ok so i wanted to update the mod from 0,14 to 0,16 so i deleted "rp.class" and "mod_zeppelin-client-1.8.1.0.14" and then i installed "mod_zeppelin-client-1.8.1.0.16" and the new "rp.class", but now minecraft crashes everytime i open it. plz help me :,(
If you have backup of 0.14, try installing 0.16 without replacing rp.class.
If you don't have backup, or that^ didn't help, download fresh minecraft and install modloader and zeppelin 0.16.
Edit: I just saw in the crashdump that its because blockID 195 is allready used but i says that it is used by zeppelinmod... I tryed changing the blockID but it gives the same crashdump but with the new blockID instead
are you using the id resolver if yes first of all make shure minecraft is closed then try opening the IDResolverknownIDs.properties and remove all zeppelin mod related stuff, save the file.
if your not using id resolver you maybe have the mod installed in your jar AND in your mod folder so it tryes to add the stuff twice
Edit: I just saw in the crashdump that its because blockID 195 is allready used but i says that it is used by zeppelinmod... I tryed changing the blockID but it gives the same crashdump but with the new blockID instead
It's because you have 2 copies of this mod installed at the same time. Post your modloader.txt
Never mind, i just found out what the problem was by myself: I forgot to place the mod.zeppelin.class in the minecraft.jar... it doesnt say that in the installation guide btw.
That's because you're not supposed to... Did it work?
Oh Eloraam.... That is going to be awesome. She's crazy. In a good way. I cant wait till Minecraft settles down so she can update.
I imagine once she releases this, it could be used as a control center for the zeppelin controls/navigation/propulsion/etc blocks. Woo! Functioning control room!
I'm 99% sure that it will not work on the craft. :sad.gif:
I'm 99% sure that it will not work on the craft, at the moment :smile.gif:
By the way, what if you copied(on activation) the structures that uses logic and various custom state calculation (like elorams wireing and logic gates, BC's pipes and IC wirering), off the craft onto the main map structure for the calculation.
While only linking the input/output events back to the craft.
Even though the control room option would prolly not be possible...
I am trully looking forward a system that integrate block weight so it affect your craft speed. The bigger it would be, the slower it would become. It would also be interesting to have different weight according to different block resistance.
Exemple : (no need to edit the block parameter, it's already like that by default)
Wool : Burn easely, rez 0 to explosion, take one arrow to break, super light
Wood : Burn, rez 1 to explosion, take 2 arrows to break
Rock : Blablabla
Steel : More blabla
Obsidian : Can't be burned, indestructible, ****ING HEAVY
What would happen if you **** is to big and is as fast as a quadraplegic turtle? it would require another block that boost your ship strenght and allow more block, and more total weight.
So it would give players 2 choices. Either a really big and slow ship with lots of booster block or generator block (call it whatever you like), or a smaller ship that goes way faster with the same amount of block that the big ship would own.
It would also require a speed cap for really small ship that only own a craft controller.
I think that this system would be quite simple and viable while making the smp version WAY MORE balanced, so no newbies would have a 12 000 size ship on the first days. The generator block that allow more weight and block (thus allowing a greater speed) could be made with rare materials, so you need to gather a lot of ressources with other people to make a flying fortress.
I agree about adding some stuff to balance things, especially for multiplayer. But right now I think the mod creator is mainly concentrating on getting rid of all the bugs and getting the basics worked out. Later on I'd love to see a complex system to integrate things like block weight and what not. I put a post in this thread quite a while ago giving exactly my ideas on that. Plus I may have mentioned something about separate control blocks to separate the ship types. Simplifies things on the code end. I'm hoping eventually you'll have some add-on's for integration into mods like Industrialcraft. Be pretty interesting to place several MFE's (aka large batteries) in a vessel and then when it gets low on power stop by your house and hook it up to your house's powergrid to recharge. There are so many things you could integrate the possibilities drive me crazy. Joslin from Finite Liquids even said he may add Forge support in the next version of his mod. He was planning on adding in oil and methane which would definite be good fuel sources. I was messing with a mobile mining platform using this and Industrialcraft. Unfortunately I was flying high and fast when my controller block disappeared. But oh well. :smile.gif: This mod already works incredibly well with IC. It remembers energy levels of the battery blocks. Though all the IC2 blocks turn odd textures when you activate the controller block. Oh well, can't have everything. That'd be like having cake and eating it too! :tongue.gif:
Noooo ! You don't already make the SMP version T-T
We want to create an RP server with friends (a very special RP/PVP, but it's not finished), and your mod can help we for our ideas, very good job for the mod of course !
*Need the SMP version :3*
By the way, what if you copied(on activation) the structures that uses logic and various custom state calculation (like elorams wireing and logic gates, BC's pipes and IC wirering), off the craft onto the main map structure for the calculation.
While only linking the input/output events back to the craft.
Lol. EDIT: I hate how mcforum removes nested quotes. :angry.gif:
I don't think that's a good idea. It would be much better if I make it work on craft. Theoretically it's possible. Just very time-consuming and boring.
Lol. EDIT: I hate how mcforum removes nested quotes. :angry.gif:
I don't think that's a good idea. It would be much better if I make it work on craft. Theoretically it's possible. Just very time-consuming and boring.
0:40 Why don't you play on peaceful?
I like kill creepers with arrows from the airship.
^^
I found one reason why pistons don't work on craft. Jeb used hardcoded values to prevent you from moving blocks above height limit and into void. On craft this means that nothing can be pushed below the controller block.
I found one reason why pistons don't work on craft. Jeb used hardcoded values to prevent you from moving blocks above height limit and into void. On craft this means that nothing can be pushed below the controller block.
I'm assuming since its a problem with the piston coding that this won't be able to be fixed without a base class alteration, correct? If it can be done can we expect it in the .17 release, or will it take a bit more time to do? Just wondering, as pistons are a large part of many ship ideas i've had.
dont understand that but sure as hell sounds confusing!! :ohmy.gif:
Actually that's very simple. Pistons can't push blocks at y < 0. In normal world y < 0 means void, so it's OK. But on craft y < 0 means everything below controller.
is controller.
is where pistons will work. (If I fix other piston-related bugs)
is where pistons can't work.
I'm assuming since its a problem with the piston coding that this won't be able to be fixed without a base class alteration, correct? If it can be done can we expect it in the .17 release, or will it take a bit more time to do? Just wondering, as pistons are a large part of many ship ideas i've had.
Yes, it requires base file alternation. But some mods already fix it. For example Cubic Chunks.
I'll try to fix as much other piston-related bugs as possible without editing base files. In best case, you will be able to use controller above controller, but not below it.
Why not 1.9.0.0.17?
After 0.41 comes 1.0.
If you have backup of 0.14, try installing 0.16 without replacing rp.class.
If you don't have backup, or that^ didn't help, download fresh minecraft and install modloader and zeppelin 0.16.
are you using the id resolver if yes first of all make shure minecraft is closed then try opening the IDResolverknownIDs.properties and remove all zeppelin mod related stuff, save the file.
if your not using id resolver you maybe have the mod installed in your jar AND in your mod folder so it tryes to add the stuff twice
It's because you have 2 copies of this mod installed at the same time. Post your modloader.txt
In the mods folder. When you dragged the .zip to that folder, you may have forgotten to delete the old version. Check that. Hope it helps!
http://www.ffmpic.com/u/scidude
That's because you're not supposed to... Did it work?
http://www.ffmpic.com/u/scidude
Yes, but... that was a using caps in a sorta ...ironic...way.
I was only pretending to be thankless and obnoxious :x
Anyway, i found my new "controller block".
http://www.eloraam.com/?p=145
I'm 99% sure that it will not work on the craft. :sad.gif:
By the way, what if you copied(on activation) the structures that uses logic and various custom state calculation (like elorams wireing and logic gates, BC's pipes and IC wirering), off the craft onto the main map structure for the calculation.
While only linking the input/output events back to the craft.
I am trully looking forward a system that integrate block weight so it affect your craft speed. The bigger it would be, the slower it would become. It would also be interesting to have different weight according to different block resistance.
Exemple : (no need to edit the block parameter, it's already like that by default)
Wool : Burn easely, rez 0 to explosion, take one arrow to break, super light
Wood : Burn, rez 1 to explosion, take 2 arrows to break
Rock : Blablabla
Steel : More blabla
Obsidian : Can't be burned, indestructible, ****ING HEAVY
What would happen if you **** is to big and is as fast as a quadraplegic turtle? it would require another block that boost your ship strenght and allow more block, and more total weight.
So it would give players 2 choices. Either a really big and slow ship with lots of booster block or generator block (call it whatever you like), or a smaller ship that goes way faster with the same amount of block that the big ship would own.
It would also require a speed cap for really small ship that only own a craft controller.
I think that this system would be quite simple and viable while making the smp version WAY MORE balanced, so no newbies would have a 12 000 size ship on the first days. The generator block that allow more weight and block (thus allowing a greater speed) could be made with rare materials, so you need to gather a lot of ressources with other people to make a flying fortress.
We want to create an RP server with friends (a very special RP/PVP, but it's not finished), and your mod can help we for our ideas, very good job for the mod of course !
*Need the SMP version :3*
Good luck, your mod is very good, continue !
I did one video about your mod in portuguese.
Thanks for the awesome mod.
:wink.gif:
Lol. EDIT: I hate how mcforum removes nested quotes. :angry.gif:
I don't think that's a good idea. It would be much better if I make it work on craft. Theoretically it's possible. Just very time-consuming and boring.
0:40 Why don't you play on peaceful?
I like kill creepers with arrows from the airship.
^^
I'm assuming since its a problem with the piston coding that this won't be able to be fixed without a base class alteration, correct? If it can be done can we expect it in the .17 release, or will it take a bit more time to do? Just wondering, as pistons are a large part of many ship ideas i've had.
Actually that's very simple. Pistons can't push blocks at y < 0. In normal world y < 0 means void, so it's OK. But on craft y < 0 means everything below controller.
is controller.
is where pistons will work. (If I fix other piston-related bugs)
is where pistons can't work.
Yes, it requires base file alternation. But some mods already fix it. For example Cubic Chunks.
I'll try to fix as much other piston-related bugs as possible without editing base files. In best case, you will be able to use controller above controller, but not below it.
What's stopping you from just putting the control block at Y=64 in the fake world?
Also, that hardcoded limit makes me think, say that it didn't exist, what would happen if you tried to place a block above the height limit?