Poll: The name of that mod should be different from Ships&Boats and Ph
We have agreed with Eagle_Orion, creator of PhysicsCraft, and Shereis, to join forces to make a mod featuring physics from PhysicsCraft and also the rendering and block interaction facilities of Ships&Boats.
well i actualy failed at installing the mod for 1.2.5(think might downloaded wrong forge 1.2.5 version) and no one explains it a little better and personaly i wanted NOT to skip 1.3.2 coz i am planning something AWSOME (if any1 knows don't tell!!)
well make a air tank block that makes air cling to the block and cling air to the clining air ,...
Or add a new type of gas(don't made out of dirt please maybey 9glass botel's) (submarine air?)
This is what will cause lag and stress your CPU to the max exactly that, the way water exist in Minecraft makes it that you can replace water with air quickly if your building an underwater house its pretty easy to do it, but if you want to keep a moving entity out of any kind of water, that would require a load of your CPU because the CPU would have to constantly have to replace water with air while moving... But anything is possible, we saw some mods like HugoCraft and such do amazing things we didn't think that was possible so perhaps there's a trick to not overload the CPU with the constant request of emptying the same space...
Well, actually Eagle_Orion of the Physicscraft mod has a work around. Check out the vids in that thread. He makes a boat that sinks into the water and displaces the water. That's right submarines that work the way you would expect them to. I have no idea what the specs of his computer are. But there was no visible lag from the object's creation. When such functionality is merged with the functionality of this mod some really epic creations will be possible.
I do have a question though, I'm am trying to use this mod with the Technic pack, (most recent version) and It only crashes when I try to break champagne on a boat. I read some of the above posts about Technic compatibility but I'm having some trouble getting it to work. If anyone who has got this to work doesn't mind, I would really appreciate some help with what exactly i need to do to get this working.
Thanks guys!
:Edit:
I'm trying to get an error report for the crash right now because Technic doesn't seem to be giving me one, this is just a guess but would modifying excludedBlockIDs in the .cfg help?
Where did you install the Ships files? For Technic, I had to install them in the modpack.jar file, NOT the Minecraft.jar
I've also got it working with Technic. For some reason I thought it wouldn't work but Technic is 1.2.5. I did have trouble getting it to install but it worked after I put the S&B files in the modpack.jar file instead of minecraft.jar. Minecolony also installed.
HOWEVER.... I'm noticing some odd behavior. Chunks reverting to their original shape. Almost the opposite of a chunk error where you get a huge chunk sized hole in the ground. THREE QUARTERS of my warehouse suddenly vanished (which was the 3/4 where my special ores were stored, including 128+ of copper)
Not sure if the issue is Minecolony or Ships and Boats or neither. Thought it was a corrupt chunk at first but the chunk loads ok in regular minecolony (minus the technic stuff). I have a sneaking suspicion that the problem happened because I parked my ship on top of the building in entity form. which sometimes results in it sinking into the ground, which can happen even with just S&B installed so let that be a lesson for you all! Anchor your ship BEFORE EXITING THE GAME! Or you will share my fate and you will weep, gnash your teeth and rend your garments.
Well, actually Eagle_Orion of the Physicscraft mod has a work around. Check out the vids in that thread. He makes a boat that sinks into the water and displaces the water. That's right submarines that work the way you would expect them to. I have no idea what the specs of his computer are. But there was no visible lag from the object's creation. When such functionality is merged with the functionality of this mod some really epic creations will be possible.
I know a load of mod devs have 3000$ beast PC to develop their mods, I got no doubt you can achieve the no water in a submarine or a ship with a beast and 16gb of ram, but for the preteens and teens that only have a second hand computer that is from 2005 or 2006, that won't be really possible for them to handle this kind of thing, I'M a computer tech and know a load of teens love to lie on the Internet, they brag about having a gaming beast with the latest stuff on it, but when you go to their house to actually fix their computer, you find out they have in fact a gaming rig in the house, but its for their daddy or mommy only, they have their own machine but usually its a crappy Pentium 4 (or first gen of Core2Duo E serie which was the basic replacement of Celeron) from 2005 or 2006 I won't name the nicks of the ones that have this here, they would be ashamed of themselve...
I always thought that about most mod devs. And I am in no way talking trash about those preteen machines. I only have a piece of shoe machine myself. I hope optimization is a high priority for the new mod. Hell my machine stinks so bad I haven't been actually playing lately cause I'm sick of tiny render distance and 10-15 fps. So I'm all over the forum till I can get a new machine. We'll just have to see how processor intensive it is when we see it.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
I have been wondering how Sir_Entropy was doing damage and things in this mod. Will weapons and siege weapons from other mods do damage to the ships? Or will only cannons from this mod damage the ships? Because that catapult mod looks like a natural progression into this mod.
God, I'm antsy to play the new one. So many possibilities. Not trying to rush you Entropy. Just explaining my excitement.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
I totaly agree 1.3.2 has a lot of extra features that we all want to use for SaB but we should make a backup of our 1.3.2.jar and wait even if 1.4 is released.
Or the best, use MultiMC, that way you can have any version of MC you want, and have Multiple versions installed with different mods in each, the best tool I've seen so far, was using Magic Launcher prior to that and its a nice toy, but nothing compares it to the power of MultiMC...
Hi everyone. My last two weeks have been quite busy, however I managed to do some progress. The new mod version lets players create new ships using the champagne bottle in SMP. Still very buggy. When I fix some bugs I will post some videos
EDIT: Just to clarify, when I say the "new mod version" I mean the current code I'm developing. I haven't released any files yet
This is what will cause lag and stress your CPU to the max exactly that, the way water exist in Minecraft makes it that you can replace water with air quickly if your building an underwater house its pretty easy to do it, but if you want to keep a moving entity out of any kind of water, that would require a load of your CPU because the CPU would have to constantly have to replace water with air while moving... But anything is possible, we saw some mods like HugoCraft and such do amazing things we didn't think that was possible so perhaps there's a trick to not overload the CPU with the constant request of emptying the same space...
You haven't tried hard enough.
Where did you install the Ships files? For Technic, I had to install them in the modpack.jar file, NOT the Minecraft.jar
It is totally compatible with S&B.
I've also got it working with Technic. For some reason I thought it wouldn't work but Technic is 1.2.5. I did have trouble getting it to install but it worked after I put the S&B files in the modpack.jar file instead of minecraft.jar. Minecolony also installed.
HOWEVER.... I'm noticing some odd behavior. Chunks reverting to their original shape. Almost the opposite of a chunk error where you get a huge chunk sized hole in the ground. THREE QUARTERS of my warehouse suddenly vanished (which was the 3/4 where my special ores were stored, including 128+ of copper)
Not sure if the issue is Minecolony or Ships and Boats or neither. Thought it was a corrupt chunk at first but the chunk loads ok in regular minecolony (minus the technic stuff). I have a sneaking suspicion that the problem happened because I parked my ship on top of the building in entity form. which sometimes results in it sinking into the ground, which can happen even with just S&B installed so let that be a lesson for you all! Anchor your ship BEFORE EXITING THE GAME! Or you will share my fate and you will weep, gnash your teeth and rend your garments.
I know a load of mod devs have 3000$ beast PC to develop their mods, I got no doubt you can achieve the no water in a submarine or a ship with a beast and 16gb of ram, but for the preteens and teens that only have a second hand computer that is from 2005 or 2006, that won't be really possible for them to handle this kind of thing, I'M a computer tech and know a load of teens love to lie on the Internet, they brag about having a gaming beast with the latest stuff on it, but when you go to their house to actually fix their computer, you find out they have in fact a gaming rig in the house, but its for their daddy or mommy only, they have their own machine but usually its a crappy Pentium 4 (or first gen of Core2Duo E serie which was the basic replacement of Celeron) from 2005 or 2006 I won't name the nicks of the ones that have this here, they would be ashamed of themselve...
You haven't tried hard enough.
I have been wondering how Sir_Entropy was doing damage and things in this mod. Will weapons and siege weapons from other mods do damage to the ships? Or will only cannons from this mod damage the ships? Because that catapult mod looks like a natural progression into this mod.
God, I'm antsy to play the new one. So many possibilities. Not trying to rush you Entropy. Just explaining my excitement.
You haven't tried hard enough.
I've been extremely busy the last few weeks, so no major progress so far
hmm...thanks for the announce
First, I'm going to release a SMP version of SaB, then we are going for the merge.
Or the best, use MultiMC, that way you can have any version of MC you want, and have Multiple versions installed with different mods in each, the best tool I've seen so far, was using Magic Launcher prior to that and its a nice toy, but nothing compares it to the power of MultiMC...
EDIT: Just to clarify, when I say the "new mod version" I mean the current code I'm developing. I haven't released any files yet
Sure I'll do a pre-release as soon as I get something barely usable. Just make sure to backup your saves!