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[1.2.5] Zeppelin [0.31] [WIP]

zeppelin

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#41

  • Location: GMT-8

Posted 20 July 2011 - 04:13 AM

OK found the crashing bug...

Problem was in the craft detection, in order:

1) Find a list of valid blocks and their IDs
2) One by one, create the craftentity, destroy the block
3) Try to render the ship based on the first list

Torches were breaking off when the block below it got converted, so then the block was air. When the game went to render the air block, it died.


Just fixing a similar issue with craft rejoining the world, and hopefully I can get 1.7.3.0.2 out tonight....
cogito ergo cavo

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#42

  • Location: Gliding Through the Fucking Matrix

Posted 20 July 2011 - 04:19 AM

Color me impressed. I was wondering when someone would finally figure out how to do this. I've been waiting for this kind of mod!

Although, that ModloaderMP dependency is a little eh. When will that be removed?
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#43

  • Location: GMT-8

Posted 20 July 2011 - 04:23 AM

View PostAzathoth, on 20 July 2011 - 04:19 AM, said:

Color me impressed. I was wondering when someone would finally figure out how to do this. I've been waiting for this kind of mod!

Although, that ModloaderMP dependency is a little eh. When will that be removed?

Tonight (or tomorrow)
cogito ergo cavo

#44

  • Location: DerpAherp USA
  • Minecraft: BattleDonkey

Posted 20 July 2011 - 04:23 AM

now it is time to make bowsers airship.
whats the max size for an airship
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A person is smart. People are stupid.

#45

  • Location: Gliding Through the Fucking Matrix

Posted 20 July 2011 - 04:25 AM

View Postblakmajik, on 20 July 2011 - 04:23 AM, said:

Tonight (or tomorrow)
Beuno!
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#46

Posted 20 July 2011 - 04:33 AM

nice mod! it would be a great idea to use this mod to craft and sail a ship that does not fly, just for ocean exploration!
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#47

  • Location: GMT-8

Posted 20 July 2011 - 04:44 AM

View PostBattleDonkey, on 20 July 2011 - 04:23 AM, said:

now it is time to make bowsers airship.
whats the max size for an airship

As of 1.7.3.0.1, the limit is 512. I am bumping it to 1024 for 1.7.3.0.2, and after that I plan to make it a config option (not sure when that will be, soonish). Then you can increase as far as your computer will let you go.
cogito ergo cavo

#48

Posted 20 July 2011 - 04:46 AM

I shat myself when i saw this great job dude amazing, should probably make it so that it remembers the items in a chest when the chest is taken along for a ride.

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#49

  • Location: Gliding Through the Fucking Matrix

Posted 20 July 2011 - 05:17 AM

Maybe this is a stupid question, but how can I change the block ID for the controller block?
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#50

  • Location: 2 steps from hell

Posted 20 July 2011 - 05:29 AM

View PostFlashdragoon, on 20 July 2011 - 05:07 AM, said:

HALP!!!! I installed the mod properly but when i rightclick the block nothing happens.

left click the block to register your aircraft and press + to move up, - to move down, 8 4 2 6 as directional pads

another note: is it possible to make it so that your character does not move when turning left or right? its small but kind of an annoyance.
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#51

  • Location: GMT-8

Posted 20 July 2011 - 05:35 AM

View PostAnhMaster, on 20 July 2011 - 05:29 AM, said:

left click the block to register your aircraft and press + to move up, - to move down, 8 4 2 6 as directional pads

another note: is it possible to make it so that your character does not move when turning left or right? its small but kind of an annoyance.

I've spent 2-3 hours trying to fix that, it's very annoying to me, no progress yet :/
cogito ergo cavo

#52

  • Location: GMT-8

Posted 20 July 2011 - 05:36 AM

View PostAzathoth, on 20 July 2011 - 05:17 AM, said:

Maybe this is a stupid question, but how can I change the block ID for the controller block?

You can't yet, config file is on my list for 0.3.
cogito ergo cavo

#53

  • Location: GMT-8

Posted 20 July 2011 - 06:22 AM

Looks like no update tonight, still having a few issues. Tomorrow for sure.
cogito ergo cavo

#54

  • Location: In the shadows waiting for the moment to strike.
  • Minecraft: skullkid974

Posted 20 July 2011 - 06:39 AM

HOLY HELL I never thought sombody would make a mod like this. This is awsome my first creation will be a flying home. yay! thanks for the mod. i give you my :Diamond: mine :lol: also be careful with makeing this smp compatible there may be problems with people placing a controler block and flying away with other peoples houses. just to let ya know

p.s. does the controler work with blocks from other mods?
The four horsemen of the Apocalypse. Conquest, War, Famine and Death. Though i come last i am always there. I am the most feared. I am the end of all. I am Death. I'm a brony and I approve this signature. /)^3^(\

#55

Posted 20 July 2011 - 06:53 AM

hayman, this is an amazingly good mod!!!
as for your future plans, please dont make it need fuel.
i mean,
you would be nerfing your own mod.
forealises
:lol:

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#56

Posted 20 July 2011 - 07:01 AM

yeah but fuel is a must need for any device..let's say furnace burns cobble smelts metals...in BTW mod water wheel needs floating water..so on so this must require fuel..if it runs out of it it should glide down.

I would really like you to create a way to animate my pirate ship..it's a basic water ship...if you would find a way it would be so epic to sail on my medium size high detail ship :D
a way that it will stick the object to the water..or something..i'm just saying.
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#57

  • Location: Gliding Through the Fucking Matrix

Posted 20 July 2011 - 08:35 AM

View PostSirGigglezWorth, on 20 July 2011 - 06:53 AM, said:

hayman, this is an amazingly good mod!!!
as for your future plans, please dont make it need fuel.
i mean,
you would be nerfing your own mod.
forealises
:lol:
What?

Without fuel, the mod is ridiculously unbalanced.
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#58

  • Location: I DON'T KNOW WHERE THE F$%K I AM! It's dark... and I hear hissing...

Posted 20 July 2011 - 08:42 AM

Fantastic mod, my friend!! I have to say something that ought to be added to the OP:

The Zeppelin's movements will be mapped in an E-->W motion going forward. This is pretty important when making airships, 'cause you don't want an airship that goes sideways! ;P
...or DO you? :3

Also, can you add a slower reverse speed for zeppelins?

Like I said, fantastic mod!!

#59

  • Minecraft: Pixlsinks

Posted 20 July 2011 - 08:54 AM

View PostAzathoth, on 20 July 2011 - 08:35 AM, said:

What?

Without fuel, the mod is ridiculously unbalanced.

So what?
Its a mod. It's already unbalanced.
To balance it out, maybe we should even make 20 more recipes requiring 10 diamond blocks, obsidian, and some redstone, per 5 blocks connected to the controller.

It's a great mod right at this moment, why ruin it?
and yes, adding more trivial bullshit ruins many mods.

and besides, again, so what if it's unbalanced?
I mean, real reasons why.
Because "It ruins the feel" doesnt count.


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Anyway, I ask, can you move the control properties to an extra text or config/properties/settings file?
Because a few other mods also add to the control options gui, and my screen isnt that big, so I have buttons behind the "Done" button, and cannot read or change the settings (IN GAME) and other mods mess with that menu and the extra controls disappear altogether.
Also, there are TWO Gui API mods you could use.
>You imply that 1.0 wasn't a huge disappointment.
Get mad, stay mad.

#60

    Tiramo

    Diamond Miner

  • Members
  • 862 posts
  • Location: Netherlands
  • Minecraft: Tiramo

Posted 20 July 2011 - 09:01 AM

WOW, just wow, this mod is amazing! this is just... wow... i don't know how to describe it...
but anyway here's a few suggestions:

- more expensive recipe (makes more sence)
- make cobble one of the blocks it will recognize, OR BETTER!: make a props file that we can edit so we can make a blacklist of blocks we don't want to be recognized as a part of the ship!

(btw can't wait for SMP and working workbenches and stuff)
We do what we must, because we can. Check our my Tekkit server!: mc3.rnplus.nl
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