I was thinking about using this mod as part of a conquest pvp series on my YouTube channel.
I know that this mod does not support water on the ship, but if I make a dry tnt cannon, will it work while the ship is moving? Can a tnt cannon using water be put to use while the ship is docked?
Can dispensers work while the ship is moving. If it can then that's great. Thanks!
I was thinking about using this mod as part of a conquest pvp series on my YouTube channel.
I know that this mod does not support water on the ship, but if I make a dry tnt cannon, will it work while the ship is moving? Can a tnt cannon using water be put to use while the ship is docked?
Can dispensers work while the ship is moving. If it can then that's great. Thanks!
Has anyone tested this mod out on a server? In my experience these types of mods don't usually do well on a multiplayer server, but it would be insanely awesome if this were an exception. Hopefully, it is.
Hi, this mod is great! Blocks can work while sailing is the part I like most! However it seems that blocks from other mods for example IC2 dose not work while sailing, why? Anyway we can allow blocks of other famous mods work?
I just launched a huge ship (with the huge ship block), and it seemed to start glitching, so I decided to dock it. But even though I've checked the helm and it doesn't seem like I'm moving or anything, the ship won't dock no matter how many times I try. Can some please help me? I couldn't find a post stating exactly how you're supposed to dock the ships, I assumed that just clicking on the ship block while launched and hitting the "Dock Ship" button would work, but it didn't.
I've got a really serious and urgent issue. I tried putting a spawner on a ship, and it crashed me to desktop... and now I don't know how to get rid of it. Any person who looks at the ship gets crashed to desktop, and crashes again immediately if they rejoin the server. Other people on the server are fine, as long as they've never seen the ship. I'm guessing the bug has to do with trying to render the little spinning entity in the spawner as part of the ship's entity?
In any case, how do I kill it? This thing is literally Cthulhu. We're in 1.7.10, so there's no @e selector I can use to target the ship with a /kill command. Is there a command I can use to force all ships to redock or delete, maybe? At the moment my best idea is to try a texture pack with an opaque texture for spawners, and hope that keeps the spinning entity from rendering.
Are you talking to me? Because no, I crash permanently as soon as I look at it. It's really easy to duplicate, though: just put a spawner on any ship and undock it. I've tested with more than one shape, and it makes no difference.
(That said, if it doesn't crash you then it might be some weird side effect of another mod in my modpack. I can provide a link on request.)
It was... pretty hard, though. The ship was in an unloaded chunk because everybody who came close enough to load it would catch sight of it and crash. Moreover, it looks like an entity will be given a new ID every time it's loaded anew. And finally, the way my server is set up I can't connect to Minecraft while I'm connected to the server console, due to shenanigans.
What this meant was that I had to log into Minecraft and connect to the server on one computer, then switch to the server console window (which I had open on a second computer), and in the three or so seconds between the server registering my presence and the client starting to render the world, run "/ships list", memorize the eight-digit ID it gave me, and then enter "/ships dock <the ID>". I think it's to my credit that I managed it within half a dozen attempts.
Hi, this mod is great! Blocks can work while sailing is the part I like most! However it seems that blocks from other mods for example IC2 dose not work while sailing, why? Anyway we can allow blocks of other famous mods work?
Getting mod blocks to work is an endless amount of work since mod blocks can be endlessly different. I hasn't been something I've had time to do.
I just launched a huge ship (with the huge ship block), and it seemed to start glitching, so I decided to dock it. But even though I've checked the helm and it doesn't seem like I'm moving or anything, the ship won't dock no matter how many times I try. Can some please help me? I couldn't find a post stating exactly how you're supposed to dock the ships, I assumed that just clicking on the ship block while launched and hitting the "Dock Ship" button would work, but it didn't.
Sounds like maybe a client/server desync issue? Try relogging.
I've got a really serious and urgent issue. I tried putting a spawner on a ship, and it crashed me to desktop... and now I don't know how to get rid of it. Any person who looks at the ship gets crashed to desktop, and crashes again immediately if they rejoin the server. Other people on the server are fine, as long as they've never seen the ship. I'm guessing the bug has to do with trying to render the little spinning entity in the spawner as part of the ship's entity?
In any case, how do I kill it? This thing is literally Cthulhu. We're in 1.7.10, so there's no @e selector I can use to target the ship with a /kill command. Is there a command I can use to force all ships to redock or delete, maybe? At the moment my best idea is to try a texture pack with an opaque texture for spawners, and hope that keeps the spinning entity from rendering.
Please help.
/ships list, /ships dock, and /ships kill are your friends here. Thanks to 4HeadTiger for the assist. =)
Also, 8 digits is a lot of digits. More than I could memorize in a few seconds. Nice work! =)
Getting mod blocks to work is an endless amount of work since mod blocks can be endlessly different. I hasn't been something I've had time to do.
Thank you for replying! Sounds like it is possible to allow mod blocks to work. Since you do not have time so is that possible you could allow players to add working blocks? Like in a config file?
Thank you for replying! Sounds like it is possible to allow mod blocks to work. Since you do not have time so is that possible you could allow players to add working blocks? Like in a config file?
So, is there anything (apart from implementation time) stopping you from doing things like creating a ghost players in the world that would act same as players walking on the ship. So if a player tried to, let's say break a block, the ghost player would copy his actions resulting in a block being broken in the ship world. Or transporting entities like tnt into it, so they could cause damage to the ship.
And a bit of a suggestion at the end: a sonar block, that would scan a x,z plane with the y of keel of your ship for fluids and solids. The resulting map would then be displayed on the block along with your ship. So you could tell where the water is deep enough.
Entity interactions on a ship are tricky, but not impossible. Players can open chests, use the helm, etc. The harder part about having changeable blocks on ships is updating the physical model of the ship in real time. I know how to do it now, but alas, I don't have much free time for modding these days.
Probably not, as 1.8 completely changed the model system. However, the new model system might make this concept's execution easier. But it'll probably make it harder.
Rollback Post to RevisionRollBack
Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
Probably not, as 1.8 completely changed the model system. However, the new model system might make this concept's execution easier. But it'll probably make it harder.
Updating takes a lot of time. I don't really have a lot of time right now. =(
I have returned from working and preparing to leave e for Navy bootcamp. I may have been absent but setup a collection of ships for everyone to use. Posted I'm the ships gallery is all my vessels for war, fishing, trade, and transport. As I go use these as testing vessels. Go wild.
I advise contact other modders such as avhomefes ships and old guns mod( new flintlock guns) as the cannons of the time had variants and different sizes.
But if life gets in the way than good luck and fair seas my friend, as to me this is my favorite minecraft mod. As it is now IS the ship builder's mod. Until later when lighter / iron platinhplating is used for armor, my frigates will almost always outman, outgun, and outrun the few "steam" iron clades. I find it I'm I'm the age of shipbuilding when the switch to steam engines, paddle and screw propulsion, and steel hulls came into use.
This kerbel ship yard mod is bloody marvelous for the game sorry ;w;
I have returned from working and preparing to leave e for Navy bootcamp. I may have been absent but setup a collection of ships for everyone to use. Posted I'm the ships gallery is all my vessels for war, fishing, trade, and transport. As I go use these as testing vessels. Go wild.
I advise contact other modders such as avhomefes ships and old guns mod( new flintlock guns) as the cannons of the time had variants and different sizes.
But if life gets in the way than good luck and fair seas my friend, as to me this is my favorite minecraft mod. As it is now IS the ship builder's mod. Until later when lighter / iron platinhplating is used for armor, my frigates will almost always outman, outgun, and outrun the few "steam" iron clades. I find it I'm I'm the age of shipbuilding when the switch to steam engines, paddle and screw propulsion, and steel hulls came into use.
This kerbel ship yard mod is bloody marvelous for the game sorry ;w;
Welcome back! =)
I'm glad you're enjoying Ships Mod. Until I can find time to update it, you might enjoy another more combat-focused ship-building mod that's in development, Valkyrian Warfare.
Hey Cuchaz,
I was thinking about using this mod as part of a conquest pvp series on my YouTube channel.
I know that this mod does not support water on the ship, but if I make a dry tnt cannon, will it work while the ship is moving? Can a tnt cannon using water be put to use while the ship is docked?
Can dispensers work while the ship is moving. If it can then that's great. Thanks!
I don't know. Try it out? =)
Has anyone tested this mod out on a server? In my experience these types of mods don't usually do well on a multiplayer server, but it would be insanely awesome if this were an exception. Hopefully, it is.
Hello mod creator! I just want to let you know I'm using your mod in my mod pack InsanityCraft:
https://docs.google.com/document/d/1YkvtBj9yGUf0TgYMsrPV0atSS_1Ge0W67hZAtQY0LSk/edit?usp=sharing
Just A Nerdy Gamer Girl
Hi, this mod is great! Blocks can work while sailing is the part I like most! However it seems that blocks from other mods for example IC2 dose not work while sailing, why? Anyway we can allow blocks of other famous mods work?
I just launched a huge ship (with the huge ship block), and it seemed to start glitching, so I decided to dock it. But even though I've checked the helm and it doesn't seem like I'm moving or anything, the ship won't dock no matter how many times I try. Can some please help me? I couldn't find a post stating exactly how you're supposed to dock the ships, I assumed that just clicking on the ship block while launched and hitting the "Dock Ship" button would work, but it didn't.
I've got a really serious and urgent issue. I tried putting a spawner on a ship, and it crashed me to desktop... and now I don't know how to get rid of it. Any person who looks at the ship gets crashed to desktop, and crashes again immediately if they rejoin the server. Other people on the server are fine, as long as they've never seen the ship. I'm guessing the bug has to do with trying to render the little spinning entity in the spawner as part of the ship's entity?
In any case, how do I kill it? This thing is literally Cthulhu. We're in 1.7.10, so there's no @e selector I can use to target the ship with a /kill command. Is there a command I can use to force all ships to redock or delete, maybe? At the moment my best idea is to try a texture pack with an opaque texture for spawners, and hope that keeps the spinning entity from rendering.
Please help.
Can you use the ship clipboard to copy and paste it here?
Are you talking to me? Because no, I crash permanently as soon as I look at it. It's really easy to duplicate, though: just put a spawner on any ship and undock it. I've tested with more than one shape, and it makes no difference.
(That said, if it doesn't crash you then it might be some weird side effect of another mod in my modpack. I can provide a link on request.)
There might be some command or something for destroying ships easily... Let me just check the source... Yeah, these 2-3 commands may be helpful;
/ships list => lists all active ships by ID
/ships dock {ID} OR /ships kill {ID} => docks/removes the ship
So you just use the first command to find the ID, and the second command to kill the ship.
You also *might* be able to delete the entity with a map or NBT editor (MCEdit or something).
If none of that works, well... yeah...
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Thank you 4HeadTiger! That worked!
It was... pretty hard, though. The ship was in an unloaded chunk because everybody who came close enough to load it would catch sight of it and crash. Moreover, it looks like an entity will be given a new ID every time it's loaded anew. And finally, the way my server is set up I can't connect to Minecraft while I'm connected to the server console, due to shenanigans.
What this meant was that I had to log into Minecraft and connect to the server on one computer, then switch to the server console window (which I had open on a second computer), and in the three or so seconds between the server registering my presence and the client starting to render the world, run "/ships list", memorize the eight-digit ID it gave me, and then enter "/ships dock <the ID>". I think it's to my credit that I managed it within half a dozen attempts.
I guess I should go make a bug report now...
Getting mod blocks to work is an endless amount of work since mod blocks can be endlessly different. I hasn't been something I've had time to do.
Sounds like maybe a client/server desync issue? Try relogging.
/ships list, /ships dock, and /ships kill are your friends here. Thanks to 4HeadTiger for the assist. =)
Also, 8 digits is a lot of digits. More than I could memorize in a few seconds. Nice work! =)
Thank you for replying! Sounds like it is possible to allow mod blocks to work. Since you do not have time so is that possible you could allow players to add working blocks? Like in a config file?
The whole mod is open source. Have a look! =)
Maybe start looking here though.
Not a config file. Probably a pull request.
Entity interactions on a ship are tricky, but not impossible. Players can open chests, use the helm, etc. The harder part about having changeable blocks on ships is updating the physical model of the ship in real time. I know how to do it now, but alas, I don't have much free time for modding these days.
Ooh, that sonar sounds like a good idea. =)
Any plans to update?
Probably not, as 1.8 completely changed the model system. However, the new model system might make this concept's execution easier. But it'll probably make it harder.
Gen: 1. If you see this, please paste this into your signature and add 1 to the Gen number.
""""Criticism is not hate. Criticism isn't trolling. Please, please do not make the mistake of confusing the two." -megabyte12345" -Klockkid12Jr" -Broccoli_Monkey" -Derwan This link seems soulless...
Updating takes a lot of time. I don't really have a lot of time right now. =(
I have returned from working and preparing to leave e for Navy bootcamp. I may have been absent but setup a collection of ships for everyone to use. Posted I'm the ships gallery is all my vessels for war, fishing, trade, and transport. As I go use these as testing vessels. Go wild.
I advise contact other modders such as avhomefes ships and old guns mod( new flintlock guns) as the cannons of the time had variants and different sizes.
But if life gets in the way than good luck and fair seas my friend, as to me this is my favorite minecraft mod. As it is now IS the ship builder's mod. Until later when lighter / iron platinhplating is used for armor, my frigates will almost always outman, outgun, and outrun the few "steam" iron clades. I find it I'm I'm the age of shipbuilding when the switch to steam engines, paddle and screw propulsion, and steel hulls came into use.
This kerbel ship yard mod is bloody marvelous for the game sorry ;w;
Welcome back! =)
I'm glad you're enjoying Ships Mod. Until I can find time to update it, you might enjoy another more combat-focused ship-building mod that's in development, Valkyrian Warfare.