You may want to reconsider that and get one version out with at least version 953 of Forge. Updating to Minecraft 1.7 will require mods to register their blocks, items, etc, and will do away with item and block IDs as we currently know them. Any mods that don't get their stuff registered in time will fail to have existing items in existing worlds imported into 1.7 correctly.
The changes between Forge 9.10 and 9.11 are pretty minimal and releasing a 9.11 version will allow your users a stepping stone between existing worlds and 1.7 imported worlds without losing their stuff.
Blocks and entities have to be registered regardless... the major change is in how the IDs are managed. As long as there is a variable or method to determine the ID for a particular entity, it's not a problem.
Any time there's a big ID change, stuff doesn't translate between maps. That's not a problem specific to this mod, it happens to everyone.
The current release of Small Boats should work just fine on all 1.6 versions of Minecraft. Moving to a slightly newer version of Forge would involve a rebuild of my dev environment (which is a bit of a PITA) and won't help the code move toward 1.7 compatibility.
So just a passing question: When I am piloting one of my Small Boats around (a Whitehall for right now).. I get Forge ModLoader spamming my console with "Airborne !!" constantly until I stop. Sometimes if I dismount the boat while it is still moving, I continue to get this even after the boat has stopped moving... causing a pretty nasty amount of client side lag.
This is all under MC 1.6.4, Forge 953, and the latest version of Small Boats all under SSP. I realize this probably isn't Small Boats at ALL but I didn't know if there was a slash command or setting I could use to minimize / stop the console spam?
Sorry for the console spam. That message was for debugging, and should have been removed before building a release version.
Look in your smallboats.cfg, find the section for logging, and make sure Level is set to INFO. If it's already set to INFO, try changing it to NONE.
Does kinda beg the question, tho... why does it think you're airborne? Do me a favor -- turn on the debug overlay (F3) and post a screen capture of the console spam while you're in the boat.
nice mod i love it! so i have been playing AC4 a lot so you should try and add a pirate ship with working cannons that would AWESOME and maybe add a pirate mob and have the sytem from ac4 where the more pirates you have in your ship the more better it is (e.g faster reload) and maybe some things need a set amont of pirates to man something (i know it is a big request)
I've been playing Port Royale lately... given me a few ideas.
The problem with pirates is the AI. I'm not an AI guy. I'll have enough trouble getting basic waypoint following working, so intercepts, gunnery, and evasion aren't something I'd be willing to sign on for.
There are multiple steps required to operate the guns; it's a state machine. Each step has be performed in sequence, and each step has it's own time delay. As with the performance of the boats (speed, turn rate, etc) it is configurable internally. The plan is to have a baseline set of numbers that all the ships work from, but each ship will have variations from the baseline, and your health/performance/rank/whatever will improve or degrade those numbers.
Crackpot idea: Integrate the toy soldiers mod, and use them as your boarding party. If you lose the fight, you lose your ship!
If I'm not mistaken, forge for 1.7 just came out here recently----> http://www.minecraft...hp?action=files
Maybe this will mean a longer delay in the next update, buuuuut I have faith in Awger to make this worth it
Pre-release version, without function name mappings, and with several large bugs. I would have to do a complete refactor on all the external function calls (waaaaaay to much work) and users would have to run an experimental Forge. Better for all concerned to wait for a release version of Forge.
Doesn't landship defeat the purpose of the word ship?
Not exactly. Leonardo de Vinci drew one of the first designs for a "land ship" for warfare, and the group that managed development of the first British tanks in WW1 was called the "Land Ship Committee."
In colloquial terms, a "land ship" is a ship-like vehicle that does what a ship does, but does it on land.
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I found some compatibilities issues with another mod... Mine & Blade 2: Battle Gear (M&B2), I submitted a issue report (can be found here: http://minecraft.cur...le-maid-mod/#c2 ) and basicly your something to do with your mod removes M&B2's quivers from the game and changes his Invitory tab for the creative window to a boat :CC Sorry for passing on the bad news mate, though i do like the mod a lot, ;A;!
P.S. He says it's your mod causing those two issues :C
Edit: Yep it was, so many config files for one mod Dx! "ID missmatch"
P.S. He says it's your mod causing those two issues :C
Edit: Yep it was, so many config files for one mod Dx! "ID missmatch"
Well, I could say the same thing about his mod!
There used to be an unofficial ID registration thread over on the Forge forum... I tried to register the IDs I'm using, but I think the registration practice fell out of favor.
In any event, you can change the IDs used by the small boats; just edit the config files.
Hopefully, Forge for 1.7 addresses this basic problem in a consistent and resilient fashion.
1. Crafting recipe to make 3 Elegant Punts into one Whitehall does not work for me.
It works, but the Punts have to be exactly the same (sail color, everything). Yes, this is probably too restrictive; I'm looking into different recipes to address this.
2. I tried driving the boats into the shore to see if they would break, and found that instead they just plough into the land and continue to sail (rather slowly) semi-embedded into the ground!
Known problem. I'm reworking the collision detection to address this.
Blocks and entities have to be registered regardless... the major change is in how the IDs are managed. As long as there is a variable or method to determine the ID for a particular entity, it's not a problem.
Any time there's a big ID change, stuff doesn't translate between maps. That's not a problem specific to this mod, it happens to everyone.
The current release of Small Boats should work just fine on all 1.6 versions of Minecraft. Moving to a slightly newer version of Forge would involve a rebuild of my dev environment (which is a bit of a PITA) and won't help the code move toward 1.7 compatibility.
I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.punt.ItemPunt with ID 26457 owned by mod awger_Punt, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.whitehall.ItemWhitehall with ID 26458 owned by mod awger_Whitehall, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.hoy.ItemHoy with ID 26459 owned by mod awger_Hoy, this item will NOT survive a 1.7 upgrade!
I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.punt.ItemPunt with ID 26457 owned by mod awger_Punt, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.whitehall.ItemWhitehall with ID 26458 owned by mod awger_Whitehall, this item will NOT survive a 1.7 upgrade!
2014-01-06 16:39:17 [SEVERE] [ForgeModLoader] Found anonymous item of class mods.awger.hoy.ItemHoy with ID 26459 owned by mod awger_Hoy, this item will NOT survive a 1.7 upgrade!
As expected, there's an item registration facility and a naming convention. Shouldn't be a problem going forward, but there will be problems migrating a world from 1.6 to 1.7 regardless.
I would recommend removing smallboats while at 1.6, loading into 1.6 to clean everything out, updating to 1.7, and then adding smallboats for 1.7 (when available). The problems of maintaining mod compatibility between 1.6 and 1.7 are substantial, and I doubt a straight upgrade with boats intact would work well, if at all.
It's a similar problem to updating from 1.5 to 1.6, but the internal differences (and changes to the code necessary to make it work) aren't readily backported, necessitating twice the work to maintain item continuity during an update.
I've been looking at the recent Forge release for 1.7 ... the build system is completely new. Process for rebuilding the dev environment is completely different. The way that MC source is decompiled+deobfuscated and accessed is completely different. All the changes have to be integrated into my own build scripts... and that's before I run the first compile to see what internal changes are required to make the existing code work under 1.7, much less fix any bugs.
And, I haven't even finished rebuilding the Hoy yet.
This is going to take a while, and being able to update a 1.6 map to 1.7 with boats intact isn't really a consideration at this time.
Ah. I thought that because each larger boat requires three of the previous one to craft, that it was more like an "upgrade" so each larger boat was supposedly "better" (I would think this would also mean faster) than the previous model.
Better, yes, but not necessarily faster. From the perspective of how long it takes to move a quantity of goods from one place to another, a Hoy is much faster than a Punt, even if it doesn't sail faster (greater cargo capacity means fewer trips).
However... if you want a faster boat, I will be building one. It won't carry as much, but it will be a fast cruiser. Not sure if it will be included in the next release, but I already have it (somewhat) blocked out.
As points of reference:
The 24-hour distance record is held by ABN AMRO TWO, which traveled over 560 nm averaging over 23 knots
The world's fastest schooner is the Mari-Cha IV, which is purported to reach 40 knots
The world's fastest sailboat (if you can still call it that) is the hydrofoil trimaran L'Hydroptere, which hit 47 knots
Your average, modern cruising sloop (Catalina and whatnot) sail at 5-7 knots in favorable conditions
I just timed the Whitehall, it's running about 19 knots. So, if anything, all the boats need to be slowed down.
*Edit
My apologies, I read that data incorrectly. The Whitehall traveled ~100 blocks in ~20 seconds, which equates to ~5m/sec, or ~10 knots. I'd say that's roughly twice as fast as would be expected of a boat that size and configuration.
That may be about right, though, considering that a Minecraft day is only 20mins realtime (1/72 scale). At that same scale, a reasonable travel rate of 120 nm/day would be compressed to a little more than 1.6 nm, making a 1/72 scale Caribbean map just about perfect for adventuring (you could easily travel between ports during daylight hours).
Yes, but only the kind that floats. Anything else would be a different mod.
Not exactly. Leonardo de Vinci drew one of the first designs for a "land ship" for warfare, and the group that managed development of the first British tanks in WW1 was called the "Land Ship Committee."
In colloquial terms, a "land ship" is a ship-like vehicle that does what a ship does, but does it on land.
Okay. You win. I've been out-historied.
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Really great mod! Only problem is the port side chest ate my stuff in TerraFirmaCraft. I tapped an ice berg at one point but otherwise the trip was uneventful. Its a bit of a downer because I was so enjoying the "whitehall" that I was sailing at the time. Any prior occurences of this problem?
Ok so.... another mad idea or two. Would it not be sensible that when you place the boat in the water you can never pick it up again? It seems a bit mad to be toodling about with a 20 ton "Hoy" in yer back pocket. Also, is there any way to simulate an "ice breaker" effect for those pesky icy oceans. It would obviously slow the boat but some progress might be made....like I say.... mad ideas.
I have no plans for tow cables, that's what prize crews are for.
I think he means that when ship/boat have lost their mast due to concentrated cannon fire like the Santísima Trinidad in the Battle of Trafalgar. After the battle the British tried to tow the captured ship back to port with them
Ain't that a painting depicting the Redoutable and Victory.... the Santissima Trinidad was larger... a 4 decker in fact!
So the "Whitehall" ate my chert cobble (TerraFirmaCraft) from both holds. I have an idea that when the chunk reloads with a loaded ship in it the contents of the holds will/may be lost. Please advise regarding this... thanx. The mod is really cool other than this problem which I have twice experienced.
Ok so.... another mad idea or two. Would it not be sensible that when you place the boat in the water you can never pick it up again? It seems a bit mad to be toodling about with a 20 ton "Hoy" in yer back pocket. Also, is there any way to simulate an "ice breaker" effect for those pesky icy oceans. It would obviously slow the boat but some progress might be made....like I say.... mad ideas.
Sensible yes, but Minecraft isn't exactly famous for its sensibilities.
Ice breakers (and other flavors, such as a dredge) are definitely do-able.
So the "Whitehall" ate my chert cobble (TerraFirmaCraft) from both holds. I have an idea that when the chunk reloads with a loaded ship in it the contents of the holds will/may be lost. Please advise regarding this... thanx. The mod is really cool other than this problem which I have twice experienced.
Hmm... I like cherry cobbler.
Dunno what's happening there. Did you lose everything out of the chests, or just certain items?
Just curious if you plan on releasing an update to your 1.6.4 version before upgrading to 1.7... My friends and I are getting a modded server ready and want to stay in minecraft 1.6.4, and we are just hoping that a new version of your mod will sill come out for 1.6.4. Thank you!
Hello. I really love this mod and I am very excited about all of the developments you mention on the front page. I also use Archimedes but I think that is a better fantasy airship mod than a "sea voyage" mod and the mobile chunk thing makes it a little limited with other players and entities. I like the idea of these historically inspired pre designed models for water and being able to move around on the vessel while someone else drives it has always been important to me. THAT is what a voyage is! Your plans for cannons, advanced cabins and large ships as well as sinking is also very exciting to me. That has the makings of sea battles! Awesome. . .
Thanks, also, for being so active on this forum. It really means a lot to be able to give active feedback as things develop and to be able to offer constructive time to help with testing etc. Please say the word if you need dev version testing or whatever.
I read back a few pages and it looks like most of my questions and concerns have been answered. But I still wanted to say how much I appreciate your work. I'm out of my SSP testing and testing the mod on a private 1.6.4 test server now. I look forward to any further tweaks you add before moving on to 1.7 and I hope thus giant move over to 1.7 makes your life easier as the new official API get's closer to reality.
Thanks again and kudos on all your historical detail.
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* I promise I'm not lazy or stupid. . . just overwhelmed. . . . I'm trying to make 80+ mods get along. . . I had no idea what I was getting into. . .
Dunno what's happening there. Did you lose everything out of the chests, or just certain items?
my reply
Hey there...sorry for taking so long to reply. Like the cherry cobbler joke...kinda thing I wish I said
The first time it happened it involved only one chest losing its cargo and this was a mixed bag of stuff... CustomNpc coins, ExtraFirmaCraft bandages and a buncha other stuff. The second time was both chests (Whitehall) and involved only cherry co...oops...chert cobblestone from TFC. It is my uninformed opinion it happened because the chunk the boat was in was unloaded by me moving away from it and the stuff disappeared upon the chunk being reloaded. I now have transfer points close to shore so in loading or unloading the chunk never has to reload.
Thanks for the opportunity to comment and keep up the good work
One of my players noticed this, so I wanted to post and see if there was any information. When you place boats, they always face east-west. Is it possible to have them spawn based on the player's position? Thanks for any info.
Blocks and entities have to be registered regardless... the major change is in how the IDs are managed. As long as there is a variable or method to determine the ID for a particular entity, it's not a problem.
Any time there's a big ID change, stuff doesn't translate between maps. That's not a problem specific to this mod, it happens to everyone.
The current release of Small Boats should work just fine on all 1.6 versions of Minecraft. Moving to a slightly newer version of Forge would involve a rebuild of my dev environment (which is a bit of a PITA) and won't help the code move toward 1.7 compatibility.
Sorry for the console spam. That message was for debugging, and should have been removed before building a release version.
Look in your smallboats.cfg, find the section for logging, and make sure Level is set to INFO. If it's already set to INFO, try changing it to NONE.
Does kinda beg the question, tho... why does it think you're airborne? Do me a favor -- turn on the debug overlay (F3) and post a screen capture of the console spam while you're in the boat.
I've been playing Port Royale lately... given me a few ideas.
The problem with pirates is the AI. I'm not an AI guy. I'll have enough trouble getting basic waypoint following working, so intercepts, gunnery, and evasion aren't something I'd be willing to sign on for.
There are multiple steps required to operate the guns; it's a state machine. Each step has be performed in sequence, and each step has it's own time delay. As with the performance of the boats (speed, turn rate, etc) it is configurable internally. The plan is to have a baseline set of numbers that all the ships work from, but each ship will have variations from the baseline, and your health/performance/rank/whatever will improve or degrade those numbers.
Crackpot idea: Integrate the toy soldiers mod, and use them as your boarding party. If you lose the fight, you lose your ship!
Pre-release version, without function name mappings, and with several large bugs. I would have to do a complete refactor on all the external function calls (waaaaaay to much work) and users would have to run an experimental Forge. Better for all concerned to wait for a release version of Forge.
Yes, but only the kind that floats. Anything else would be a different mod.
Not exactly. Leonardo de Vinci drew one of the first designs for a "land ship" for warfare, and the group that managed development of the first British tanks in WW1 was called the "Land Ship Committee."
In colloquial terms, a "land ship" is a ship-like vehicle that does what a ship does, but does it on land.
P.S. He says it's your mod causing those two issues :C
Edit: Yep it was, so many config files for one mod Dx! "ID missmatch"
Well, I could say the same thing about his mod!
There used to be an unofficial ID registration thread over on the Forge forum... I tried to register the IDs I'm using, but I think the registration practice fell out of favor.
In any event, you can change the IDs used by the small boats; just edit the config files.
Hopefully, Forge for 1.7 addresses this basic problem in a consistent and resilient fashion.
It works, but the Punts have to be exactly the same (sail color, everything). Yes, this is probably too restrictive; I'm looking into different recipes to address this.
Known problem. I'm reworking the collision detection to address this.
The small boats are intended to be replacement for the vanilla boat. I can arbitrarily make them faster or slower, but that's just... arbitrary.
Boat performance will eventually be determined by hull shape, displacement, rigging, and sail area.
"Punt," "Whitehall," and "Hoy" are types of boats. Elegant Punt and Alaska are specific designs of the type. Pickle is the name of a specific ship.
Some ships give their name to an entire class, ex: Cherokee and Cruzer.
I wouldn't get too hung up on the names.
I'm referring to this, which mind you a lot of other mods aren't dealing with yet either, but it needs to happen if mod authors want people using their mods to be able to keep their blocks/items when moving a world to 1.7.
As expected, there's an item registration facility and a naming convention. Shouldn't be a problem going forward, but there will be problems migrating a world from 1.6 to 1.7 regardless.
I would recommend removing smallboats while at 1.6, loading into 1.6 to clean everything out, updating to 1.7, and then adding smallboats for 1.7 (when available). The problems of maintaining mod compatibility between 1.6 and 1.7 are substantial, and I doubt a straight upgrade with boats intact would work well, if at all.
It's a similar problem to updating from 1.5 to 1.6, but the internal differences (and changes to the code necessary to make it work) aren't readily backported, necessitating twice the work to maintain item continuity during an update.
I've been looking at the recent Forge release for 1.7 ... the build system is completely new. Process for rebuilding the dev environment is completely different. The way that MC source is decompiled+deobfuscated and accessed is completely different. All the changes have to be integrated into my own build scripts... and that's before I run the first compile to see what internal changes are required to make the existing code work under 1.7, much less fix any bugs.
And, I haven't even finished rebuilding the Hoy yet.
This is going to take a while, and being able to update a 1.6 map to 1.7 with boats intact isn't really a consideration at this time.
Better, yes, but not necessarily faster. From the perspective of how long it takes to move a quantity of goods from one place to another, a Hoy is much faster than a Punt, even if it doesn't sail faster (greater cargo capacity means fewer trips).
However... if you want a faster boat, I will be building one. It won't carry as much, but it will be a fast cruiser. Not sure if it will be included in the next release, but I already have it (somewhat) blocked out.
As points of reference:
*Edit
My apologies, I read that data incorrectly. The Whitehall traveled ~100 blocks in ~20 seconds, which equates to ~5m/sec, or ~10 knots. I'd say that's roughly twice as fast as would be expected of a boat that size and configuration.
That may be about right, though, considering that a Minecraft day is only 20mins realtime (1/72 scale). At that same scale, a reasonable travel rate of 120 nm/day would be compressed to a little more than 1.6 nm, making a 1/72 scale Caribbean map just about perfect for adventuring (you could easily travel between ports during daylight hours).
Okay. You win. I've been out-historied.
I think he means that when ship/boat have lost their mast due to concentrated cannon fire like the Santísima Trinidad in the Battle of Trafalgar. After the battle the British tried to tow the captured ship back to port with them
I support the simple gun mod 2
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2212682-sg2-antique-firearms-with-survival-in-mind-coming
So the "Whitehall" ate my chert cobble (TerraFirmaCraft) from both holds. I have an idea that when the chunk reloads with a loaded ship in it the contents of the holds will/may be lost. Please advise regarding this... thanx. The mod is really cool other than this problem which I have twice experienced.
Sensible yes, but Minecraft isn't exactly famous for its sensibilities.
Ice breakers (and other flavors, such as a dredge) are definitely do-able.
Hmm... I like cherry cobbler.
Dunno what's happening there. Did you lose everything out of the chests, or just certain items?
Thanks, also, for being so active on this forum. It really means a lot to be able to give active feedback as things develop and to be able to offer constructive time to help with testing etc. Please say the word if you need dev version testing or whatever.
I read back a few pages and it looks like most of my questions and concerns have been answered. But I still wanted to say how much I appreciate your work. I'm out of my SSP testing and testing the mod on a private 1.6.4 test server now. I look forward to any further tweaks you add before moving on to 1.7 and I hope thus giant move over to 1.7 makes your life easier as the new official API get's closer to reality.
Thanks again and kudos on all your historical detail.
Hmm... I like cherry cobbler.
Dunno what's happening there. Did you lose everything out of the chests, or just certain items?
my reply
Hey there...sorry for taking so long to reply. Like the cherry cobbler joke...kinda thing I wish I said
The first time it happened it involved only one chest losing its cargo and this was a mixed bag of stuff... CustomNpc coins, ExtraFirmaCraft bandages and a buncha other stuff. The second time was both chests (Whitehall) and involved only cherry co...oops...chert cobblestone from TFC. It is my uninformed opinion it happened because the chunk the boat was in was unloaded by me moving away from it and the stuff disappeared upon the chunk being reloaded. I now have transfer points close to shore so in loading or unloading the chunk never has to reload.
Thanks for the opportunity to comment and keep up the good work