I was reading 10,000 leagues under the sea, and I remember you saying that you could find special blueprints in dungeons and
such (though I can't seem to find it) . I think it would be the coolest thing if one of those blueprints was the Nautilus, which would
have the ability to submerge under water.
I tried, but Captain Nemo wouldn't let me share the schematics
If 1.7 is about the oceans, I really hope this (or whatever this becomes when Mojang modifies the concept enough to claim plausible deniabilility) is included in it. Also, something someone mentioned sparked a thought. It would be great if there were a barge/freighter boat, either with built in pens, or having a large hold where fences and chests can be placed to either put up animal pens or mass item storage...maybe even allow beds to go there, if you want to convert it to a passenger ship.
Well, if you'd look at the ships' models, you'd see areas like that already.
Again, thanks guys for all your kind words and support, this thread wouldn't be famous without all you
Rollback Post to RevisionRollBack
Check out Boats Evolved; the fancy huge customizable boats Notch tweeted about brought to life!
Okay, I learned something really cool, at least to developers like me (although the average player probably won't care). In seeking through some Forge tutorials, I just learned that in the 1.6.1 and forward versions can use .png textures that are perfect squares, multiples of 256 pixels on a side, which means that the gui overlays can become even larger and more detailed. (Although the mod doesn't have to use the full space on a gui texture, any png used for the gui background must be multiples of 256 in size, and width and height must be equal.)
For the concept of a shipwright-type block, where the screen layout for laying out the components to build a better boat are concerned, this means an even wider amount of on-screen potential.
For consistency with vanilla gui screens, it seems an 8-pixel border is used around the inner contents and for rounded edges; the player inventory, for example, is always nine "inventory slots" in width, and a number of rows of slots tall ... leaving a bit of vertical space between sections for titles and text labels. Each "slot" is 18x18 pixels, because the block and item pngs are 16x16, and slots are drawn with a 1-pixel 'recessed' appearance around each of them.
What makes this so interesting to me is in seeing the raw size and number of slots that can be placed in a gui screen. Assuming no other vertical or horizontal spacings are used, a 256x256 pixel .png (excepting the rounded borders) could hold 240 divided by 18, or 13.3333, or 13 rounded off, rows of slots, as well as slots per row, totalling 169 total slots. With a 512x512 pixel png, say, usable space for slots become 496 divided by 18, or at least 27 slots wide and tall, for cumulative 729 total slots.
My current theory for a shipwright block, is that I can have one screen for unshifted-clicking on the block, and another screen for shift-clicking the same block. So, say the normal method of clicking on a block gets you the "inventory view" showing the player's inventory and the inventory of the block itself; the shifted method would allow for showing the layout and building the actual boat and internals.
(The above plan could potentially be of use to getting the user-access permissions for the shipyard block; certain players could be allowed to view only, some players could add or remove from the shipyard inventory, and yet other players could do all that AND build the ship, so that not everyone could use the shipyard to build a monstrous ship. Useful for guilds and teams, right? That is, if this could possibly be used in SMP servers; I'd just have to figure out an API for permissions, and then implement it.)
I would be interested in seeing more elaborate and creative uses of gui screen space, and I'm working on something for a more complex shipyard construction layout, for assembling ship blueprints which may go into a "Boats Evolved" mod, which I might post a sample to my deviantArt profile. Actually, I'm (almost) to the point of being able to see how the "Boats Evolved" mod might work, in concept, but the implementation of certain aspects, notably the 3d models and rendering, are sometimes elusive....
So, ThesaurusRex84 (and fellow thread-readers), do you have any further ideas for the gui layout?
If 1.7 is about the oceans, I really hope this (or whatever this becomes when Mojang modifies the concept enough to claim plausible deniabilility) is included in it. Also, something someone mentioned sparked a thought. It would be great if there were a barge/freighter boat, either with built in pens, or having a large hold where fences and chests can be placed to either put up animal pens or mass item storage...maybe even allow beds to go there, if you want to convert it to a passenger ship.
Agreed! It would be amazing to be able to take animals over seas, as well as sleep on your boat/ship!
Okay, I learned something really cool, at least to developers like me (although the average player probably won't care). In seeking through some Forge tutorials, I just learned that in the 1.6.1 and forward versions can use .png textures that are perfect squares, multiples of 256 pixels on a side, which means that the gui overlays can become even larger and more detailed. (Although the mod doesn't have to use the full space on a gui texture, any png used for the gui background must be multiples of 256 in size, and width and height must be equal.)
For the concept of a shipwright-type block, where the screen layout for laying out the components to build a better boat are concerned, this means an even wider amount of on-screen potential.
For consistency with vanilla gui screens, it seems an 8-pixel border is used around the inner contents and for rounded edges; the player inventory, for example, is always nine "inventory slots" in width, and a number of rows of slots tall ... leaving a bit of vertical space between sections for titles and text labels. Each "slot" is 18x18 pixels, because the block and item pngs are 16x16, and slots are drawn with a 1-pixel 'recessed' appearance around each of them.
What makes this so interesting to me is in seeing the raw size and number of slots that can be placed in a gui screen. Assuming no other vertical or horizontal spacings are used, a 256x256 pixel .png (excepting the rounded borders) could hold 240 divided by 18, or 13.3333, or 13 rounded off, rows of slots, as well as slots per row, totalling 169 total slots. With a 512x512 pixel png, say, usable space for slots become 496 divided by 18, or at least 27 slots wide and tall, for cumulative 729 total slots.
My current theory for a shipwright block, is that I can have one screen for unshifted-clicking on the block, and another screen for shift-clicking the same block. So, say the normal method of clicking on a block gets you the "inventory view" showing the player's inventory and the inventory of the block itself; the shifted method would allow for showing the layout and building the actual boat and internals.
(The above plan could potentially be of use to getting the user-access permissions for the shipyard block; certain players could be allowed to view only, some players could add or remove from the shipyard inventory, and yet other players could do all that AND build the ship, so that not everyone could use the shipyard to build a monstrous ship. Useful for guilds and teams, right? That is, if this could possibly be used in SMP servers; I'd just have to figure out an API for permissions, and then implement it.)
I would be interested in seeing more elaborate and creative uses of gui screen space, and I'm working on something for a more complex shipyard construction layout, for assembling ship blueprints which may go into a "Boats Evolved" mod, which I might post a sample to my deviantArt profile. Actually, I'm (almost) to the point of being able to see how the "Boats Evolved" mod might work, in concept, but the implementation of certain aspects, notably the 3d models and rendering, are sometimes elusive....
So, ThesaurusRex84 (and fellow thread-readers), do you have any further ideas for the gui layout?
So if I'm reading you correctly, shiftclicking the Shipwright block would show something like the GUI that is depicted in the idea, and rightclicking opens up some sort of Shipwright inventory? I'm not quite sure I understand.
Minecraft has been kinda 'communist' (if you mind the term) about things like this -- players can breed horses, enchant items, open chests etc. in vanilla without regard to ownership. SMP servers usually work around this by just adding a plugin that protects them. Of course, what you just proposed could still be put to use, as there are certain elements in Minecraft that do exhibit ownership.
I don't want to sound biased but I would think that the Shipwright GUI portrayed in the idea would suffice, unless there is something wrong with it I didn't see. The only problem with it I think is the waiting time inbetween adding materials to build the ship with (and researching), as some players may not like to wait for that (You can already walk away from it while it's 'cooking', at least). I put that in to emulate the feeling of actually constructing the ship hull, or studying your blueprints to figure out on how to improve them. Your average Joe using the Shipwright also isn't much of a problem as the 3 things you need for a ship is blueprints, wood, and experience points. And once that's all said and done all the Shipwright does is spawn a hull when complete. Propulsion systems, armor, and other components are added while you're actually onboard and are in possession of a Hammer, which you can use to edit the ship.
With the addition of carpets I believe that some of the coding is already there based on the principle that you can stand on carpets and wont fall through even if there isn't a solid block (torch) under the carpet. Just rotate the carpet upright and you have the thin walls of the ship.
Thoughts:
If the ship sinks it would rotate to match the plane of the ocean floor and just sit there ready to be looted. The bell would be located in the captains quarters. Wrecked ships would spawn during world generation and would have loot (like villages). They would also contain bells and would have boats unobtainable in survival except by finding the bell of that ship (kind of like chain mail armor from villagers).
This would be amazing and I think that were coming up on the time of implementation so I think its the ocean update or never.
With the addition of carpets I believe that some of the coding is already there based on the principle that you can stand on carpets and wont fall through even if there isn't a solid block (torch) under the carpet. Just rotate the carpet upright and you have the thin walls of the ship.
Thoughts:
If the ship sinks it would rotate to match the plane of the ocean floor and just sit there ready to be looted. The bell would be located in the captains quarters. Wrecked ships would spawn during world generation and would have loot (like villages). They would also contain bells and would have boats unobtainable in survival except by finding the bell of that ship (kind of like chain mail armor from villagers).
This would be amazing and I think that were coming up on the time of implementation so I think its the ocean update or never.
Even if they don't add bigger boats in the upcoming update, they should consider it for a future one. 'This update or never' would suck. Big time.
The one aspect of the game that hasn't gotten a lot of love is oceans and travel on them. I know one thing is certain. Oceans don't necessarily need to be bigger and the little fishing boats we get are a joke. I did some exploring on my survival world awhile back and came to an ocean that didn't seem to end. As a matter of fact, after traveling -5000 distance in one direction, I did an about face and returned home. I was worried I'd get stuck out in the ocean if something were to happen to the one boat I had left. All I was finding was occasional little land blocks(not even islands) just big enough to stand on. Bigger boats would make that kind of exploring a LOT more reasonable. Granted, we could just carry the supplies we need for building little boats with us and just make more but what the heck is the point of continually building a baby boat all the time when exploring.
I can just see Christopher Columbus traveling the oceans in a 6-7 foot comedy boat that he continually rebuilds as it sinks...
Even if they don't add bigger boats in the upcoming update, they should consider it for a future one. 'This update or never' would suck. Big time.
The one aspect of the game that hasn't gotten a lot of love is oceans and travel on them. I know one thing is certain. Oceans don't necessarily need to be bigger and the little fishing boats we get are a joke. I did some exploring on my survival world awhile back and came to an ocean that didn't seem to end. As a matter of fact, after traveling -5000 distance in one direction, I did an about face and returned home. I was worried I'd get stuck out in the ocean if something were to happen to the one boat I had left. All I was finding was occasional little land blocks(not even islands) just big enough to stand on. Bigger boats would make that kind of exploring a LOT more reasonable. Granted, we could just carry the supplies we need for building little boats with us and just make more but what the heck is the point of continually building a baby boat all the time when exploring.
I can just see Christopher Columbus traveling the oceans in a 6-7 foot comedy boat that he continually rebuilds as it sinks...
I think I did around that much traveling in creative but I cheated by putting something heavy on the key. I never do any water travel if I can't see the destination so bigger boats need to be in minecraft in my opinion.
I love this idea but i think that a shipyard should only be used for upgrading ships, not creating new ones.
ex. You use a crafting table to craft a dinghy. Then use a shipyard to get a better hull and better propulsion systems. Once you have all of that, you can find a shipwright in a seaside village (which should be made more common) and pay him emeralds to upgrade your ship. Prices will vary with the kind of ship and you will find your ship at a dock. I also think steam engines are a bad idea. sails and oars are just fine. You should also be able to craft a flag and customize it once you attach it to a mast. There should also be a flagship which automatically upgrades which every ship you add to your fleet.
So if I'm reading you correctly, shiftclicking the Shipwright block would show something like the GUI that is depicted in the idea, and rightclicking opens up some sort of Shipwright inventory? I'm not quite sure I understand.
Basically, yes. Although the way I had it thought out felt a bit more 'eloquent' in my head.
Minecraft has been kinda 'communist' (if you mind the term) about things like this -- players can breed horses, enchant items, open chests etc. in vanilla without regard to ownership. SMP servers usually work around this by just adding a plugin that protects them. Of course, what you just proposed could still be put to use, as there are certain elements in Minecraft that do exhibit ownership.
I wouldn't exactly say it's "communist"; just see how someone who spends a few days being a logger and collecting a few stacks of wood reacts if someone were to come by and "borrow" most or all of it.... and Why only "certain elements" exhibit ownership? Aside from the collaborative-effort "let's play" videos to be found on YouTube or twitch.tv, I've always had the impression it is all, or mostly, about "player buy-in", with what you can do to your world.
To be fair, I tend to the latter viewpoint, and I had assumed the vast majority does as well. At least, ownership, in the sense that if I exert effort to gather resources, and then make something from those resources, it would not be sporting of someone else to just use or consume those resources without permission from me. Then again, perhaps that's one reason I haven't joined any Minecraft servers.
Yes, I know a plugin can give some protection, but it is still optional. I was thinking of developing a 'permissions' plugin or framework of my own, customized more to the blocks, items, and tile entities relevant to a shipyard and blueprint activity.
I don't want to sound biased but I would think that the Shipwright GUI portrayed in the idea would suffice, unless there is something wrong with it I didn't see. The only problem with it I think is the waiting time inbetween adding materials to build the ship with (and researching), as some players may not like to wait for that (You can already walk away from it while it's 'cooking', at least). I put that in to emulate the feeling of actually constructing the ship hull, or studying your blueprints to figure out on how to improve them. Your average Joe using the Shipwright also isn't much of a problem as the 3 things you need for a ship is blueprints, wood, and experience points. And once that's all said and done all the Shipwright does is spawn a hull when complete. Propulsion systems, armor, and other components are added while you're actually onboard and are in possession of a Hammer, which you can use to edit the ship.
Sorry for the delay!
Nothing wrong with the original idea, per-se; I am just hoping to expand on that original idea and make some adaptations with my suggestions and implementations. The biggest holding point, for me, was always that I needed to see that the whole of it would be self-balancing in design. If this were to be developed as a multiplayer mod, as I believe far too many people expressed their wishes for it in earlier pages, I didn't want it to inadvertently unbalance the game. I had not quite yet picked up on the idea that building a ship could, should, or would take experience points as part of the build (probably just my fault for mis-understanding your gui panel); however, with a hefty enough XP cost per ship, that seems to be do-able somewhat.
If the ship sinks it would rotate to match the plane of the ocean floor and just sit there ready to be looted. The bell would be located in the captains quarters. Wrecked ships would spawn during world generation and would have loot (like villages). They would also contain bells and would have boats unobtainable in survival except by finding the bell of that ship (kind of like chain mail armor from villagers).
Yes, I suppose keeping them as non-block entities would work. But making it block-based 'fragments' of the ship using wood slabs, chests and the bell would hypothetically lessen the load on a computer.
As for looting naturally spawned shipwrecks, I don't think they should have bells. I put bells into the idea as a sort of 'savegame' for your ships. Instead, if the shipwreck is unique they should have their blueprints in one of their chests.
I wouldn't exactly say it's "communist"; just see how someone who spends a few days being a logger and collecting a few stacks of wood reacts if someone were to come by and "borrow" most or all of it.... and Why only "certain elements" exhibit ownership? Aside from the collaborative-effort "let's play" videos to be found on YouTube or twitch.tv, I've always had the impression it is all, or mostly, about "player buy-in", with what you can do to your world.
To be fair, I tend to the latter viewpoint, and I had assumed the vast majority does as well. At least, ownership, in the sense that if I exert effort to gather resources, and then make something from those resources, it would not be sporting of someone else to just use or consume those resources without permission from me. Then again, perhaps that's one reason I haven't joined any Minecraft servers.
Yes, I know a plugin can give some protection, but it is still optional. I was thinking of developing a 'permissions' plugin or framework of my own, customized more to the blocks, items, and tile entities relevant to a shipyard and blueprint activity.
Well, it's just that most servers I've played on seemed to have a slight 'work together' mentality, with asking to borrow wood and doing something for them in return, or being in a city where all your block production goes into the city's main building hut, where other players can take from to make their own buildings.
I suppose in Minecraft, things such as chests and horses are lacking permissions for the purpose that they are intended to be plundered or used communally, so it may be important to keep tabs on your carrack. Still, though, the thought of a giant ship that you've been working on just got taken away is rather frustrating. Surely there is some way to enable ownership while at the same time allowing it to be 'captured'.
Nothing wrong with the original idea, per-se; I am just hoping to expand on that original idea and make some adaptations with my suggestions and implementations. The biggest holding point, for me, was always that I needed to see that the whole of it would be self-balancing in design. If this were to be developed as a multiplayer mod, as I believe far too many people expressed their wishes for it in earlier pages, I didn't want it to inadvertently unbalance the game. I had not quite yet picked up on the idea that building a ship could, should, or would take experience points as part of the build (probably just my fault for mis-understanding your gui panel); however, with a hefty enough XP cost per ship, that seems to be do-able somewhat.
Yeah. There's enchantments that allow you to enhance your weapons, but in SMP servers where random PvP is allowed most people don't even have enchantments much less high level ones. Building a big ship would mean that you'd need to be staying alive for quite some time, at the SAME time being able to gather experience points in some way or another. So it's safe to say that the plebians won't be doing much time with ships
Plenty of support here - I was going to post something similar myself but I was a good boy and used search
I can't decide how would be best to design the ships though. Some kind of perspective view (like how you see your character when you enter the inventory) where you can assemble the blocks and view it from every direction would be cool. But it'd be tricky to do interiors, so building from first person might also be cool. Perhaps have a new class of block which, when you connect other blocks to it, defines the structure as a vehicle. So maybe you'd always construct the keel from this material, and then everything else would branch out from that? I dunno. Either way, I'd love to be able to build a floating home. Traverse the oceans. Maybe fight sea monsters...
Did...did you even read the idea? Or at least the ITKUFWCS?
Rollback Post to RevisionRollBack
Check out Boats Evolved; the fancy huge customizable boats Notch tweeted about brought to life!
Not as custom as you might like but still really cool; the one version fits all suits minecraft well anyhow! Small Boats The creator doesnt intend to make larger boats soon but they are already pretty big.
Great idea! It would be nice to have something to traverse thousands of ocean blocks other then 2x1 1-person boats!
support!Great idea! It would be nice to have something to traverse thousands of ocean blocks other then 2x1 1-person boats!
support!
They can already be customized.
I tried, but Captain Nemo wouldn't let me share the schematics
Well, if you'd look at the ships' models, you'd see areas like that already.
Again, thanks guys for all your kind words and support, this thread wouldn't be famous without all you
For the concept of a shipwright-type block, where the screen layout for laying out the components to build a better boat are concerned, this means an even wider amount of on-screen potential.
For consistency with vanilla gui screens, it seems an 8-pixel border is used around the inner contents and for rounded edges; the player inventory, for example, is always nine "inventory slots" in width, and a number of rows of slots tall ... leaving a bit of vertical space between sections for titles and text labels. Each "slot" is 18x18 pixels, because the block and item pngs are 16x16, and slots are drawn with a 1-pixel 'recessed' appearance around each of them.
What makes this so interesting to me is in seeing the raw size and number of slots that can be placed in a gui screen. Assuming no other vertical or horizontal spacings are used, a 256x256 pixel .png (excepting the rounded borders) could hold 240 divided by 18, or 13.3333, or 13 rounded off, rows of slots, as well as slots per row, totalling 169 total slots. With a 512x512 pixel png, say, usable space for slots become 496 divided by 18, or at least 27 slots wide and tall, for cumulative 729 total slots.
My current theory for a shipwright block, is that I can have one screen for unshifted-clicking on the block, and another screen for shift-clicking the same block. So, say the normal method of clicking on a block gets you the "inventory view" showing the player's inventory and the inventory of the block itself; the shifted method would allow for showing the layout and building the actual boat and internals.
(The above plan could potentially be of use to getting the user-access permissions for the shipyard block; certain players could be allowed to view only, some players could add or remove from the shipyard inventory, and yet other players could do all that AND build the ship, so that not everyone could use the shipyard to build a monstrous ship. Useful for guilds and teams, right? That is, if this could possibly be used in SMP servers; I'd just have to figure out an API for permissions, and then implement it.)
I would be interested in seeing more elaborate and creative uses of gui screen space, and I'm working on something for a more complex shipyard construction layout, for assembling ship blueprints which may go into a "Boats Evolved" mod, which I might post a sample to my deviantArt profile. Actually, I'm (almost) to the point of being able to see how the "Boats Evolved" mod might work, in concept, but the implementation of certain aspects, notably the 3d models and rendering, are sometimes elusive....
So, ThesaurusRex84 (and fellow thread-readers), do you have any further ideas for the gui layout?
Agreed! It would be amazing to be able to take animals over seas, as well as sleep on your boat/ship!
*Deep breath*...... This would be great, but the oceans need to be bigger!
This would be great though, I really like this idea.
[Error 404 could not be found]
Heck no! Oceans are big enough as it is that's why we need ships XD
I'm sure you were just trolling but still
ALSO add pirate raider while ur at it
So if I'm reading you correctly, shiftclicking the Shipwright block would show something like the GUI that is depicted in the idea, and rightclicking opens up some sort of Shipwright inventory? I'm not quite sure I understand.
Minecraft has been kinda 'communist' (if you mind the term) about things like this -- players can breed horses, enchant items, open chests etc. in vanilla without regard to ownership. SMP servers usually work around this by just adding a plugin that protects them. Of course, what you just proposed could still be put to use, as there are certain elements in Minecraft that do exhibit ownership.
I don't want to sound biased but I would think that the Shipwright GUI portrayed in the idea would suffice, unless there is something wrong with it I didn't see. The only problem with it I think is the waiting time inbetween adding materials to build the ship with (and researching), as some players may not like to wait for that (You can already walk away from it while it's 'cooking', at least). I put that in to emulate the feeling of actually constructing the ship hull, or studying your blueprints to figure out on how to improve them. Your average Joe using the Shipwright also isn't much of a problem as the 3 things you need for a ship is blueprints, wood, and experience points. And once that's all said and done all the Shipwright does is spawn a hull when complete. Propulsion systems, armor, and other components are added while you're actually onboard and are in possession of a Hammer, which you can use to edit the ship.
Sorry for the delay!
Hey, you asked for it.
Thoughts:
If the ship sinks it would rotate to match the plane of the ocean floor and just sit there ready to be looted. The bell would be located in the captains quarters. Wrecked ships would spawn during world generation and would have loot (like villages). They would also contain bells and would have boats unobtainable in survival except by finding the bell of that ship (kind of like chain mail armor from villagers).
This would be amazing and I think that were coming up on the time of implementation so I think its the ocean update or never.
Even if they don't add bigger boats in the upcoming update, they should consider it for a future one. 'This update or never' would suck. Big time.
The one aspect of the game that hasn't gotten a lot of love is oceans and travel on them. I know one thing is certain. Oceans don't necessarily need to be bigger and the little fishing boats we get are a joke. I did some exploring on my survival world awhile back and came to an ocean that didn't seem to end. As a matter of fact, after traveling -5000 distance in one direction, I did an about face and returned home. I was worried I'd get stuck out in the ocean if something were to happen to the one boat I had left. All I was finding was occasional little land blocks(not even islands) just big enough to stand on. Bigger boats would make that kind of exploring a LOT more reasonable. Granted, we could just carry the supplies we need for building little boats with us and just make more but what the heck is the point of continually building a baby boat all the time when exploring.
I can just see Christopher Columbus traveling the oceans in a 6-7 foot comedy boat that he continually rebuilds as it sinks...
I think I did around that much traveling in creative but I cheated by putting something heavy on the key. I never do any water travel if I can't see the destination so bigger boats need to be in minecraft in my opinion.
ex. You use a crafting table to craft a dinghy. Then use a shipyard to get a better hull and better propulsion systems. Once you have all of that, you can find a shipwright in a seaside village (which should be made more common) and pay him emeralds to upgrade your ship. Prices will vary with the kind of ship and you will find your ship at a dock. I also think steam engines are a bad idea. sails and oars are just fine. You should also be able to craft a flag and customize it once you attach it to a mast. There should also be a flagship which automatically upgrades which every ship you add to your fleet.
Basically, yes. Although the way I had it thought out felt a bit more 'eloquent' in my head.
I wouldn't exactly say it's "communist"; just see how someone who spends a few days being a logger and collecting a few stacks of wood reacts if someone were to come by and "borrow" most or all of it.... and Why only "certain elements" exhibit ownership? Aside from the collaborative-effort "let's play" videos to be found on YouTube or twitch.tv, I've always had the impression it is all, or mostly, about "player buy-in", with what you can do to your world.
To be fair, I tend to the latter viewpoint, and I had assumed the vast majority does as well. At least, ownership, in the sense that if I exert effort to gather resources, and then make something from those resources, it would not be sporting of someone else to just use or consume those resources without permission from me. Then again, perhaps that's one reason I haven't joined any Minecraft servers.
Yes, I know a plugin can give some protection, but it is still optional. I was thinking of developing a 'permissions' plugin or framework of my own, customized more to the blocks, items, and tile entities relevant to a shipyard and blueprint activity.
Nothing wrong with the original idea, per-se; I am just hoping to expand on that original idea and make some adaptations with my suggestions and implementations. The biggest holding point, for me, was always that I needed to see that the whole of it would be self-balancing in design. If this were to be developed as a multiplayer mod, as I believe far too many people expressed their wishes for it in earlier pages, I didn't want it to inadvertently unbalance the game. I had not quite yet picked up on the idea that building a ship could, should, or would take experience points as part of the build (probably just my fault for mis-understanding your gui panel); however, with a hefty enough XP cost per ship, that seems to be do-able somewhat.
Yes, I suppose keeping them as non-block entities would work. But making it block-based 'fragments' of the ship using wood slabs, chests and the bell would hypothetically lessen the load on a computer.
As for looting naturally spawned shipwrecks, I don't think they should have bells. I put bells into the idea as a sort of 'savegame' for your ships. Instead, if the shipwreck is unique they should have their blueprints in one of their chests.
Well, it's just that most servers I've played on seemed to have a slight 'work together' mentality, with asking to borrow wood and doing something for them in return, or being in a city where all your block production goes into the city's main building hut, where other players can take from to make their own buildings.
I suppose in Minecraft, things such as chests and horses are lacking permissions for the purpose that they are intended to be plundered or used communally, so it may be important to keep tabs on your carrack. Still, though, the thought of a giant ship that you've been working on just got taken away is rather frustrating. Surely there is some way to enable ownership while at the same time allowing it to be 'captured'.
Yeah. There's enchantments that allow you to enhance your weapons, but in SMP servers where random PvP is allowed most people don't even have enchantments much less high level ones. Building a big ship would mean that you'd need to be staying alive for quite some time, at the SAME time being able to gather experience points in some way or another. So it's safe to say that the plebians won't be doing much time with ships
Minecraft is Minecraft, not Farmville. No support.
Did...did you even read the idea? Or at least the ITKUFWCS?
support!Great idea! It would be nice to have something to traverse thousands of ocean blocks other then 2x1 1-person boats!
support!