Ahoy! I haz suggestion. Let's all co-op to assemble some kind of google drive spreadsheet (something like this) to post all our testing results with various mods, so they're all in one place and easy to find. I feel that this would make it a lot easier to keep track of what mods work, and to what extent. Also, for those of us who have nothing to donate, it would be a way for us to contribute. FINALLY I CAN DO SOMETHING TO HALP
Man, I'm disappointed about Tall Worlds getting put aside. But you know what? Ships mod makes up for it by being the bestestest mod ever. It's still a win-win situation. Go Cuchaz!
Anyway, I think you guys will get a kick out of this crazy beast:
Hint: the Builder's Wand from Extra Utilities makes this so much faster. (EDIT: Faster to build, I mean. Not faster to sail. But it can be tricky. Accidentally click the wrong spot and bam, an errant 1000 blocks to chop out.)
Why dont you just take a page out of the Bukkit Plugin, Movecraft?
As in, make your detection system require 50% wool, as a lift block, and use redstone blocks for engines, in the same why your sails already do for water-based ships
I think this can keep this mod extremely close to the feel fo vanilla and keep in touch with a simple method
Since Ships Mod's floation is based on a physics simulation, the propulsion methods for the ships have to be physically-based. When I get to airships, there will be a fun system for lighter-than-air type buoyancy that won't be too hard to get right, but will still feel like something you can tinker with and refine your designs. =)
With the addition of new propulsion using electricity and combustion engines would it be possible to see an integration with Industrialcraft 2?
Integration with other tech mods would be really cool, but I still want Ships Mod to work perfectly fine as a completely standalone mod. So all of the features I design will be designed to work without any other mods installed. I think I'll leave integration between mods like this as a project for another modder.
Actually, I want to post a suggestion there: that you implement ship seats. When my server gets laggy, sometimes I fall off the ship when the ship (or maybe I) re-sync with the server.
That probably means you never got your email validation message. Maybe it's in your spam folder? If you can't find it, PM me your account name and I can manually validate your account.
Ahoy! I haz suggestion. Let's all co-op to assemble some kind of google drive spreadsheet (something like this) to post all our testing results with various mods, so they're all in one place and easy to find. I feel that this would make it a lot easier to keep track of what mods work, and to what extent. Also, for those of us who have nothing to donate, it would be a way for us to contribute. FINALLY I CAN DO SOMETHING TO HALP
Man, I'm disappointed about Tall Worlds getting put aside. But you know what? Ships mod makes up for it by being the bestestest mod ever. It's still a win-win situation. Go Cuchaz!
Anyway, I think you guys will get a kick out of this crazy beast:
Picture:
Hint: the Builder's Wand from Extra Utilities makes this so much faster.
That's Such an Awesome Suggestion! If someone (or a group of someones) wants to work on a spreadsheet like that, I would Really appreciate it. Bonus points if you can collect votes to see which incompatible mods players are most interested in making compatible.
As, for your ship, that certainly looks like a unique design. Do you want to add it to the official Ships Gallery? More players might see if there. Posts in this thread tend to get buried after a few days.
Ahoy! I haz suggestion. Let's all co-op to assemble some kind of google drive spreadsheet (something like this) to post all our testing results with various mods, so they're all in one place and easy to find. I feel that this would make it a lot easier to keep track of what mods work, and to what extent. Also, for those of us who have nothing to donate, it would be a way for us to contribute. FINALLY I CAN DO SOMETHING TO HALP
Man, I'm disappointed about Tall Worlds getting put aside. But you know what? Ships mod makes up for it by being the bestestest mod ever. It's still a win-win situation. Go Cuchaz!
Anyway, I think you guys will get a kick out of this crazy beast:
Great! If you could just make it public, like... maybe "anyone with the link can edit" should probably be fine. If you'll post the link here, Cuchaz can maybe put it in the OP...? Right, Cuch-haz?
Also, I think there's an option to prevent editors from changing access and adding new people. That would probably be a good idea
Great! If you could just make it public, like... maybe "anyone with the link can edit" should probably be fine. If you'll post the link here, Cuchaz can maybe put it in the OP...? Right, Cuch-haz?
Also, I think there's an option to prevent editors from changing access and adding new people. That would probably be a good idea
It's completely empty ATM. I think the best way to have it set up is to have a few admins with write access that people send compatible mods to, the admin would then test the mod and add it to the list if it works.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
Actually, I want to post a suggestion there: that you implement ship seats. When my server gets laggy, sometimes I fall off the ship when the ship (or maybe I) re-sync with the server.
Yep - that's my biggest problem and its already in the bug list. If I increase speed past a crawl, I end up in the drink. That 'ships seat' idea is quite good. A captains chair block that will keep you fixed in place
It's completely empty ATM. I think the best way to have it set up is to have a few admins with write access that people send compatible mods to, the admin would then test the mod and add it to the list if it works.
Okay, that sounds good. Although it might be too much work for the admins if they had to test every single mod that people send them. Maybe it would be better if people send them the info, and then they stick it in the file. And then have someone else confirm it (use the last column for that.)
Also, I think that since Ship Mod's compat issues are pretty different from Colored Lights' issues, I propose a new format instead of basing it on theirs (here's an example):
(In this case, "Really Bad Stuff" would mean world corruption, continuous crashing, etc.)
The issues are color-coded and formatted:
Bold means the issue happens when the ship is launched.
Italic means the issue happens when you try to right-click something after launching the ship.
Normal text means something else causes it.
So we would be able to just have (for example) this:
All machines except Auto-crafter Note: I didn't actually test this. It's just an example.
which would mean that any machine (except the auto-crafter) will crash the game if the ship is launched and you right-click it. (This saves a lot of words. Also, red is the color of the "Crash" column in my above picture, so that's how we know this example, which is written in red, is talking about a crash.)
'Course, we would have to have a header at the top explaining all this. Bleh.
EDIT: I tried to post this yesterday, but apparently it didn't go through...? Meh, well, it's here now. Or at least, it had better be.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Okay, that sounds good. Although it might be too much work for the admins if they had to test every single mod that people send them. Maybe it would be better if people send them the info, and then they stick it in the file. And then have someone else confirm it (use the last column for that.)
Also, I think that since Ship Mod's compat issues are pretty different from Colored Lights' issues, I propose a new format instead of basing it on theirs (here's an example):
(In this case, "Really Bad Stuff" would mean world corruption, continuous crashing, etc.)
The issues are color-coded and formatted:
Bold means the issue happens when the ship is launched.
Italic means the issue happens when you try to right-click something after launching the ship.
Normal text means something else causes it.
So we would be able to just have (for example) this:
All machines except Auto-crafter Note: I didn't actually test this. It's just an example.
which would mean that any machine (except the auto-crafter) will crash the game if the ship is launched and you right-click it. (This saves a lot of words. Also, red is the color of the "Crash" column in my above picture, so that's how we know this example, which is written in red, is talking about a crash.)
'Course, we would have to have a header at the top explaining all this. Bleh.
EDIT: I tried to post this yesterday, but apparently it didn't go through...? Meh, well, it's here now. Or at least, it had better be.
I have updated the form to your formatting as it is much better.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
I have updated the form to your formatting as it is much better.
Thanks! It looks good.
Just two questions:
(Oops, this isn't exactly a question.)
The way it is now, color-coded text might be hard to read. Like, the "Bugs" column is yellow--which is all fine and dandy, except that any issues relating to bugs will be kind of hard to read. We could get around that by highlighting instead, but then it would look weird and inconsistent because some things would be highlighted and others would be colored. Unless we highlight everything.
If we stay with changing the text color, then the difficulty is that it's not too easy to find four colors that are all clearly distinguishable from the background, and at the same time clearly distinguishable from each other.
How are we going to manage this? Like, how are we going to add information to the file? Off the top of my head, I can think of three options:
People tell the admins what mods they want tested. The admins test the mods and add the info to the file. Once the info is in the file, another admin might test the mod again to make sure it is correct. The thing about this system is that the admins might get swamped with requests, and it might get too boring and repetitive and be too much work to test every single mod.
People test the mods by themselves, and then send the results to the admins, who then add the new info to the file. In this scenario, the admins can either double-check the results themselves, or have someone else do it. The issue with this system is that the admins might get too much input from everyone, and half the messages they receive might be "No, when I said such-and-such, I really meant so-and-so" or "Wait, it only happens if the machine is connected to a power source." You can imagine the headache. Also, if an admin leaves, many submissions might go unattended to. Forever.
Screw it, just let everyone edit the file themselves. The admins make sure all the info is formatted correctly and back up the file at intervals in case some troll comes along and erases everything. It's more dangerous, but it should be less work for the admins, in the long run. There's more trust involved on both sides, and people feel like they are contributing more than in the other two options because, in this case, they're doing it (directly, not through some admin). Again, this approach is also the most dangerous because of the risk of people accidentally editing the wrong mod, or just being a jerk and deleting everything. Backups only go so far to help with the problem.
So, which one will it be? Each option has its own benefits and problems. The choice is probably up to you. No pressure, there's no deadline or anything. Take it easy.
The way it is now, color-coded text might be hard to read. Like, the "Bugs" column is yellow--which is all fine and dandy, except that any issues relating to bugs will be kind of hard to read. We could get around that by highlighting instead, but then it would look weird and inconsistent because some things would be highlighted and others would be colored. Unless we highlight everything.
If we stay with changing the text color, then the difficulty is that it's not too easy to find four colors that are all clearly distinguishable from the background, and at the same time clearly distinguishable from each other.
How are we going to manage this? Like, how are we going to add information to the file? Off the top of my head, I can think of three options:
People tell the admins what mods they want tested. The admins test the mods and add the info to the file. Once the info is in the file, another admin might test the mod again to make sure it is correct. The thing about this system is that the admins might get swamped with requests, and it might get too boring and repetitive and be too much work to test every single mod.
People test the mods by themselves, and then send the results to the admins, who then add the new info to the file. In this scenario, the admins can either double-check the results themselves, or have someone else do it. The issue with this system is that the admins might get too much input from everyone, and half the messages they receive might be "No, when I said such-and-such, I really meant so-and-so" or "Wait, it only happens if the machine is connected to a power source." You can imagine the headache. Also, if an admin leaves, many submissions might go unattended to. Forever.
Screw it, just let everyone edit the file themselves. The admins make sure all the info is formatted correctly and back up the file at intervals in case some troll comes along and erases everything. It's more dangerous, but it should be less work for the admins, in the long run. There's more trust involved on both sides, and people feel like they are contributing more than in the other two options because, in this case, they're doing it (directly, not through some admin). Again, this approach is also the most dangerous because of the risk of people accidentally editing the wrong mod, or just being a jerk and deleting everything. Backups only go so far to help with the problem.
So, which one will it be? Each option has its own benefits and problems. The choice is probably up to you. No pressure, there's no deadline or anything. Take it easy.
First question:
Either we highlight the entire column in a colour and use black text or we don't highlight the columns and use coloured text.
Second question:
Definitely not 3, I do not trust some of the people on the Internet.
2 seems best to me, but we should require a complete or at least extensive test before we will accept a submission.
(Put a boat on the ship. Sit in the boat. Sail fast. Do you stay in?)
No, the boat will break a few seconds after the ship is launched, even if you're not moving.
Minecarts don't break, but they slide around more than players do, and they won't attach to rails on an active ship.
Also you can't get in the boat/minecart once the ship is launched, you have to do that before launching. You can dismount the boat/cart while the ship is active, but this usually drops you overboard.
The way it is now, color-coded text might be hard to read. Like, the "Bugs" column is yellow--which is all fine and dandy, except that any issues relating to bugs will be kind of hard to read. We could get around that by highlighting instead, but then it would look weird and inconsistent because some things would be highlighted and others would be colored. Unless we highlight everything.
If we stay with changing the text color, then the difficulty is that it's not too easy to find four colors that are all clearly distinguishable from the background, and at the same time clearly distinguishable from each other.
How are we going to manage this? Like, how are we going to add information to the file? Off the top of my head, I can think of three options:
People tell the admins what mods they want tested. The admins test the mods and add the info to the file. Once the info is in the file, another admin might test the mod again to make sure it is correct. The thing about this system is that the admins might get swamped with requests, and it might get too boring and repetitive and be too much work to test every single mod.
People test the mods by themselves, and then send the results to the admins, who then add the new info to the file. In this scenario, the admins can either double-check the results themselves, or have someone else do it. The issue with this system is that the admins might get too much input from everyone, and half the messages they receive might be "No, when I said such-and-such, I really meant so-and-so" or "Wait, it only happens if the machine is connected to a power source." You can imagine the headache. Also, if an admin leaves, many submissions might go unattended to. Forever.
Screw it, just let everyone edit the file themselves. The admins make sure all the info is formatted correctly and back up the file at intervals in case some troll comes along and erases everything. It's more dangerous, but it should be less work for the admins, in the long run. There's more trust involved on both sides, and people feel like they are contributing more than in the other two options because, in this case, they're doing it (directly, not through some admin). Again, this approach is also the most dangerous because of the risk of people accidentally editing the wrong mod, or just being a jerk and deleting everything. Backups only go so far to help with the problem.
So, which one will it be? Each option has its own benefits and problems. The choice is probably up to you. No pressure, there's no deadline or anything. Take it easy.
This compatibility chart is a really good idea. =)
I think the best system is for a reporter (player doing the testing) to test the mod, and then report all the bugs they found and how to replicate those bugs (if it only happens in specific circumstances). Then another player or admin (or maybe two other players, to be sure) can verify these bugs.
The biggest problem I see is that unverified reports, and "I verified/disproved this report" posts, could start to pile up, but that would happen in any system.
A multiblock like that is starting to look like a simplified version of one of Reika's reactors.
More to the point, you have something that wants rotational power (the propeller), and something involving pistons and burning wood for steam to generate that. Can you look into detecting the presence of RotaryCraft, and if found, registering with it?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
A multiblock like that is starting to look like a simplified version of one of Reika's reactors.
More to the point, you have something that wants rotational power (the propeller), and something involving pistons and burning wood for steam to generate that. Can you look into detecting the presence of RotaryCraft, and if found, registering with it?
Nope. Ships Mod will not depend on any external mods. It's important that Ships Mod be able to exist by itself.
Nope. Ships Mod will not depend on any external mods. It's important that Ships Mod be able to exist by itself.
Keybounce is talking about integration, rather than dependency. So if RC is installed, Ships Mod does something (I'm not sure what, maybe supporting shaft power as a power source for the propeller), otherwise it doesn't. However I think it might be better to leave that to other modders, so you can work on Ships Mod instead of adding compatibility with the power systems of various mods.
Keybounce is talking about integration, rather than dependency. So if RC is installed, Ships Mod does something (I'm not sure what, maybe supporting shaft power as a power source for the propeller), otherwise it doesn't. However I think it might be better to leave that to other modders, so you can work on Ships Mod instead of adding compatibility with the power systems of various mods.
Yeah, I think building on other power-type mods could make some really interesting propulsion systems for ships, but I'm going to save that for other modders.
You should at least consider adding a block with RF support (EDIT: At some point, not necessarily now) - this would solve all the problems, and is really easy to integrate into a project;
3. Provide out of the box support for almost every mod I can think of which uses some kind of power system (Buildcraft, Thermal Expansion, EnderIO, Extra Utilities, Forestry, Railcraft, MFR, etc. Even Rotary Craft can produce RF [with the Rotational Dynamo]). Forge is needed to use it - I remember you once talked about switching over to M3L - but even without Forge probably you can solve any dependency issues through annotations.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Ahoy! I haz suggestion. Let's all co-op to assemble some kind of google drive spreadsheet (something like this) to post all our testing results with various mods, so they're all in one place and easy to find. I feel that this would make it a lot easier to keep track of what mods work, and to what extent. Also, for those of us who have nothing to donate, it would be a way for us to contribute. FINALLY I CAN DO SOMETHING TO HALP
Man, I'm disappointed about Tall Worlds getting put aside. But you know what? Ships mod makes up for it by being the bestestest mod ever. It's still a win-win situation. Go Cuchaz!
Anyway, I think you guys will get a kick out of this crazy beast:
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nSr0MwAA
Picture:
Hint: the Builder's Wand from Extra Utilities makes this so much faster. (EDIT: Faster to build, I mean. Not faster to sail. But it can be tricky. Accidentally click the wrong spot and bam, an errant 1000 blocks to chop out.)
I am the biggest lurker you've (n)ever seen.
Since Ships Mod's floation is based on a physics simulation, the propulsion methods for the ships have to be physically-based. When I get to airships, there will be a fun system for lighter-than-air type buoyancy that won't be too hard to get right, but will still feel like something you can tinker with and refine your designs. =)
Integration with other tech mods would be really cool, but I still want Ships Mod to work perfectly fine as a completely standalone mod. So all of the features I design will be designed to work without any other mods installed. I think I'll leave integration between mods like this as a project for another modder.
That probably means you never got your email validation message. Maybe it's in your spam folder? If you can't find it, PM me your account name and I can manually validate your account.
That's Such an Awesome Suggestion! If someone (or a group of someones) wants to work on a spreadsheet like that, I would Really appreciate it. Bonus points if you can collect votes to see which incompatible mods players are most interested in making compatible.
As, for your ship, that certainly looks like a unique design. Do you want to add it to the official Ships Gallery? More players might see if there. Posts in this thread tend to get buried after a few days.
I'm happy to host the spreadsheet on my Drive.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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Great! If you could just make it public, like... maybe "anyone with the link can edit" should probably be fine. If you'll post the link here, Cuchaz can maybe put it in the OP...? Right, Cuch-haz?
Also, I think there's an option to prevent editors from changing access and adding new people. That would probably be a good idea
I am the biggest lurker you've (n)ever seen.
Here it is:
http://tinyurl.com/shipscompat
It's completely empty ATM. I think the best way to have it set up is to have a few admins with write access that people send compatible mods to, the admin would then test the mod and add it to the list if it works.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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Yep - that's my biggest problem and its already in the bug list. If I increase speed past a crawl, I end up in the drink. That 'ships seat' idea is quite good. A captains chair block that will keep you fixed in place
Okay, that sounds good. Although it might be too much work for the admins if they had to test every single mod that people send them. Maybe it would be better if people send them the info, and then they stick it in the file. And then have someone else confirm it (use the last column for that.)
Also, I think that since Ship Mod's compat issues are pretty different from Colored Lights' issues, I propose a new format instead of basing it on theirs (here's an example):
(In this case, "Really Bad Stuff" would mean world corruption, continuous crashing, etc.)
The issues are color-coded and formatted:
So we would be able to just have (for example) this:
All machines except Auto-crafter Note: I didn't actually test this. It's just an example.
which would mean that any machine (except the auto-crafter) will crash the game if the ship is launched and you right-click it. (This saves a lot of words. Also, red is the color of the "Crash" column in my above picture, so that's how we know this example, which is written in red, is talking about a crash.)
EDIT: I tried to post this yesterday, but apparently it didn't go through...? Meh, well, it's here now. Or at least, it had better be.
I am the biggest lurker you've (n)ever seen.
Will a boat act as a proper seat?
(Put a boat on the ship. Sit in the boat. Sail fast. Do you stay in?)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have updated the form to your formatting as it is much better.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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Thanks! It looks good.
Just two questions:
The way it is now, color-coded text might be hard to read. Like, the "Bugs" column is yellow--which is all fine and dandy, except that any issues relating to bugs will be kind of hard to read. We could get around that by highlighting instead, but then it would look weird and inconsistent because some things would be highlighted and others would be colored. Unless we highlight everything.
If we stay with changing the text color, then the difficulty is that it's not too easy to find four colors that are all clearly distinguishable from the background, and at the same time clearly distinguishable from each other.
So, which one will it be? Each option has its own benefits and problems. The choice is probably up to you. No pressure, there's no deadline or anything. Take it easy.
I am the biggest lurker you've (n)ever seen.
First question:
Either we highlight the entire column in a colour and use black text or we don't highlight the columns and use coloured text.
Second question:
Definitely not 3, I do not trust some of the people on the Internet.
2 seems best to me, but we should require a complete or at least extensive test before we will accept a submission.
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No, the boat will break a few seconds after the ship is launched, even if you're not moving.
Minecarts don't break, but they slide around more than players do, and they won't attach to rails on an active ship.
Also you can't get in the boat/minecart once the ship is launched, you have to do that before launching. You can dismount the boat/cart while the ship is active, but this usually drops you overboard.
This compatibility chart is a really good idea. =)
I think the best system is for a reporter (player doing the testing) to test the mod, and then report all the bugs they found and how to replicate those bugs (if it only happens in specific circumstances). Then another player or admin (or maybe two other players, to be sure) can verify these bugs.
The biggest problem I see is that unverified reports, and "I verified/disproved this report" posts, could start to pile up, but that would happen in any system.
Hey... It's really quiet in here. Cuchaaaz! How's progress? What are you up to now?
I am the biggest lurker you've (n)ever seen.
I'm working on steam engines for Ships Mod! =)
I've designed all the blocks and I started on the code already. Not sure how long it will take me to finish it, but it's going to be super cool.
A multiblock like that is starting to look like a simplified version of one of Reika's reactors.
More to the point, you have something that wants rotational power (the propeller), and something involving pistons and burning wood for steam to generate that. Can you look into detecting the presence of RotaryCraft, and if found, registering with it?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Nope. Ships Mod will not depend on any external mods. It's important that Ships Mod be able to exist by itself.
Keybounce is talking about integration, rather than dependency. So if RC is installed, Ships Mod does something (I'm not sure what, maybe supporting shaft power as a power source for the propeller), otherwise it doesn't. However I think it might be better to leave that to other modders, so you can work on Ships Mod instead of adding compatibility with the power systems of various mods.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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Yeah, I think building on other power-type mods could make some really interesting propulsion systems for ships, but I'm going to save that for other modders.
Looks good Cuchaz, I finally can sail my mighty battle cruisers.
You should at least consider adding a block with RF support (EDIT: At some point, not necessarily now) - this would solve all the problems, and is really easy to integrate into a project;
1. Import the api
2. Implement IEnergyReceiver
3. Provide out of the box support for almost every mod I can think of which uses some kind of power system (Buildcraft, Thermal Expansion, EnderIO, Extra Utilities, Forestry, Railcraft, MFR, etc. Even Rotary Craft can produce RF [with the Rotational Dynamo]). Forge is needed to use it - I remember you once talked about switching over to M3L - but even without Forge probably you can solve any dependency issues through annotations.
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