose the big two requests for the medium and short term development of the mod are making it usable with SMP (no doubt the server plugin version would take some tinkering around to get working), and to try and get container blocks to either save their contents, or to continue working while in flight.
For everyone wanting SMP, I don't see it being easy. I mean, you have to add a whole bunch of permission whatnot so as to only allow one person to control a ship at once (presumably the person who activated the controls). That said, it would be best to allow ANYONE to stop the ship in case that person fell off or something, even at the risk of the potential for this to be used for trolling purposes. Also, some specific thought would need to be put into what happens to active airships which leave sight of a player, or which simply have no players on them (by accident or purposeful assault by another player), so as to give the server a clear answer with how to deal with such ships.
Currently my plan is to limit control to players within 3 blocks of the controller in SMP, and probably leave it as it is for SSP. So you can fight over control if two players are near the block :smile.gif: If you want control, someone will just have to go overboard >.>
Also maybe a remote control, we'll see how that works out.
In addition, a good deal of increased effort would need to be put into how multiple airships work when flying near each other, as I discovered when playing around a week ago with the idea of "simulating" some of the potential this mod would have in multiplayer.
As you can see especially towards the end (after which I gave up and just used flight mod), two airships "inertia airspace" can interfere with each other, and cause you to suddenly start moving with a different ship if you aren't careful. While an SMP version could be developed without dealing with this specifically at first, it would need to be dealt with.
Yes, currently each crafts update method will move any entities within its bounding box, so in the case where you are within two boxes, you get moved twice. I'm working on something for this, but it will be a while.
Another thought I had in regards to the mod's workings a few days back was interesting (and possibly quite easy for anyone who knows squat about minecraft's engine to shoot down). What if the method for the airship, code-wise, was not to make a mobile object, but rather was to make a moving CHUNK? As in, when the airship is set as one, a mobile chunk/set of chunks is created containing the airship. It is treated like any other chunk, except that it is moving on its own and acts as a "meta" chunk of sorts. Anything that falls out the bottom of this mobile "chunk" would get moved to the location in the static chunks that match it. Block GENERATION however would be blocked from entering or leaving the mobile chunk (which is to say, pistons would not be able to push outside of it, and water/lava would only "fall" until the edge of the mobile chunk if source blocks for them were a part of the airship). In a sense, it acts a little like this already due to the way you and objects move when near an active airship.
I know this would likely be very difficult to get working, but when I thought about it I saw it as a way to really get things working nicely. I mean, if minecraft applies all the usual whatnot to the "mobile chunk(s)" that it does to normal ones, it would be pretty much automatic that chests, pistons, and etc. would all work on the airships. Not to mention redstone mechanics, torches (though lighting could be specific to the mobile chunk, no lighting outside areas, and outside areas couldn't light the ship), and fires. So you really do have to worry about your ship going down in flames.
Thats actually how I wanted to write this mod in the first place, but the engine will not allow it, for a lot of reasons. On a related note, the entire ship's blocks are owned by the controller entity, so in SMP, the network traffic will be low since only the controller position and movement needs to be updated, and everything else follows along client side.
Speaking of going down in flames, as you continue to upgrade this mod's functionality, perhaps you could put some consideration to implimenting a "crashing" system. That is, if the control block is destroyed when an airship is in flight, controls will lock at their present values, except altitude will be set to a -10 rate of descent or something. When the ship comes into contact with the ground, it would stop, auto-align itself and rejoin the world. If you really want to be fancy, you could set it so a random 5% of the airship's blocks are destroyed upon crash, or spawn a handful of fires on the crashed ship.
This "crash protocol" could potentially be useful when figuring out a way to deal with ships flying away without their owners too.
Crashing is definitely planned, don't you worry :biggrin.gif:
wow, i had an idea very similar to this! except instead of flying it was more of a boat, either way im glad someone made this and actually it might be better to use the crafting recipe i came up with for the controller block so it's a little more balanced.
also if someone knows how and could help me with making the other thing there (snapshot block) then that would be appreciated. i want to mod but am pretty bad at it.
for people who didn't go to the topic the crafting recipe i came up with is this:
though the blanks could be planks and the plank could be an iron block
EDIT: whoops, sorry, i meant to say that the Red flower was a compass and the yellow flower was a clock, i said that in the other post, but not in this
BTW, it's pronounced (aw-none-Ian) aw, like aw, darn it. none, like i have none of that, and Ian, like the name (though that is not my name). It is definitely not pronounced (ah-weh-know-knee-en) because that's just weird.
wow, i had an idea very similar to this! except instead of flying it was more of a boat, either way im glad someone made this and actually it might be better to use the crafting recipe i came up with for the controller block so it's a little more balanced.
also if someone knows how and could help me with making the other thing there (snapshot block) then that would be appreciated. i want to mod but am pretty bad at it.
for people who didn't go to the topic the crafting recipe i came up with is this:
though the blanks could be planks and the plank could be an iron block
Honestly, I don't really see how this would be any more or less balanced as a recipe. If anything, it means you just have to kill a skeleton instead of making a workbench, a pick, and mining some stone (you can make flowers easily with bonemeal). So all it does is just make the recipe more complex and harder to remember.
If/when the recipe is balanced out somewhat, it will likely be done via making it require some more valuable materials. Though, I myself wonder if that is really necessary in most cases, as you should (I hope) have put some real effort into making the ship with all sorts of materials in the first place.
On a side note, I wonder if the MC devs will ever give thought to putting in support for rotated blocks/chunks somehow. I mean, in the event they ever were to want to try adding something into the game themselves that makes use of such a thing.
One question for you actually, blakmajik. Are there any plans (or even just open possibilities jotted down on a "maybe list") to eventually add a few more blocks that affect the characteristics of an airship at all? For instance, engine blocks that affect the vessel's top speed, or flaps or something to adjust how quickly it can turn. Or, is the mod pretty much set in stone that it will be a control-block-only mod as far as things go. I mean, while an airship is running I don't think it would cause much additional stress. I mean, in the event something like this were used, I figure the airship capabilities would quickly be calculated when you hit the control block and generate it in the first place, which would then just be a set value with no recalculations during the flight.
Thats actually how I wanted to write this mod in the first place, but the engine will not allow it, for a lot of reasons. On a related note, the entire ship's blocks are owned by the controller entity, so in SMP, the network traffic will be low since only the controller position and movement needs to be updated, and everything else follows along client side.
I'm curious as to what some of the limitations were.... The Cubic Chunks mod (I mentioned it earlier) alters Minecraft, so that instead of chunks being 16x16x128, they're 16x16x16. Since I have no idea how your mod works, I have no idea if that (cubic chunks) could benefit you in any way. On the other hand, it might not hurt to look into it. That said, I'd rather you spend your time working on this mod (because it's awesome), than trying to modify the Cubic Chunks, or working with Cubic Chunks, to get your mod working via that alternate method.
I just thought I'd mention this, since you may, or may not, find it useful. Mouser X over and out.
Idea: add custom blocks that when the craft becomes driveable they turn into stuff like propellers. Maby like a base of a piston and when activated (its flyable) then the rod for the propella comes out.
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The ship drops back down to the height limit as part of the realignment. Plus you cant really fly up past the limit much.
I haven't used v0.9 yet, but all of my ships stop at the height limit in all of the versions I've used. Which is a good thing. I was building my ship, and I activated it to see what was, and was not connected (and thus still needed to be connected). I started to go up, but then fell through the floor (this was v0.7). I looked up, and watched my airship disappear into the sky.... So, I grabbed a bunch of blocks, and towered my way up to the top of the world, and my airship was there, waiting for me.
So, I don't know what would happen if you rejoined the world above the height limit. But getting that high would be difficult, since the airships can't fly that high anyway. Hopefully that answers your question. Mouser X over and out.
The ship will not fly above 128 blocks. It CAN go above, but I had to specifically limit it due to there being no collisions above 128. So the ship can go up, but you won't be with it :smile.gif:
In that case, I have a question. The Cubic Chunks Mod allows you to build (and generate terrain, though that version is really buggy right now) up to y=2048. If I were using the CC Mod, I wouldn't be able to fly my airship up to my castle in the sky, would I...? Would it be possible to implement a check, or something, that stops you at 128 if there's no collision above you, but allows you to fly higher if there is? I'd like to install the CC Mod, with your zepplin mod (I'm waiting on the terrain generation of the CC mod, and it's getting really close), so that I can more easily fly around (up/down). It's not a high priority right now, but I would like you to consider it for the future. Thanks for this awesome mod! Mouser X over and out.
Yeah well I think your pet wolf would enjoy this a bit more!
Well no he prob wouldn't due to the fact that my test wolf died in there during 1.7.3.0.8 =D
I also have a stealth bomber (940 blocks aprox)
(bomb bay)
A Sr-71 Blackbird (900 something blocks too)
A 9000 block stealth bomber =D
And a bunch others including a creeper and skeleton =)
For everyone wanting SMP, I don't see it being easy. I mean, you have to add a whole bunch of permission whatnot so as to only allow one person to control a ship at once (presumably the person who activated the controls). That said, it would be best to allow ANYONE to stop the ship in case that person fell off or something, even at the risk of the potential for this to be used for trolling purposes. Also, some specific thought would need to be put into what happens to active airships which leave sight of a player, or which simply have no players on them (by accident or purposeful assault by another player), so as to give the server a clear answer with how to deal with such ships.
In addition, a good deal of increased effort would need to be put into how multiple airships work when flying near each other, as I discovered when playing around a week ago with the idea of "simulating" some of the potential this mod would have in multiplayer.
As you can see especially towards the end (after which I gave up and just used flight mod), two airships "inertia airspace" can interfere with each other, and cause you to suddenly start moving with a different ship if you aren't careful. While an SMP version could be developed without dealing with this specifically at first, it would need to be dealt with.
Another thought I had in regards to the mod's workings a few days back was interesting (and possibly quite easy for anyone who knows squat about minecraft's engine to shoot down). What if the method for the airship, code-wise, was not to make a mobile object, but rather was to make a moving CHUNK? As in, when the airship is set as one, a mobile chunk/set of chunks is created containing the airship. It is treated like any other chunk, except that it is moving on its own and acts as a "meta" chunk of sorts. Anything that falls out the bottom of this mobile "chunk" would get moved to the location in the static chunks that match it. Block GENERATION however would be blocked from entering or leaving the mobile chunk (which is to say, pistons would not be able to push outside of it, and water/lava would only "fall" until the edge of the mobile chunk if source blocks for them were a part of the airship). In a sense, it acts a little like this already due to the way you and objects move when near an active airship.
I know this would likely be very difficult to get working, but when I thought about it I saw it as a way to really get things working nicely. I mean, if minecraft applies all the usual whatnot to the "mobile chunk(s)" that it does to normal ones, it would be pretty much automatic that chests, pistons, and etc. would all work on the airships. Not to mention redstone mechanics, torches (though lighting could be specific to the mobile chunk, no lighting outside areas, and outside areas couldn't light the ship), and fires. So you really do have to worry about your ship going down in flames.
Speaking of going down in flames, as you continue to upgrade this mod's functionality, perhaps you could put some consideration to implimenting a "crashing" system. That is, if the control block is destroyed when an airship is in flight, controls will lock at their present values, except altitude will be set to a -10 rate of descent or something. When the ship comes into contact with the ground, it would stop, auto-align itself and rejoin the world. If you really want to be fancy, you could set it so a random 5% of the airship's blocks are destroyed upon crash, or spawn a handful of fires on the crashed ship.
This "crash protocol" could potentially be useful when figuring out a way to deal with ships flying away without their owners too.
its been around for some time and he knows how to fix it but the fix would be CPU intensive and could negitively effect game proformance, weather he will implement it is anyones guess.
at least thats what i think he means.
While the blocks rotate visually, the collision boxes are still square and grid-aligned due to limits in the minecraft engine. This isn't fixable *at all* I'm afraid. Even if it was, it moves everything from 2d (effectively) to 3d collisions, which would be a MASSIVE cpu increase. An increase to the point of the regular game being slow, let alone flying a zeppelin.
The one solution I have come up with for this involves splitting every block into 8 smaller blocks so the edges are less noticable, but that increases the collision CPU time by 8x, so you would be limited to 8x smaller ships :/
So it's a low priority item for the moment, barring some magic solution I haven't come up with yet :smile.gif:
For 0.10 I will add a config option to remove the Y limit so you can test :smile.gif:
Currently my plan is to limit control to players within 3 blocks of the controller in SMP, and probably leave it as it is for SSP. So you can fight over control if two players are near the block :smile.gif: If you want control, someone will just have to go overboard >.>
Also maybe a remote control, we'll see how that works out.
Yes, currently each crafts update method will move any entities within its bounding box, so in the case where you are within two boxes, you get moved twice. I'm working on something for this, but it will be a while.
Thats actually how I wanted to write this mod in the first place, but the engine will not allow it, for a lot of reasons. On a related note, the entire ship's blocks are owned by the controller entity, so in SMP, the network traffic will be low since only the controller position and movement needs to be updated, and everything else follows along client side.
Crashing is definitely planned, don't you worry :biggrin.gif:
here's the topic:
http://www.minecraftforum.net/topic/154515-ideawip-my-mod-ideas/page__p__2350039#entry2350039
also if someone knows how and could help me with making the other thing there (snapshot block) then that would be appreciated. i want to mod but am pretty bad at it.
for people who didn't go to the topic the crafting recipe i came up with is this:
though the blanks could be planks and the plank could be an iron block
EDIT: whoops, sorry, i meant to say that the Red flower was a compass and the yellow flower was a clock, i said that in the other post, but not in this
Honestly, I don't really see how this would be any more or less balanced as a recipe. If anything, it means you just have to kill a skeleton instead of making a workbench, a pick, and mining some stone (you can make flowers easily with bonemeal). So all it does is just make the recipe more complex and harder to remember.
If/when the recipe is balanced out somewhat, it will likely be done via making it require some more valuable materials. Though, I myself wonder if that is really necessary in most cases, as you should (I hope) have put some real effort into making the ship with all sorts of materials in the first place.
On a side note, I wonder if the MC devs will ever give thought to putting in support for rotated blocks/chunks somehow. I mean, in the event they ever were to want to try adding something into the game themselves that makes use of such a thing.
One question for you actually, blakmajik. Are there any plans (or even just open possibilities jotted down on a "maybe list") to eventually add a few more blocks that affect the characteristics of an airship at all? For instance, engine blocks that affect the vessel's top speed, or flaps or something to adjust how quickly it can turn. Or, is the mod pretty much set in stone that it will be a control-block-only mod as far as things go. I mean, while an airship is running I don't think it would cause much additional stress. I mean, in the event something like this were used, I figure the airship capabilities would quickly be calculated when you hit the control block and generate it in the first place, which would then just be a set value with no recalculations during the flight.
I'm curious as to what some of the limitations were.... The Cubic Chunks mod (I mentioned it earlier) alters Minecraft, so that instead of chunks being 16x16x128, they're 16x16x16. Since I have no idea how your mod works, I have no idea if that (cubic chunks) could benefit you in any way. On the other hand, it might not hurt to look into it. That said, I'd rather you spend your time working on this mod (because it's awesome), than trying to modify the Cubic Chunks, or working with Cubic Chunks, to get your mod working via that alternate method.
I just thought I'd mention this, since you may, or may not, find it useful. Mouser X over and out.