really cool mod unlike no other-great glad now there is not just a small boat i minecraft! and also with this mod having realistic sailing capabilities for what minecraft can offer
Well.. not so "realistic," really... I wanted to keep the standard controls so it was easy to use. Future boats will feature a more advanced control system, where you'll have to manage the sails in a more proper fashion.
do you think this mod will be multiplayer compatible later on?
It should work on an SMP server right now, although there are a few glitches (mainly collision detection) and I've already rewritten a sizeable chunk of the network and control code (necessary for multiple passengers). Unfortunately, all that new code is on my dead PC, and parts for the new PC build won't be delivered until next week.
I've had limited luck getting animals to follow specific paths with wheat/carrots/whatever, and there's also the question of cats and wolves.
For livestock, I'm thinking about building a cage object that can contain an animal and be clicked to load into a boat. For wolves and cat's I don't know... cage doesn't seem to be the right paradigm...
Would a "canoe" type boat possible at some point? Slower moving, but more maneuverable for exploring those twisty rivers.
Sounds doable... although the animation would likely be the hardest part. I've thought about rowing, but put it off for just that reason. Sails are soooo much easier to animate!
I've had limited luck getting animals to follow specific paths with wheat/carrots/whatever, and there's also the question of cats and wolves.
For livestock, I'm thinking about building a cage object that can contain an animal and be clicked to load into a boat. For wolves and cat's I don't know... cage doesn't seem to be the right paradigm...
Yea, I know a cage is possible as Steve's Carts 2 has a cage module now.
Tada ! A costom made banner! Here's what it looks like. Please add it to your page .
Wow, nicely done! A little premature maybe, but very stylish!
The punt is so... homely. Maybe not quite like the pudgy girl in braces and glasses, but certainly not the belle of the ball.
At some point I'll release a "small boats mod" that includes the punt, whitehall, and a couple others, and *then* I'll feel comfortable advertising. For now, I think it's a little early for tooting my horn.
Yea, I know a cage is possible as Steve's Carts 2 has a cage module now.
From a coding standpoint, the trick is to do it without having to change the existing classes.
Best idea I've come up with so far is to get into the boat, look at the wolf/cat, hit a special command key... and the animal teleports into the boat. Gets the job done, but isn't very elegant.
Wow, nicely done! A little premature maybe, but very stylish!
The punt is so... homely. Maybe not quite like the pudgy girl in braces and glasses, but certainly not the belle of the ball.
At some point I'll release a "small boats mod" that includes the punt, whitehall, and a couple others, and *then* I'll feel comfortable advertising. For now, I think it's a little early for tooting my horn.
Thanks . I will be sure to make you another one when the mod comes out "officially" with all of the boats in it. For now though, do you mind if I keep the one I made as my own personal signature?
Why special command key? You know where the player's looking at, and that the player is sitting in the boat. Make it something like "if the player is in the boat, and he gives the 'sit!' command to his/her dog/cat/whatever, make the thing sit *in the boat*". Like replacing the dog with some metadata in the boat info (making a dog/cat model to sit in the front of the punt), and placing it again in the world when the player jumps out. He has to be holding shift to jump off after all... or maybe you open the chest even if not looking at it? I've just realized I didn't tested that, pressing e looking away from the punt chest.
I'd prefer to use a unique key because the interact button/key generates a call to the target entity's interact() function, and that entity will probably do something -- which may cause a problem. Maybe. Hmm... I'll have to think about this some more.
Interaction with the Punt chest is very simple: if you're in the Punt and you interact() with it (any part of it) you'll open the chest. If you're not in the Punt and you interact() with it, you jump in. This changes in the Whitehall, because there are now different items to interact() with, so you'll need to be pointing at an entity to interact() with it.
BTW, I did my own mod review in my youtube channel, in spanish.
45 visits in six days, and I've got a really tiny channel... you are making happy a lot of people, I've adopted it as my preferred method of fishing and bartering with the seaside towns, so cool and fast. I can't wait to see that near (I hope) future multiple player boat in action!
I don't speak Spanish, but that was a nice video! And... was that a guitar on your back?
I'm about halfway through my PC rebuild, had to send out for a new DVD drive. The old DVD drive was IDE, and the new mobo is all SATA. My bad, I should have paid closer attention. Burn-in starts tonight, and then I have a few days of other work to do, so I won't get back to it until Saturday.
Actually, the EPIC is one of my other projects... programmable analog/digital I/O controller... lots of people use it to build flight simulators... but that's a different story entirely.
It would be nice to have big ships to customize and to able to build it differently.
That *is* the general idea... bigger ships, anyway. Customizable yes, but custom builds, no. I'm pretty sure there won't ever be a way to build one of my ships block-by-block within the game because of the way they're constructed. There's too strong an association between the code and the model(s) to be able to build it out on-the-fly, within the game, and still be able to have it do all the things I want it to do.
That *is* the general idea... bigger ships, anyway. Customizable yes, but custom builds, no. I'm pretty sure there won't ever be a way to build one of my ships block-by-block within the game because of the way they're constructed. There's too strong an association between the code and the model(s) to be able to build it out on-the-fly, within the game, and still be able to have it do all the things I want it to do.
Hmmm, could you make the boat a multi-block structure? Like something we had to put down in the world, then once it's complete it "becomes" the boat?. If it's possible, that might make building the larger boats more "realistic".
Hmmm, could you make the boat a multi-block structure? Like something we had to put down in the world, then once it's complete it "becomes" the boat?. If it's possible, that might make building the larger boats more "realistic".
I figure the crafting bench is alright for small boats (up to 24m maybe), just by using smaller boats in the recipe. Three regular boats for a Punt, three Punts for a Whitehall, three Whitehalls for a... whatever, and so on.
For anything larger, you'll need to talk to a shipwright.
--- edit ---
Also I just had a bug where I entered the punt, drove it some way and 'a wild chunk loading error' appeared, when i left the punt i got back to where ie netered the punt
--- edit2 --
I could imagine this being caused by smart moving and me utilizing that swimming movement at that point, will check
Hmm... I've seen something similar, but not recently. And I've tweaked some of the MP code, may or may not have addressed the issue. Will have to look into it.
i kinda like the multi block structure idea that AkulaMak had, i am no coder but i heard another ship makinh mod maker talk about using a another diamention for the boats, this would in theory enable other mod blocks to work decantly well on boats, simply get right click position on the boat entity hitbox and translate the into cords of other diamention and access the event using a fake player on the other diamention and give the gui to the real player, forge has alot of stuff for both fake players and other diamentions(blame xcompwiz for the diamention stuff and things like computer craft and redpower for the other.!)
If you are referring to the punt, I already have it up and running on our family server. Love it more every time I take to the waterways.
Would a "canoe" type boat possible at some point? Slower moving, but more maneuverable for exploring those twisty rivers.
Good idea!
Nicely done -- thanks!
Well.. not so "realistic," really... I wanted to keep the standard controls so it was easy to use. Future boats will feature a more advanced control system, where you'll have to manage the sails in a more proper fashion.
It should work on an SMP server right now, although there are a few glitches (mainly collision detection) and I've already rewritten a sizeable chunk of the network and control code (necessary for multiple passengers). Unfortunately, all that new code is on my dead PC, and parts for the new PC build won't be delivered until next week.
I've had limited luck getting animals to follow specific paths with wheat/carrots/whatever, and there's also the question of cats and wolves.
For livestock, I'm thinking about building a cage object that can contain an animal and be clicked to load into a boat. For wolves and cat's I don't know... cage doesn't seem to be the right paradigm...
Sounds doable... although the animation would likely be the hardest part. I've thought about rowing, but put it off for just that reason. Sails are soooo much easier to animate!
remove the 4 "*".
[u*rl=http://www.minecraftforum.net/topic/1599100-wip-145-the-elegant-punt-sailboat/-] [IM*G]http://i1302.photobu...zps3ccac1b0.png[/IM*G] [/ur*l]
Wow, nicely done! A little premature maybe, but very stylish!
The punt is so... homely. Maybe not quite like the pudgy girl in braces and glasses, but certainly not the belle of the ball.
At some point I'll release a "small boats mod" that includes the punt, whitehall, and a couple others, and *then* I'll feel comfortable advertising. For now, I think it's a little early for tooting my horn.
Interesting concept, not sure how I could pull it off. Would you settle for some customization -- say, different rigging types, colors, flags, etc?
From a coding standpoint, the trick is to do it without having to change the existing classes.
Best idea I've come up with so far is to get into the boat, look at the wolf/cat, hit a special command key... and the animal teleports into the boat. Gets the job done, but isn't very elegant.
Thanks . I will be sure to make you another one when the mod comes out "officially" with all of the boats in it. For now though, do you mind if I keep the one I made as my own personal signature?
I'd prefer to use a unique key because the interact button/key generates a call to the target entity's interact() function, and that entity will probably do something -- which may cause a problem. Maybe. Hmm... I'll have to think about this some more.
Interaction with the Punt chest is very simple: if you're in the Punt and you interact() with it (any part of it) you'll open the chest. If you're not in the Punt and you interact() with it, you jump in. This changes in the Whitehall, because there are now different items to interact() with, so you'll need to be pointing at an entity to interact() with it.
I don't speak Spanish, but that was a nice video! And... was that a guitar on your back?
I'm about halfway through my PC rebuild, had to send out for a new DVD drive. The old DVD drive was IDE, and the new mobo is all SATA. My bad, I should have paid closer attention. Burn-in starts tonight, and then I have a few days of other work to do, so I won't get back to it until Saturday.
Actually, the EPIC is one of my other projects... programmable analog/digital I/O controller... lots of people use it to build flight simulators... but that's a different story entirely.
In any event, glad you like it!
That *is* the general idea... bigger ships, anyway. Customizable yes, but custom builds, no. I'm pretty sure there won't ever be a way to build one of my ships block-by-block within the game because of the way they're constructed. There's too strong an association between the code and the model(s) to be able to build it out on-the-fly, within the game, and still be able to have it do all the things I want it to do.
Hmmm, could you make the boat a multi-block structure? Like something we had to put down in the world, then once it's complete it "becomes" the boat?. If it's possible, that might make building the larger boats more "realistic".
I figure the crafting bench is alright for small boats (up to 24m maybe), just by using smaller boats in the recipe. Three regular boats for a Punt, three Punts for a Whitehall, three Whitehalls for a... whatever, and so on.
For anything larger, you'll need to talk to a shipwright.
https://mojang.atlassian.net/browse/MC-5321
Hmm... I've seen something similar, but not recently. And I've tweaked some of the MP code, may or may not have addressed the issue. Will have to look into it.
Always! That's why this thread is in the WIP forum.
Hmm... never heard of Sphax, will have to check it out.