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  • 1

    posted a message on Balkon's WeaponMod v1.14
    Quote from mallrat208»

    So this may sound kind of stupid...

    I've been working on a little side the past day or so adding in expanded/other mod metals as Weapons using BWM mechanics. My first attempt has been with Thaumium from Thaumcraft and it has worked out pretty darn good. As weapons they have the same mechanics as all other BWM items, except they retain the things that make Thaumium unique, damage, enchantability, and being valid for Repair.
    I've only run into one problem... I seem to be missing how you would get the actual entities for the Knife, Spear, Boomerang, and Flail to change color to reflect the new Material that I'm using.
    I feel like I'm missing something really obvious so if anyone has any pointers, I'd appreciate some help.

    At the moment there is the ICustomProjectileMaterials interface you can implement somewhere. The getAllMaterialIDs should return all the integer IDs of the materials you use, probably the enum ordinal. The getMaterialID(ItemStack) function should return the ID of the material that specific itemstack has. The getColorFromMaterialID method should return a float array of length 3 containing the RGB components of the color for the renderer to use.

    I am currently working on a material API that should make this all a lot simpler. You can find it on GitHub: https://github.com/Ckathode/balkons-weaponmod/tree/material_api

    I would really appreciate some feedback about what you need and would like to see as a feature in the API.
    Posted in: Minecraft Mods
  • 2

    posted a message on Balkon's WeaponMod v1.14
    Quote from FreedomsFlame»
    So, to say what we are all thinking here, will there be a fix for the blast effect weapons in 1.7.10 while stable 1.8 forge is on its way?

    Yes. In the current source on GitHub it has already been fixed. I only need to make a release, but before that I want to find and fix some other bugs. Release is probably tomorrow.
    Posted in: Minecraft Mods
  • 0

    posted a message on Balkon's WeaponMod v1.14
    You got it! :D
    Posted in: Minecraft Mods
  • 1

    posted a message on Balkon's WeaponMod v1.14
    I haven't been active on the forums for a month or two. My second study year has begun and I spend a lot of time at work, which is awesome. I do have some cool news, which probably supports the development of BWM:
    The source code of Balkon's WeaponMod is now available under an open source licence at GitHub! (https://github.com/Ckathode/balkons-weaponmod)

    This does not mean that I do not continue working on it, I am actually planning to pick it up again soon! But I do know that updates will not be released frequently, as has been the case for a while now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Balkon's WeaponMod v1.14
    Quote from CommodoreAlpha
    Hey Balkon, I'm just curious - would it be possible to generate explosions on the dynamite via vanilla methods, or to somehow pass them off as such (forgive me if what I say is utter gibberish as I'm not technically-inclined)?

    I use a plugin called CreeperHeal, which detects explosions that are passed via some sort of vanilla method, to which it can then regenerate. Dynamites, however, are not regenerated by the plugin meaning the explosions generated in dynamites do not use a vanilla method. Is there any reason why they don't, and would it be possible for them to do so?

    Another plugin which logs blocks - CoreProtect - also cannot read block-damage done by dynamites. For now, I have an easy workaround to just disable block damage on your dynamites, so thanks for being thoughtful enough to put in that configuration option! Really appreciate it. :)

    I use a separate way of handling explosions because I require a lot more options that vanilla Minecraft gives me. For example, choosing which particles to spawn, whether or not to destroy blocks (the warhammer smash for instance), and make block damage configurable (for dynamite and cannons).
    Posted in: Minecraft Mods
  • 0

    posted a message on Balkon's WeaponMod v1.14
    Quote from Magician_DC
    Just wanted to report a bug not found in previous versions of this mod. As of now, I am using version 1.14.2 for MC 1.7.2 and the recommended version of FORGE along with multiple mods. The problem I notice is that when making Flails, they stack on top of each other. While this may have been intended, it does ruin the flail since it damages all flails in that slot once used; for example, I made 16 Flails, they all stack on top of each other. I used the stacked Flails once on a zombie and noticed that the Flails were damaged; after separating the Flails so they would not stack on top of each other, I noticed that all the Flail have received the same amount of damage. Please include this in your next update too.

    I will, thanks for noticing.
    Posted in: Minecraft Mods
  • 1

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Hello, I am alive again. The forum has changed!

    I released an update to Minecraft 1.7.10. It requires the latest version of Forge, which might not be stable yet.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from Chesterfloood

    I played multiplayer Archimedes last night, it worked beautifully except passengers occasionally fell off their seats at high speed.

    Yes, this is still a problem. I will try some more with different synchronization rates/distances and see the effects. Perhaps make the sync distance configurable as well.

    Quote from Chesterfloood

    One issue that does need a solution I think: a bed on a ship won't hold as a spawn point when the ship is put into entity mode, so you could sail kilometres across an ocean, sleeping on your boat, only to die and be sent all the way back to the original spawn point!
    Beds that are part of a ship need to think they are still intact, and have their position updated with the ship.....

    This has been mentioned before. I tried to come up with something, but I couldn't find a convenient way to fix it. I will spend a little more time on it soon.

    Quote from Chesterfloood

    Could we please have total ship weight be displayed in the ship GUI too?

    Good idea, will do.

    Quote from Chesterfloood

    Also, a question: does the config file have to be the same on the server and all clients? If it isn't the same, does the server config apply to everyone?

    I recommend that, yes. Especially for things like maximum speed and the speed multipliers. Otherwise things can get skew quickly.

    Quote from Chesterfloood

    It would be cool to have acceleration and turning ability linked to vessel "size" (block count, I guess). As ships get larger their turning and acceleration could get progressively worse.

    This is a planned feature.

    Quote from Chesterfloood

    I did some experimenting with density, because I didn't like my wooden ships disassembling above the water, instead of in the water.

    A block will disassemble above the water if its density is lower than 0.37 (just using two decimal places).
    A block will disassemble completely below the water (i.e. it will sink) if its density is above 0.87.
    So a block will disassemble partially (mostly) in the water and partially out of the water( i.e. at the same level as the top water block) if its density is between 0.37 and 0.87 inclusive.

    I looked up some real densities [kg/m^3] :
    Clay 1010
    Charcoal 481
    Coal 500
    Gold 19300
    Iron 7209
    Sandstone 2400
    Sand 1602
    Glass 2500
    Brick 1794
    Ice 920
    Dirt 1520
    Granite 2720
    Snow 320
    Wool, baled 720
    Gravel 1362
    Iron Ore 2400
    Hay 384
    Birch wood 670
    Oak wood 740
    Dark oak wood 770
    Spruce wood 450
    Jungle (teak) wood 720


    Then using ice as a guide - it should JUST barely float, I converted those numbers to Archimedes numbers:
    Clay 0.94
    Charcoal 0.45
    Coal 0.46
    Gold 17.92
    Iron 6.69
    Sandstone 2.23
    Sand 1.49
    Glass 2.32
    Brick 1.67
    Ice 0.85
    Dirt 1.41
    Granite 2.53
    Snow 0.30
    Wool, baled 0.67
    Gravel 1.26
    Iron Ore 2.23
    Hay 0.36
    Wood 0.65

    So ice is just below the sinking density (0.88) at 0.85, and everything else has densities relative to ice.

    And that all looks and works well, except that MC is not as convenient as real life: we use 1 m^3 blocks to represent thin panels. So if an iron block is representing an 8mm thick panel the weight it adds to a ship should be much less than that of a block.

    I love this mod!


    In the beginning all these densities where defined this way, the same as the real values, to use with the advanced floating mechanics. But just because the reason you just mentioned (blocks are 1 cubic meter), this didn't quite work out.

    The density of water is defined as 1.0 in the mod, so a block with density 0.99 should float, and 1.01 should sink. I also applied some multipliers so the actual values could be different indeed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Balkon's WeaponMod v1.14
    Quote from Kasran

    Hey Balkon - excellent work on this mod! I love the variety it brings to the weapons.

    I was testing it in 1.7.10, and it seems everything works except the thrown dynamite, which explodes Minecraft because it uses AABBPool. This should be a minor fix, from what other mod authors have told me.

    Thanks for your great work.

    Thanks for the investigation!
    I will update maybe next weekend, otherwise in two weeks.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from Travellar

    Am I correct in stating that it appears both item frames and cannons (Weaponmod) are not blocks, but rather entities, and this is the source of problems attaching either of them to ships?

    Precisely.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from EggSlapper9000

    Amazing mod, but is there any way, shape or form i can get v1.6.1 on 1.6.4? Is it do-able? If it is, can someone tell me?

    You'll have to decompile the mod and fix it to work with 1.6.4, which requires specific programming and modding skills.

    I am not going to make any version backwards compatible with 1.6.4 myself anymore. Humanity has to move on, stagnation means decline!
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from kluckart

    hey whats the currently limited max to build a ship with latest version of ship mod 1.7.0? is it 3000 blocks in total? or more? and its for using that ship mod in server.. anyone knows?

    The default limit is 2048, but you can increase it to up to 10000 at least, depending on your computer capabilities.
    A nasty network leak has been fixed in the latest update, so the technical limit has become much higher.

    If you get StackOverflowErrors because of a too large ship, enable the new assemble algorithm in the config file to prevent this. There have been some bug reports with extremely huge ships, which I still need to check out.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from kluckart

    Hey,

    just a head up.. there is a forge came out for 1.7.10.... its time to update the mod to 1.7.10. :) and be aware that forge "1.7.10" is a beta right now.

    They always have such a great timing, don't they.
    Once I finish my exams I will have time, in about two weeks.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from Soporific1



    Wow, that was fast. Thank you.

    I don't actually have one on my hosted server, just the mrot file. Should I just copy one off the local machine (I'm assuming I have one there) and do it that way or does the server not even matter?

    If you start the server once with the mod installed, a config file should be automatically created in the <server dir>/config/ folder.

    If it doesn't, there's something wrong. Try searching the file in your file system or ask Forge.

    Quote from Palin_Tishnar



    Just a thought, for something when / if you do "tweak" the banking feature, when banking an aircraft in real life I think they normally loose some altitude, unless they are climbing at the time, or are a "fighter" type design. do not know how much harder that would be to code, but it would probably look pretty cool especially if you add the velocity factor in that you just mentioned

    Remember that the airships are more zeppelins or hot air balloons. Their lift is created by the light gas in the balloon, not by the airflow past the wings, so it wouldn't really make sense.
    Perhaps I could once add a wing block that grants lift depending on your velocity.
    Posted in: Minecraft Mods
  • 0

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Quote from Soporific1

    I noticed in the config file it states "# This file will be overwritten every start, changes will not be implemented!"

    Where should I change configs for this then? I basically want to increase ascent and descent rates.


    BTW - great mod Balkondeur - Thank you!

    You are talking about the default.mrot file. For configuration, you should use the .minecraft/config/ArchimedesShips.cfg file. This one can be edited.
    Posted in: Minecraft Mods
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