Awger, can you tell me that there's going to be a healthy 1.7.10 version at least? My server folk would be very sad if not.
For the time being, the version referenced a page or two ago (https://www.mediafire.com/?pr324xn1eb6v8qa) is all I can offer. It should be okay on 1.7.10, but it has problems.
I haven't updated my dev environment to 1.8 yet, haven't had any time. Hopefully the crush at the day job will ease up in April. Not sure what version will be current at that time, but I'll be looking at whether to update then or release another version for 1.7 before updating.
This mod is amazing! I just finished watching PopularMMOs review of it, and the Hoy looks especially awesome. It'd be awesome if they added this mod into the vanilla game. I could see this fitting in quite well.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I read a fair amount of the comments on this forum page for the mod and recall a few people sugesting Awger implements bigger ships, I for one believe that if he wishes to do so in future it would make the mod better than anyone could have imagined. Awger stated that he has no reason to build ships as large as brigands, frigates, and of course the famous man o' war. to get to my point I'm offering to build a large scale map of an ocean with islands for Awger to put up for download i do not want anything in return but to know if i do this would larger ships be implemented into the mod. if i knew how to use 3D modelling outside of cinema 4D i would gladly aid with ship modelling as well. the decision is yours to make Awger, i do hope you accept my offer to build a large enough map for someone to turn into a server for your mod or for anyone to use as a private server for them and their friends.
good luck with the mod Awger and keep up the great work.
Error: Could not find or load main class net.minecraft.client.main.Main
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
Help ....
Not sure what that is... client? server? Any other messages before or after?
Mojang is actually coming with boat fixes and some new mechanics in the new 1.9, they were talking about different types of boats for the different types of wood, so that will turn out pretty interesting.
Also Awger, I'm continuing enjoying this awesome mod in my 1.7.10 server but was hoping if you could maybe adjust/increase the boat speed just a little?
The vanilla boats in Minecraft are way faster and I was thinking if you could maybe make it have similar speed or somewhere in between because now maybe they are a bit too slow for any good traveling.
There are mechanisms in the code to adjust speed, they're just not exposed in the config files. Doable.
I read a fair amount of the comments on this forum page for the mod and recall a few people sugesting Awger implements bigger ships, I for one believe that if he wishes to do so in future it would make the mod better than anyone could have imagined. Awger stated that he has no reason to build ships as large as brigands, frigates, and of course the famous man o' war. to get to my point I'm offering to build a large scale map of an ocean with islands for Awger to put up for download i do not want anything in return but to know if i do this would larger ships be implemented into the mod. if i knew how to use 3D modelling outside of cinema 4D i would gladly aid with ship modelling as well. the decision is yours to make Awger, i do hope you accept my offer to build a large enough map for someone to turn into a server for your mod or for anyone to use as a private server for them and their friends.
good luck with the mod Awger and keep up the great work.
Not entirely accurate.
My initial concern with large ships was MC's ability to keep up with the overhead of having thousands of entities clustered together. Turns out, that doesn't seem to be a problem.
Second concern is a question of scale (distance), from a gameplay perspective. Large sailing ships take weeks to cross oceans, but that is neither fun, nor accurately represented in MC's view of world scale, time, and oceanography.
Third concern is a question of destruction -- to wit, even the meager Hoy, with only a couple of 6 pounders, can wreak havoc on the environment, leading to several requests to disable block damage.
Fourth concern is related to the previous two, and is relative scale of destruction. Big ships wreak big havoc -- on the environment, and other ships.
Fifth isn't really a concern so much as it is a priority -- that being, I'd like the boats to work properly. Once I get some aspect of a boat working (ex: cannon) it's really easy to make more of them, but doing so is much less important than being able to walk on the deck -- or carry animals.
In days (weeks, months... I guess we're into years now?) gone by, there's been quite a lot of discussion on game mechanics and how ships (big or otherwise) would fit in to the existing MC paradigms of raw material collection and item construction. Turns out it's not a simple question to answer. To date, I've chosen to ignore the question of "what's the recipe" and instead concentrated on turning code into something useful -- and the definition of useful has been driven by a desire to transport lots of stuff from here to somewhere way over there.
Building big ships with lots of guns isn't about transporting stuff so you can start building over yonder; it's about blowing stuff up. That's a very different kind of gameplay, and has different balance issues, many of which are technical in nature. For example -- right now, there's no wind, so a boat can go in any direction it wants at its maximum speed. This isn't realistic but, more importantly, it means that smaller boats will forever be fodder for bigger boats, because they can't escape upwind. That's not the kind of game I was trying to build, and I don't think anyone (in a small boat, at least) would have much fun playing it.
To build BIG ships, you'd probably have to abandon some core MC concepts and replace them with something else. Not impossible, but kinda outside the scope of something purporting to be a boat mod. This too has been discussed in the past, and I'm of the opinion that my boats could be a part of that, but I'd prefer that someone else write that code.
To wit: If you'd like to volunteer to create a half-scale (I think it's half scale, I did those calculations a while ago, so I'm not sure) Caribbean map, and figure out some new game mechanic for spawning large boats into it, I would be happy to build you a rated ship of the line -- although I respectfully suggest that anything over 3rd rate would be massive overkill (my personal choice would be HMS Agamemnon). Please note it will have all the problems that all the boats currently have, and may have a few new ones.
Your offer of modeling assistance is appreciated but neither necessary nor helpful at this juncture, as the boats are constructed entirely in code (there is no 3D model involved). It's a painstaking (/ful) process, but it enables component re-use, dynamic damage (which hasn't been coded yet) and dynamic coloring (which hasn't been coded yet).
I've decided to work on one last 1.7 build before updated SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I have so far on the must-fix list:
BUG: avatar position above boat when at helm (can't reproduce, need more info)
BUG: custom block types not properly recognized as air/water/land
FEATURE: config option to adjust block damage (percentage modifier?)
FEATURE: config option to adjust boat speed (percentage modifier?)
FEATURE: config option to adjust boat health (percentage modifier?)
On the nice-to-have list:
BUG: water particles not showing up properly
BUG: able to place boat underwater
FEATURE: NotEnoughKeys support
FEATURE: config option to change boat color
FEATURE: Terrafirmacraft support (addressed by fixing block type recognition bug?)
On the TBD (ie, not sure if it's still a problem) list:
BUG: boat can drive on land
BUG: avatar teleported up into the air on dismount
BUG: can't see other player avatars in their boats
BUG: Punt doesn't drop item when broken in creative
I've decided to work on one last 1.7 build before updated SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I have so far on the must-fix list:
BUG: avatar position above boat when at helm (can't reproduce, need more info)
BUG: custom block types not properly recognized as air/water/land
FEATURE: config option to adjust block damage (percentage modifier?)
FEATURE: config option to adjust boat speed (percentage modifier?)
FEATURE: config option to adjust boat health (percentage modifier?)
On the nice-to-have list:
BUG: water particles not showing up properly
BUG: able to place boat underwater
FEATURE: NotEnoughKeys support
FEATURE: config option to change boat color
FEATURE: Terrafirmacraft support (addressed by fixing block type recognition bug?)
On the TBD (ie, not sure if it's still a problem) list:
BUG: boat can drive on land
BUG: avatar teleported up into the air on dismount
BUG: can't see other player avatars in their boats
BUG: Punt doesn't drop item when broken in creative
BUG: boat disappears on chunk reload
BUG: MC crash on entering boat
SERIOUSLY COOL: Hoy catches on fire at dock
IRRITANT: log spam
Please respond as your conscience dictates.
Sounds good! On the TBD list,
BUG: avatar teleported up into the air on dismount
BUG: can't see other player avatars in their boats
I've decided to work on one last 1.7 build before updating SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I (think I) have fixed so far:
BUG: halyards on Hoy not positioned correctly
BUG: boat doesn't drop item when broken in creative
FEATURE: config option to adjust block damage
FEATURE: config option to adjust entity damage
FEATURE: config option to adjust boat speed
FEATURE: config option to adjust boat health
FEATURE: config option to change default boat colors
TWEAK: Whitehall helm position
What I have so far on the must-fix list:
BUG: avatar position above boat when at helm (still can't reproduce this)
BUG: custom block types not properly recognized as air/water/land (twiddled, probably not a complete fix)
BUG: avatar teleported up into the air on dismount (twiddled something else, may have fixed this)
BUG: can't see other player avatars in their boats (not tested yet)
On the nice-to-have list:
BUG: water particles not showing up properly
BUG: able to place boat underwater
FEATURE: NotEnoughKeys support
FEATURE: Terrafirmacraft support (addressed by fixing block type recognition bug?)
On the TBD (ie, not sure if it's still a problem) list:
BUG: boat can drive on land
BUG: boat disappears on chunk reload
BUG: MC crash on entering boat
SERIOUSLY COOL: Hoy catches on fire at dock
IRRITANT: log spam
Please respond as your conscience dictates.
Respond with a "GIMME! GIMME!" when I've fixed something you absolutely have to have right now.
I've decided to work on one last 1.7 build before updating SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I (think I) have fixed so far:
BUG: halyards on Hoy not positioned correctly
BUG: boat doesn't drop item when broken in creative
FEATURE: config option to adjust block damage
FEATURE: config option to adjust entity damage
FEATURE: config option to adjust boat speed
FEATURE: config option to adjust boat health
FEATURE: config option to change default boat colors
TWEAK: Whitehall helm position
What I have so far on the must-fix list:
BUG: avatar position above boat when at helm (still can't reproduce this)
BUG: custom block types not properly recognized as air/water/land (twiddled, probably not a complete fix)
BUG: avatar teleported up into the air on dismount (twiddled something else, may have fixed this)
BUG: can't see other player avatars in their boats (not tested yet)
On the nice-to-have list:
BUG: water particles not showing up properly
BUG: able to place boat underwater
FEATURE: NotEnoughKeys support
FEATURE: Terrafirmacraft support (addressed by fixing block type recognition bug?)
On the TBD (ie, not sure if it's still a problem) list:
BUG: boat can drive on land
BUG: boat disappears on chunk reload
BUG: MC crash on entering boat
SERIOUSLY COOL: Hoy catches on fire at dock
IRRITANT: log spam
Please respond as your conscience dictates.
Respond with a "GIMME! GIMME!" when I've fixed something you absolutely have to have right now.
just tell me when the update comes out
oh,there's a reposted small boats in 9minecraft i found 1.7.10 in there and buggy
BUGS:
you spawn on top of the boat when riding the boat
unwalkable deck in hoy
working cannons but unworking cabin
FEATURES:
ready guns(Hoy)P
shoot left:LEFT BRACKET
shoot left:counterclockwise of left bracket
try it
oh,almost forgotten(fore 9minecraft)
keep th underwater bug and landboat bug that makes small boats get more downloads and cooler
Hoy just freaked out on my forge server. Using forge 1401 and this is the pastebin for the time out. Was just sailing the hoy and it then timed me out of the game and crashed the server. There isn't any more details I could conjure up the console for client didnt give anything http://pastebin.com/5eSv33jX
Update...forced restart on server and still had mod on. I logged in on the boat and the spam on singleplayer console was coming in. I looked back before I crashed and saw several hoys where I was traveling. I only spawned one in. Here is the console for client when logging back in after a force restart. http://pastebin.com/F7MtdGjb
Looks like the NBT got hosed... no indicator as to why. Log snippets you posted indicate the child entities just "went away," and it tried to rebuild the boat.
Maybe a memory problem? How long had this server been running?
Awger, i have done some research into the west indies (or as its also know the Caribbean not sure if they both exactly the same thing) and as much as i still would like to build you a half scale map of the Caribbean i cannot find the measurements for length of the caribbean sea and the height maps i made from satellite images on google did not turn out to be a good idea after all, i am curious as to if you may have those measurements or a means of finding them that i have not thought of (seriously i have looked on google for hours and found only the area amount it covers with that being 2,754,000 km2 [1,063,000 sq mi].) i suppose until someone suggest any idea on how to make a half scale map of the Caribbean i will try finding maps of the islands i deem important to have on the map and try making them by hand.
i also took the liberty of looking up the HMS Agamemnon:)
Hey Awger ! Seems there is still some ajustments to do with new version... The hoy is not well rendered once got off sight, then on sight again. In this state, it cannot be mounted, and stays even when removed (creative). All is OK when the game is quitted, then reloaded. Keep up ! This is not a complaint, just to help.
*&^%$#@!
Looks like half the child entities are missing.
How far away did you go before you came back and found it that way?
looking good man
For the time being, the version referenced a page or two ago (https://www.mediafire.com/?pr324xn1eb6v8qa) is all I can offer. It should be okay on 1.7.10, but it has problems.
I haven't updated my dev environment to 1.8 yet, haven't had any time. Hopefully the crush at the day job will ease up in April. Not sure what version will be current at that time, but I'll be looking at whether to update then or release another version for 1.7 before updating.
Feature Request: NotEnoughKeys Support
NotEnoughKeys gives you the ability to add [shift] [alt] [ctrl] to keyboard commands. It also organizes the controls section in the minecraft menu.
However, it only works for a particular mod if the mod developer adds support for it.
NotEnoughKeys API
NotEnoughKeys Curse Forge Project Site
NotEnoughKeys Minecraft Forum Site
This mod is amazing! I just finished watching PopularMMOs review of it, and the Hoy looks especially awesome. It'd be awesome if they added this mod into the vanilla game. I could see this fitting in quite well.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Cool mod!
I read a fair amount of the comments on this forum page for the mod and recall a few people sugesting Awger implements bigger ships, I for one believe that if he wishes to do so in future it would make the mod better than anyone could have imagined. Awger stated that he has no reason to build ships as large as brigands, frigates, and of course the famous man o' war. to get to my point I'm offering to build a large scale map of an ocean with islands for Awger to put up for download i do not want anything in return but to know if i do this would larger ships be implemented into the mod. if i knew how to use 3D modelling outside of cinema 4D i would gladly aid with ship modelling as well. the decision is yours to make Awger, i do hope you accept my offer to build a large enough map for someone to turn into a server for your mod or for anyone to use as a private server for them and their friends.
good luck with the mod Awger and keep up the great work.
Interesting... I'll look into that.
Not sure what that is... client? server? Any other messages before or after?
There are mechanisms in the code to adjust speed, they're just not exposed in the config files. Doable.
Not entirely accurate.
My initial concern with large ships was MC's ability to keep up with the overhead of having thousands of entities clustered together. Turns out, that doesn't seem to be a problem.
Second concern is a question of scale (distance), from a gameplay perspective. Large sailing ships take weeks to cross oceans, but that is neither fun, nor accurately represented in MC's view of world scale, time, and oceanography.
Third concern is a question of destruction -- to wit, even the meager Hoy, with only a couple of 6 pounders, can wreak havoc on the environment, leading to several requests to disable block damage.
Fourth concern is related to the previous two, and is relative scale of destruction. Big ships wreak big havoc -- on the environment, and other ships.
Fifth isn't really a concern so much as it is a priority -- that being, I'd like the boats to work properly. Once I get some aspect of a boat working (ex: cannon) it's really easy to make more of them, but doing so is much less important than being able to walk on the deck -- or carry animals.
In days (weeks, months... I guess we're into years now?) gone by, there's been quite a lot of discussion on game mechanics and how ships (big or otherwise) would fit in to the existing MC paradigms of raw material collection and item construction. Turns out it's not a simple question to answer. To date, I've chosen to ignore the question of "what's the recipe" and instead concentrated on turning code into something useful -- and the definition of useful has been driven by a desire to transport lots of stuff from here to somewhere way over there.
Building big ships with lots of guns isn't about transporting stuff so you can start building over yonder; it's about blowing stuff up. That's a very different kind of gameplay, and has different balance issues, many of which are technical in nature. For example -- right now, there's no wind, so a boat can go in any direction it wants at its maximum speed. This isn't realistic but, more importantly, it means that smaller boats will forever be fodder for bigger boats, because they can't escape upwind. That's not the kind of game I was trying to build, and I don't think anyone (in a small boat, at least) would have much fun playing it.
To build BIG ships, you'd probably have to abandon some core MC concepts and replace them with something else. Not impossible, but kinda outside the scope of something purporting to be a boat mod. This too has been discussed in the past, and I'm of the opinion that my boats could be a part of that, but I'd prefer that someone else write that code.
To wit: If you'd like to volunteer to create a half-scale (I think it's half scale, I did those calculations a while ago, so I'm not sure) Caribbean map, and figure out some new game mechanic for spawning large boats into it, I would be happy to build you a rated ship of the line -- although I respectfully suggest that anything over 3rd rate would be massive overkill (my personal choice would be HMS Agamemnon). Please note it will have all the problems that all the boats currently have, and may have a few new ones.
Your offer of modeling assistance is appreciated but neither necessary nor helpful at this juncture, as the boats are constructed entirely in code (there is no 3D model involved). It's a painstaking (/ful) process, but it enables component re-use, dynamic damage (which hasn't been coded yet) and dynamic coloring (which hasn't been coded yet).
Request For Comment
I've decided to work on one last 1.7 build before updated SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I have so far on the must-fix list:
On the nice-to-have list:
On the TBD (ie, not sure if it's still a problem) list:
Please respond as your conscience dictates.
Sounds good! On the TBD list,
I can confirm that these problems still exist.
Request For Comment (updated)
I've decided to work on one last 1.7 build before updating SmallBoats to 1.8, and am soliciting commentary on what should be fixed / included. Please note that, the more stuff that gets rolled into this build, the longer it will take, and the longer it will take me to get my dev environment updated to 1.8 to start working on that.
Preference will be given to fixing bugs vs adding new features.
What I (think I) have fixed so far:
What I have so far on the must-fix list:
On the nice-to-have list:
On the TBD (ie, not sure if it's still a problem) list:
Please respond as your conscience dictates.
Respond with a "GIMME! GIMME!" when I've fixed something you absolutely have to have right now.
just tell me when the update comes out
oh,there's a reposted small boats in 9minecraft i found 1.7.10 in there and buggy
BUGS:
you spawn on top of the boat when riding the boat
unwalkable deck in hoy
working cannons but unworking cabin
FEATURES:
ready guns(Hoy)P
shoot left:LEFT BRACKET
shoot left:counterclockwise of left bracket
try it
oh,almost forgotten(fore 9minecraft)
keep th underwater bug and landboat bug that makes small boats get more downloads and cooler
Hoy just freaked out on my forge server. Using forge 1401 and this is the pastebin for the time out. Was just sailing the hoy and it then timed me out of the game and crashed the server. There isn't any more details I could conjure up the console for client didnt give anything http://pastebin.com/5eSv33jX
Update...forced restart on server and still had mod on. I logged in on the boat and the spam on singleplayer console was coming in. I looked back before I crashed and saw several hoys where I was traveling. I only spawned one in. Here is the console for client when logging back in after a force restart. http://pastebin.com/F7MtdGjb
Looks like the NBT got hosed... no indicator as to why. Log snippets you posted indicate the child entities just "went away," and it tried to rebuild the boat.
Maybe a memory problem? How long had this server been running?
Awger, i have done some research into the west indies (or as its also know the Caribbean not sure if they both exactly the same thing) and as much as i still would like to build you a half scale map of the Caribbean i cannot find the measurements for length of the caribbean sea and the height maps i made from satellite images on google did not turn out to be a good idea after all, i am curious as to if you may have those measurements or a means of finding them that i have not thought of (seriously i have looked on google for hours and found only the area amount it covers with that being 2,754,000 km2 [1,063,000 sq mi].) i suppose until someone suggest any idea on how to make a half scale map of the Caribbean i will try finding maps of the islands i deem important to have on the map and try making them by hand.
i also took the liberty of looking up the HMS Agamemnon:)
Yes, "Caribbean" = "West Indies"
"East Indies" refers to Southeast Asia
Topographical data can be found here: http://pubs.usgs.gov/of/1997/ofr-97-470/OF97-470K/graphic/data.html
If memory serves, someone (sorry, I don't recall who) had some wizardry for taking USGS topo data and turning it into MC maps.
For towns and other points of interest, I'd recommend: http://thereedfoundation.org/rism/maps/19th.htm
Nota Bene: I haven't laid it out, but I'm guessing Agamemnon will draw 5-7 blocks, most definitely making it a deep-water ship.
New Version Available
Get it here: https://www.mediafire.com/?62vlfqfjdczcp12
Unless somebody finds something catastrophic, this will be the last version of Small Boats for MC 1.7
If this works out I'll update the head page.
*&^%$#@!
Looks like half the child entities are missing.
How far away did you go before you came back and found it that way?
How do you find time to code amidst family life?
My wife works every other weekend.
And occasionally, insomnia.
Alright, looking into it.
I was noodling through some things this afternoon, I have a partial idea of what the problem might be.
Do you have logs from the server crash?