So, can you give us non-modder fools a laymen's explanation of what this means for us? My assumption would be that essentially we have separate mini-worlds loaded in our world? which means we can edit them in real-time and so on?
Here's a quick little video showing that assembly works and is able to create MovingWorlds in their own folder.
I can dig it...one question, trying to maintain dialogue, i see you had that in 1.8, will this be available for 1.7.10? And also, not pressuring or anything, but can you share your rough timeline of progression of this "breakthrough"?
I can dig it...one question, trying to maintain dialogue, i see you had that in 1.8, will this be available for 1.7.10? And also, not pressuring or anything, but can you share your rough timeline of progression of this "breakthrough"?
Currently I don't plan on having this backported to 1.7.10 just due to the fact that so many mods are starting to update to 1.8.9 now. As for a timeline, I really don't have one, once I finish making the new MovingWorld functional there's still going to be the issue of changing Archimedes Ships Plus to use the rewritten apis. I'm still updating the older versions for bugfixes though as this new rewrite is going to take a while.
Metarotation has been a problem with this sort of mod since Zeppelin. My advice is instead of having a power system with horizontal wires, mount generators on top of the machines you want to power. I've set up large IC2 mining ships this way, with geothermal generators on top of the miners, and it worked each time I used it, although I haven't tried it yet with DarkEvilMac's version.
Metarotation has been a problem with this sort of mod since Zeppelin. My advice is instead of having a power system with horizontal wires, mount generators on top of the machines you want to power. I've set up large IC2 mining ships this way, with geothermal generators on top of the miners, and it worked each time I used it, although I haven't tried it yet with DarkEvilMac's version.
No longer an issue in 1.8, blockstates have pretty much solved that problem. ie metarotations were removed.
Hey I tried out Archimedes' Ships on a Forge Server and I am wondering what this entry will mean:
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:floater at block_densities[0]
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:balloon at block_densities[1]
Hey I tried out Archimedes' Ships on a Forge Server and I am wondering what this entry will mean:
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:floater at block_densities[0]
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:balloon at block_densities[1]
Is it something critical?
Not critical, just a mistake on my part in the config file. Change 'ArchimedesShips:' to 'ArchimedesShipsPlus:' in the config file and you'll be fine.
Just as a note, I am still looking for devs to help out with the MovingWorld rewrite which is being licensed under Apache 2.0 If you're able to help please hop on the irc/discord channel. I want this to be easy for other devs to use if they want to so criticism is very important!
Not critical, just a mistake on my part in the config file. Change 'ArchimedesShips:' to 'ArchimedesShipsPlus:' in the config file and you'll be fine.
Just as a note, I am still looking for devs to help out with the MovingWorld rewrite which is being licensed under Apache 2.0 If you're able to help please hop on the irc/discord channel. I want this to be easy for other devs to use if they want to so criticism is very important!
Testing the 1.8.9, seems to be running fine, the first time I made a ship it crashed but after that.. no more crashes.
I would say that on the wiki, there are some recipes missing, like how to make a balloon and the secured bed (seems like it has no recipe).
And the wooden crate is not working... nasty crash there, when you try to assemble a vehicle with a mob on the crate. Other than that, it's going great.
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Is there a place in the game files where your ships are saved, and can I reload it somehow? Since I apparently lost my ship with it falling through the world during a very odd lag bug.
Is there a place in the game files where your ships are saved, and can I reload it somehow? Since I apparently lost my ship with it falling through the world during a very odd lag bug.
If the entity has been removed from the world, the ship has as well.
Try using an NBT editor to find the entity and move the position, that's the best I can think of.
0,128,0 would be a good idea, as it allows for a lot of freedom in both directions.
Alternatively, try 0,64,0 - it will mimic the Overworld building limits, and as such will follow the principle of "least surprise". Plus people tend to build upwards more often.
Would it be possible to include configurable fuels for the steam engine? I'd really like to use the mod for a spaceship type thing but the coal breaks that up a little.
On another note, I turned the speed up to 99. These things can really go fast, and the shadow on the ground made it look pretty cool. Thanks for the great mod!
0,128,0 would be a good idea, as it allows for a lot of freedom in both directions.
Alternatively, try 0,64,0 - it will mimic the Overworld building limits, and as such will follow the principle of "least surprise". Plus people tend to build upwards more often.
I've decided to go with the X, Y, Z option, allows people to essentially chose how much they're going to build up and down. As a note for that option it's really more 0, Y, 0 (centering the X and Z make things easier to work with initially.)
It's a shame to not have this for 1.7.10 with submarine functionality. A lot of key mods are refusing to update and decent alternatives might never be made, so we might be stuck in the .1.7.10 for a very long time :/
It's a shame to not have this for 1.7.10 with submarine functionality. A lot of key mods are refusing to update and decent alternatives might never be made, so we might be stuck in the .1.7.10 for a very long time :/
We have all the major magic mods(Botania, Blood Magic, Thaumcraft and Aura Cascade), AM2 is updating and Emoniph just released Intangible. As for tech mods, Immersive Engineering, Mekanism and Extra Utilities are updating and RFTools has updated, plus we have a couple of new ones like Neotech. If a key mod does not update, someone will build a replacement(Not necessarily a copy though).
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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.
That's the goal.
So something like that old metaworlds mod? If so, that's AMAZING.
Here's a quick little video showing that assembly works and is able to create MovingWorlds in their own folder.
I can dig it...one question, trying to maintain dialogue, i see you had that in 1.8, will this be available for 1.7.10? And also, not pressuring or anything, but can you share your rough timeline of progression of this "breakthrough"?
Currently I don't plan on having this backported to 1.7.10 just due to the fact that so many mods are starting to update to 1.8.9 now. As for a timeline, I really don't have one, once I finish making the new MovingWorld functional there's still going to be the issue of changing Archimedes Ships Plus to use the rewritten apis. I'm still updating the older versions for bugfixes though as this new rewrite is going to take a while.
Metarotation has been a problem with this sort of mod since Zeppelin. My advice is instead of having a power system with horizontal wires, mount generators on top of the machines you want to power. I've set up large IC2 mining ships this way, with geothermal generators on top of the miners, and it worked each time I used it, although I haven't tried it yet with DarkEvilMac's version.
"Wake up."
No longer an issue in 1.8, blockstates have pretty much solved that problem. ie metarotations were removed.
Hey I tried out Archimedes' Ships on a Forge Server and I am wondering what this entry will mean:
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:floater at block_densities[0]
05.02.2016 19:35:52 [WARN] [ArchimedesShipsPlus] No block found for ArchimedesShips:balloon at block_densities[1]
Is it something critical?
Not critical, just a mistake on my part in the config file. Change 'ArchimedesShips:' to 'ArchimedesShipsPlus:' in the config file and you'll be fine.
Just as a note, I am still looking for devs to help out with the MovingWorld rewrite which is being licensed under Apache 2.0 If you're able to help please hop on the irc/discord channel. I want this to be easy for other devs to use if they want to so criticism is very important!
Hey Mac! So you're looking for devs eh? I suggest you take a look at this. Seems like the two of you are working on something similar, although his seems a bit more developed. Perhaps instead of working separately y'all could work on the same mod, faster updates, better code, ect. Here's the link to his post http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2561009-valkyrian-warfare-status-post
except he won't make his server side of the mod availible i'll probably try to give a hand to devilimac once my semester ends
Testing the 1.8.9, seems to be running fine, the first time I made a ship it crashed but after that.. no more crashes.
I would say that on the wiki, there are some recipes missing, like how to make a balloon and the secured bed (seems like it has no recipe).
And the wooden crate is not working... nasty crash there, when you try to assemble a vehicle with a mob on the crate. Other than that, it's going great.
Is there a place in the game files where your ships are saved, and can I reload it somehow? Since I apparently lost my ship with it falling through the world during a very odd lag bug.
If the entity has been removed from the world, the ship has as well.
Try using an NBT editor to find the entity and move the position, that's the best I can think of.
Made a strawpoll for assembly on MovingWorld's rewrite.
This is essentially the internal positions of things in the MovingWorld, it effects what the movingworld's tile entities think their position is at.
http://strawpoll.me/6749130
0,128,0 would be a good idea, as it allows for a lot of freedom in both directions.
Alternatively, try 0,64,0 - it will mimic the Overworld building limits, and as such will follow the principle of "least surprise". Plus people tend to build upwards more often.
Would it be possible to include configurable fuels for the steam engine? I'd really like to use the mod for a spaceship type thing but the coal breaks that up a little.
On another note, I turned the speed up to 99. These things can really go fast, and the shadow on the ground made it look pretty cool. Thanks for the great mod!
I've decided to go with the X, Y, Z option, allows people to essentially chose how much they're going to build up and down. As a note for that option it's really more 0, Y, 0 (centering the X and Z make things easier to work with initially.)
It's a shame to not have this for 1.7.10 with submarine functionality. A lot of key mods are refusing to update and decent alternatives might never be made, so we might be stuck in the .1.7.10 for a very long time :/
Tutorial: How to create a server economy with Forge mods
We have all the major magic mods(Botania, Blood Magic, Thaumcraft and Aura Cascade), AM2 is updating and Emoniph just released Intangible. As for tech mods, Immersive Engineering, Mekanism and Extra Utilities are updating and RFTools has updated, plus we have a couple of new ones like Neotech. If a key mod does not update, someone will build a replacement(Not necessarily a copy though).
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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