Is their a plan to have some ship/boat be capable to transport mod like cow and other animals. Maybe the Hoy could do this or a barges that can care two or three mods
I can't say there's a plan per se, but that is a desired capability. I haven't worked out the "how," yet.
Couple of problems with the hoy - I know its WIP, just so you are aware. It despawns too if you leave it and return. Whitehall and Punt seems to be fine.
I tried leaving the game and then coming back, Hoy still there. I flew away a few chunks and came back, Hoy still there. What did you do to make the Hoy disappear?
I just downloaded the 1.5.1 version. I love it! Thanks so much for adding the hoy to look at! I'm excited to use it when we can interact with it. Thank you for updating. It was worth the wait. Watching for future updates and new developments.
Yes, I got the logs, but too much junk to see when exactly it happend. Better to try and reproduce. No problem, but give me some hours, We are going to be a little tied up with a cousin's wedding this saturday...
I'm similarly occupied... my son is being confirmed today. No rush.
Now that I think of it. Should I try with the latest version, or the one already installed in my machine? Would do the test with both help at all?
I'd like to say it shouldn't matter... the only real difference between the two versions is that #2 uses the alternate obfuscation.
a few suggestions though (even though they have probably been suggested):
1: Higher boat heath, not 100% sure how to change the health for a non-mob entity, but I am sure it can be done.
2: Add proper collision boxes, pretty sure you have this planed, but I thought I would say it anyways.
3: Kinda like 2, but it is really hard to shoot arrows from the boat due to the fact that you will often hit the sail (even if the sail is clearly not where you are shooting)
4: A bit different names for the chests, rather then Port.Chest, you could make it Port Chest, ect.
But otherwise, keep up the good work, I find it hard to wait to see what the hoy will be when it is fully functional.
Yes, there will be cannon, but they won't be Balkon's. The way these boats are constructed does not lend itself to integrating someone else's mod like that (it's a code thing), and I plan on animating my cannon (open the gun ports and run the guns out). To wit: You can't see them, but the Hoy already has gun ports; they're just closed, and they're using the same texture as the gunwales.
Performance of the boats will be managed in a relative sense, meaning big, fat boats will be slower than small, skinny boats. I've noodled on this quite a bit, and I have a fair idea of some formulae, but I don't yet know how it will work out in practice.
This sounds good. Maybe 2 types of cannons like real life ships? a few swivel for accuracy, but are not as powerful, while the more powerful ones are stationary and point directly outwards.
EDit:
I have not yet updated everything to 1.5.2 ... but (at c_death's suggestion) looked into the alternate build (using SRG names). The change was trivial on my end, so it was worth a shot.
(not sure if important) place a second whitehall trying to get out by shift-right click. break the exceeding whitehall with weapon
fly about a hundred metters north, place a third whitehall
got distracted, remember I was going to mark with some kind of columns the area that wont be cleared when reseting the map. I fly about another hundred metters east
the thing crash and burns the second I try to fly back.
Crash report in spoiler
I was able to reproduce this, I'm looking into it now. MahawkyMagoo, this is probably the same bug you saw.
Hmm... looks like something's broken in the uuid handling of entities being restored from NBT. Not something I was working on, might be a Forge thing (?), I saw a comment in their changelog suggesting that they changed child entity handling in 1.5.
There appears to be a gaping hole in the persistent uuid handling in the base MC code: uuids are not properly updated on the client after an entity is loaded from NBT on the server. This bug goes back at least as far as Forge 660 (most likely, waaaaay farther back). I never noticed it before because my testing didn't involve traveling between boats in two different chunks (just multiple boats in the same chunk).
I'll report the bug to Mojang, but this is something of a fringe case (I think I'm the only modder anywhere using child entities), and I'm fairly certain that I can work around it quicker than Mojang can fix it.
This sounds good. Maybe 2 types of cannons like real life ships? a few swivel for accuracy, but are not as powerful, while the more powerful ones are stationary and point directly outwards.
Cannon and carronade. The carronades are shorter-ranged than the cannon, but fire a heavier projectile and use less powder. Carronades generally had a better arc of fire due to their mounts.
There appears to be a gaping hole in the persistent uuid handling in the base MC code: uuids are not properly updated on the client after an entity is loaded from NBT on the server. This bug goes back at least as far as Forge 660 (most likely, waaaaay farther back). I never noticed it before because my testing didn't involve traveling between boats in two different chunks (just multiple boats in the same chunk).
I'll report the bug to Mojang, but this is something of a fringe case (I think I'm the only modder anywhere using child entities), and I'm fairly certain that I can work around it quicker than Mojang can fix it.
i think the zeppelin mod used (is it dead? i haven't seen anything in months) child entities
Then again, maybe not. I got a slew of emails from MediaFire today saying that my jar files violated their TOS, and downloads were disabled. I have no idea what they're smoking, but I opened a ticket with them.
i think the zeppelin mod used (is it dead? i haven't seen anything in months) child entities
If the Zeppelin mod uses child entities, I can understand why you haven't seen an update in months. I've spent a lot of time dealing with child entity issues, and neither Mojang or Forge are making it any easier.
I can't say there's a plan per se, but that is a desired capability. I haven't worked out the "how," yet.
The "smallboat" isn't a boat... it's just the back-end code for the Punt and the Whitehall.
The Hoy should have a full set of textures, and you can place a Hoy in the world, but you can't interact with it yet.
Nothing to see inside the Hoy just yet, but you can fly in there if you like.
Sweet. I'll leave that DL link here in the thread, but the main download link won't be updated until I release a 1.5.2 version.
I tried leaving the game and then coming back, Hoy still there. I flew away a few chunks and came back, Hoy still there. What did you do to make the Hoy disappear?
I'm similarly occupied... my son is being confirmed today. No rush.
I'd like to say it shouldn't matter... the only real difference between the two versions is that #2 uses the alternate obfuscation.
a few suggestions though (even though they have probably been suggested):
1: Higher boat heath, not 100% sure how to change the health for a non-mob entity, but I am sure it can be done.
2: Add proper collision boxes, pretty sure you have this planed, but I thought I would say it anyways.
3: Kinda like 2, but it is really hard to shoot arrows from the boat due to the fact that you will often hit the sail (even if the sail is clearly not where you are shooting)
4: A bit different names for the chests, rather then Port.Chest, you could make it Port Chest, ect.
But otherwise, keep up the good work, I find it hard to wait to see what the hoy will be when it is fully functional.
This sounds good. Maybe 2 types of cannons like real life ships? a few swivel for accuracy, but are not as powerful, while the more powerful ones are stationary and point directly outwards.
EDit:
Link seems to be down.
Will retry in alt. browser. Definitely down. Cant access the download for some reason... And thus my sad grows more and moreI was able to reproduce this, I'm looking into it now. MahawkyMagoo, this is probably the same bug you saw.
Hmm... looks like something's broken in the uuid handling of entities being restored from NBT. Not something I was working on, might be a Forge thing (?), I saw a comment in their changelog suggesting that they changed child entity handling in 1.5.
There appears to be a gaping hole in the persistent uuid handling in the base MC code: uuids are not properly updated on the client after an entity is loaded from NBT on the server. This bug goes back at least as far as Forge 660 (most likely, waaaaay farther back). I never noticed it before because my testing didn't involve traveling between boats in two different chunks (just multiple boats in the same chunk).
I'll report the bug to Mojang, but this is something of a fringe case (I think I'm the only modder anywhere using child entities), and I'm fairly certain that I can work around it quicker than Mojang can fix it.
Suggested Crafting:
Furnace | Glass | Iron block
Lapis | Lapis | Lapis
Obsidian | Hoy | Obsidian
Not sure how to load/unload ship
Should work with UE mods
Thank you Awger, for this GREAT mod!
This is still based on the 1.5.1 with SRG linkage. This build should fix the problem with boats disappearing when you leave the chunk.
Cannon and carronade. The carronades are shorter-ranged than the cannon, but fire a heavier projectile and use less powder. Carronades generally had a better arc of fire due to their mounts.
See http://www.minecraftforum.net/topic/1599100-wip-small-boats-elegant-punt-whitehall/page__view__findpost__p__20496198
Seems to be back now...
i think the zeppelin mod used (is it dead? i haven't seen anything in months) child entities
Do you mean that you do not know were the animals should be inside the ship. Or you do not know how to coding it
Then again, maybe not. I got a slew of emails from MediaFire today saying that my jar files violated their TOS, and downloads were disabled. I have no idea what they're smoking, but I opened a ticket with them.
Hadn't really thought about it, but I don't see why not.
If the Zeppelin mod uses child entities, I can understand why you haven't seen an update in months. I've spent a lot of time dealing with child entity issues, and neither Mojang or Forge are making it any easier.