This mod is actually my favorite addition to Terrafirma, which has so much "traveling" into it that having a move-able base is wonderful. I'm sure that making two mods work together is much more hassle than what is typically requested of modders, but I still want to make this request because Terrafirma and Archimedes ships are just so wonderful together.
Here are some of the issues I've found:
- A lot of blocks don't stay oriented the same way after landing. Chests, Fence Gates, Chiseled blocks, planks, etc. This isn't an issue with carpenter's blocks blocks, so I don't know why it's different.
- Every time I board the ship I get an "oak" duplicate of any chest/barrel that is on the ship. This is mostly an annoyance.
- It seems that non-vanilla entities don't get transported in the crates. This was a huge letdown after having seeing it work before :/ EDIT: Actually I just tested it a bit and it seems to not be terra-firma related but rather something to do with being underwater when the ship is formed. As the ship formed the mobs floated for a milisecond, that caused them to be "moved" out of the crate it seems. Just managed to move some non-vanilla entities
- There is a weird major bug involving a chisseled block with a Lantern and an adjasent fence post that makes the entire display go bonkers for anyone within sight of the ship. (No crash, but game is unplayable). I had to exit the world and delete the mod blocks by myself to make the chunks around the ship usable again. This is a very obscure bug to replicate but I mostly suspect it has something to do with the chisseled blocks bug.
As for non-Terrafirma related requests I have 2:
- Maybe make a special Bed that won't break your spawn point if you move the ship. We like to make the ship a mobile base and having someone die just to re-spawn at the world spawn point instead of at the ship because he forgot to re-sleep after moving it is annoying.
- Maybe add a special ship helm and buffers for "Sub-ships". Our big, floating base can realistically only land on Water, and when we are in the middle of a large land-mass, we like to leave it floating high and use smaller ships to land. Currently the only way of doing this is destroying the blocks anchoring both the Mother ship and the smaller one, or use an elaborate piston design to do that for us. I mean, the pistol design is kind of cool, but having core-mod options for that would be neat.
Also, not so much a bug report but something that I'd like to understand from the mod. Our ship "beta" design floated pretty decently while it was on its ugly form. However, once we changed the outer blocks for stairs to give it a more defined curve it seems like it lost bouyancy, a lot. I'm unsure if it was because it was carpenters block stairs or simply because stairs dont count as well for the bouyancy, but it made us add a ton of floaters to keep it on the level it was before.
This mod is my absolute favorite and I'm thrilled to see it being updated again.
I haven't had it since the update to 1.8 and I'm glad to see you at least have a poll for updating it. Unfortunately it looks like I'm in the minority. But I don't see the point of waiting for "most mods to update" when likely everyone is waiting for everyone else to update, so no one is.
The current 1.7 version works fine. Why not move onto 1.8? Or make a 1.8 version based off the current form and keep adding new features to 1.7? I was honestly happy with the original mod. I don't need cannons and whatnot. I just want my boats.
[quote]Quote from LuvatarjumpThis mod is actually my favorite addition to Terrafirma, which has so much "traveling" into it that having a move-able base is wonderful. I'm sure that making two mods work together is much more hassle than what is typically requested of modders, but I still want to make this request because Terrafirma and Archimedes ships are just so wonderful together.
Here are some of the issues I've found:
- A lot of blocks don't stay oriented the same way after landing. Chests, Fence Gates, Chiseled blocks, planks, etc. This isn't an issue with carpenter's blocks blocks, so I don't know why it's different.
- Every time I board the ship I get an "oak" duplicate of any chest/barrel that is on the ship. This is mostly an annoyance.
- It seems that non-vanilla entities don't get transported in the crates. This was a huge letdown after having seeing it work before :/ EDIT: Actually I just tested it a bit and it seems to not be terra-firma related but rather something to do with being underwater when the ship is formed. As the ship formed the mobs floated for a milisecond, that caused them to be "moved" out of the crate it seems. Just managed to move some non-vanilla entities
- There is a weird major bug involving a chisseled block with a Lantern and an adjasent fence post that makes the entire display go bonkers for anyone within sight of the ship. (No crash, but game is unplayable). I had to exit the world and delete the mod blocks by myself to make the chunks around the ship usable again. This is a very obscure bug to replicate but I mostly suspect it has something to do with the chisseled blocks bug.
As for non-Terrafirma related requests I have 2:
- Maybe make a special Bed that won't break your spawn point if you move the ship. We like to make the ship a mobile base and having someone die just to re-spawn at the world spawn point instead of at the ship because he forgot to re-sleep after moving it is annoying.
- Maybe add a special ship helm and buffers for "Sub-ships". Our big, floating base can realistically only land on Water, and when we are in the middle of a large land-mass, we like to leave it floating high and use smaller ships to land. Currently the only way of doing this is destroying the blocks anchoring both the Mother ship and the smaller one, or use an elaborate piston design to do that for us. I mean, the pistol design is kind of cool, but having core-mod options for that would be neat.
Also, not so much a bug report but something that I'd like to understand from the mod. Our ship "beta" design floated pretty decently while it was on its ugly form. However, once we changed the outer blocks for stairs to give it a more defined curve it seems like it lost bouyancy, a lot. I'm unsure if it was because it was carpenters block stairs or simply because stairs dont count as well for the bouyancy, but it made us add a ton of floaters to keep it on the level it was before.
To allow flying gouses to be a bit more ensgame ^^
Modifiable viewsiatance via config. With large ships. Theyvjust pop into existance in front you.
Perhaps different tiers of helms and engines. And helms that run on fuel.
Me and my mate are working on models and graphivs for the last version. Thrusters/hover engines etc.
Compatability with applied energistics if possible.
Really glad this has been picked up.
From my limited understanding of the minecraft render engine I don't think making the view distance larger is really something that can be done. I will look into it but don't get your hopes too high for that.
If you could elaborate on compatibility with applied energistics that would be great, if it's a matter of making the blocks work while a ship is running that's sort of difficult. I plan on having some sort of API for mods to use that could allow people to make Entity versions of tiles for moving ships but I really can't say for certain if that will be a thing. I've looked into some of the code of Cazzar's Ships mod as well as I too wanted tiles to work on ships but there's some ASM and I really don't want to mess around with that.
Custom recipes are definitely possible and I'll look into making something simple to change in the config files.
Different tiers of engines and such are something I've been thinking about as well, people also seem to want a way to make ships a bit less overpowered different tiers are something that could help with that.
I'd love to see more mod support from this. Normal AS doesn't support many mods.
Also, I'd like a config option to adjust the rate of fuel consumption.
And again, is it compatible if a server uses this mod and a client uses the regular mod? I run a server with Etho's modpack and memory leaks are a problem. I don't want to make my players update to this manually because that just creates confusion.
I'd love to see more mod support from this. Normal AS doesn't support many mods.
Also, I'd like a config option to adjust the rate of fuel consumption.
And again, is it compatible if a server uses this mod and a client uses the regular mod? I run a server with Etho's modpack and memory leaks are a problem. I don't want to make my players update to this manually because that just creates confusion.
I was looking into the block health idea and it reminds me of another game I play called Robocraft. Basically Minecraft meets WoT. when a block loses durability it breaks, breaking any other blocks that are connected only to it, and if the blocks the pilot seat is on is broken, the whole ship breaks. Also, I think the ship marker and seat should take up 2 blocks like a bed does. that way you look like you're sitting in a seat behind the marker, not floating in air.
Nice addition to the mod. I was wondering though as you know a bit about the inner workings of this mod, perhaps you could find a way to do without the whole meta rotation system while disassembling ships. As I use buildcraft with this mod, I noticed that when a quarry is placed on a ship it will initially set it's digging area next to the quarry however when the ship is moved the quarry's digging area never changes. It only changes when I manually remove the quarry and replace it. Now this seems to me like this mod is not actually re-placing the blocks as if a player was placing them in the world.
So my question is: Is it possible to make archimedes ship mod place the blocks in the world as if a player was placing them, perhaps like a fake player that instantly places all the blocks when you disassemble the ship. With this method you could also set the facing direction of the fake player so that when the blocks were placed, they would assume the correct rotation without having to keep an up to date .mrot file to calculate each mod's blocks rotation.
My initial thoughts on the problems with this method may be during the actual assembly of the ship. For example if I was to build a ship going from north to south then built a crafting table facing east, the assembly of the ship would not be able to determine which way I was standing when I placed the crafting table and likewise would not turn to face the correct direction during disassembly.
I hope I've made some sense in what I'm trying to say here and if this sounds a little overcomplicated I will try suggest this in the original mod thread but I thought you might want to have a shot at this first as to give your version a unique feature. At the very least if you could make it so the buildcraft quarry resets itself when disassembling a ship as if you were placing the quarry in the world manually then that would be great for us ship miners.
Well I can live without quarries automatically being reset but the rotations thing is rather annoying and that's no fault of the mod, but rather the way minecraft blocks don't really have a dedicated rotation value, just a meta value which stores the rotation and it's values can differ with each type of block. Manually adding each mod block's meta rotation to the archimedes .mrot file is tedious but I guess it's the best that can be done without some seriously laggy method like I suggested.
Don't suppose anyone has made any mrot files that support some mods? If not perhaps I should compile a list sometime.
Well I can live without quarries automatically being reset but the rotations thing is rather annoying and that's no fault of the mod, but rather the way minecraft blocks don't really have a dedicated rotation value, just a meta value which stores the rotation and it's values can differ with each type of block. Manually adding each mod block's meta rotation to the archimedes .mrot file is tedious but I guess it's the best that can be done without some seriously laggy method like I suggested.
Don't suppose anyone has made any mrot files that support some mods? If not perhaps I should compile a list sometime.
I've been looking a little bit at some CoFH libraries and they seem to have some things for rotation values. I can only hope that in a future version of minecraft rotation will be a little less metadata based but I doubt that would happen. At this point it's really a matter of having to sit down and get all the metadata values for each rotation (long, painful, and can change with each version). I would like to automate this to some extent with CoFH mods if possible but I don't want to have too many dependencies.
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I'm having an issue with this mod and my multicraft server. The config file always resets and I cannot get values to change. Even if I make it read only, the file is deleted and the stock values are used. I dont have a github account.
I'm having an issue with this mod and my multicraft server. The config file always resets and I cannot get values to change. Even if I make it read only, the file is deleted and the stock values are used. I dont have a github account.
Does this happen with just Archimedes Ships Plus are does it happen with the original mod as well?
I'm having an issue with this mod and my multicraft server. The config file always resets and I cannot get values to change. Even if I make it read only, the file is deleted and the stock values are used. I dont have a github account.
make a new .mrot file in the same folder. The default.mrot file is reset every time you start mc.
Here are some of the issues I've found:
- A lot of blocks don't stay oriented the same way after landing. Chests, Fence Gates, Chiseled blocks, planks, etc. This isn't an issue with carpenter's blocks blocks, so I don't know why it's different.
- Every time I board the ship I get an "oak" duplicate of any chest/barrel that is on the ship. This is mostly an annoyance.
- It seems that non-vanilla entities don't get transported in the crates. This was a huge letdown after having seeing it work before :/ EDIT: Actually I just tested it a bit and it seems to not be terra-firma related but rather something to do with being underwater when the ship is formed. As the ship formed the mobs floated for a milisecond, that caused them to be "moved" out of the crate it seems. Just managed to move some non-vanilla entities
- There is a weird major bug involving a chisseled block with a Lantern and an adjasent fence post that makes the entire display go bonkers for anyone within sight of the ship. (No crash, but game is unplayable). I had to exit the world and delete the mod blocks by myself to make the chunks around the ship usable again. This is a very obscure bug to replicate but I mostly suspect it has something to do with the chisseled blocks bug.
As for non-Terrafirma related requests I have 2:
- Maybe make a special Bed that won't break your spawn point if you move the ship. We like to make the ship a mobile base and having someone die just to re-spawn at the world spawn point instead of at the ship because he forgot to re-sleep after moving it is annoying.
- Maybe add a special ship helm and buffers for "Sub-ships". Our big, floating base can realistically only land on Water, and when we are in the middle of a large land-mass, we like to leave it floating high and use smaller ships to land. Currently the only way of doing this is destroying the blocks anchoring both the Mother ship and the smaller one, or use an elaborate piston design to do that for us. I mean, the pistol design is kind of cool, but having core-mod options for that would be neat.
Also, not so much a bug report but something that I'd like to understand from the mod. Our ship "beta" design floated pretty decently while it was on its ugly form. However, once we changed the outer blocks for stairs to give it a more defined curve it seems like it lost bouyancy, a lot. I'm unsure if it was because it was carpenters block stairs or simply because stairs dont count as well for the bouyancy, but it made us add a ton of floaters to keep it on the level it was before.
I haven't had it since the update to 1.8 and I'm glad to see you at least have a poll for updating it. Unfortunately it looks like I'm in the minority. But I don't see the point of waiting for "most mods to update" when likely everyone is waiting for everyone else to update, so no one is.
The current 1.7 version works fine. Why not move onto 1.8? Or make a 1.8 version based off the current form and keep adding new features to 1.7? I was honestly happy with the original mod. I don't need cannons and whatnot. I just want my boats.
Please post your bug reports on github, thanks.
From my limited understanding of the minecraft render engine I don't think making the view distance larger is really something that can be done. I will look into it but don't get your hopes too high for that.
If you could elaborate on compatibility with applied energistics that would be great, if it's a matter of making the blocks work while a ship is running that's sort of difficult. I plan on having some sort of API for mods to use that could allow people to make Entity versions of tiles for moving ships but I really can't say for certain if that will be a thing. I've looked into some of the code of Cazzar's Ships mod as well as I too wanted tiles to work on ships but there's some ASM and I really don't want to mess around with that.
Custom recipes are definitely possible and I'll look into making something simple to change in the config files.
Different tiers of engines and such are something I've been thinking about as well, people also seem to want a way to make ships a bit less overpowered different tiers are something that could help with that.
Edit: also, can you make it compatible with normal AS? (If a server uses this and a client uses normal, it would work?)
Compatibility with normal Archimede's Ships is not planned, this mod has a different ID a different name and soon to be many more different blocks.
Also, I'd like a config option to adjust the rate of fuel consumption.
And again, is it compatible if a server uses this mod and a client uses the regular mod? I run a server with Etho's modpack and memory leaks are a problem. I don't want to make my players update to this manually because that just creates confusion.
Please post issues on github thanks!
So my question is: Is it possible to make archimedes ship mod place the blocks in the world as if a player was placing them, perhaps like a fake player that instantly places all the blocks when you disassemble the ship. With this method you could also set the facing direction of the fake player so that when the blocks were placed, they would assume the correct rotation without having to keep an up to date .mrot file to calculate each mod's blocks rotation.
My initial thoughts on the problems with this method may be during the actual assembly of the ship. For example if I was to build a ship going from north to south then built a crafting table facing east, the assembly of the ship would not be able to determine which way I was standing when I placed the crafting table and likewise would not turn to face the correct direction during disassembly.
I hope I've made some sense in what I'm trying to say here and if this sounds a little overcomplicated I will try suggest this in the original mod thread but I thought you might want to have a shot at this first as to give your version a unique feature. At the very least if you could make it so the buildcraft quarry resets itself when disassembling a ship as if you were placing the quarry in the world manually then that would be great for us ship miners.
Don't suppose anyone has made any mrot files that support some mods? If not perhaps I should compile a list sometime.
I've been looking a little bit at some CoFH libraries and they seem to have some things for rotation values. I can only hope that in a future version of minecraft rotation will be a little less metadata based but I doubt that would happen. At this point it's really a matter of having to sit down and get all the metadata values for each rotation (long, painful, and can change with each version). I would like to automate this to some extent with CoFH mods if possible but I don't want to have too many dependencies.
if you want some suggestions, ill put a speed/maneuverability engine that make your ship go faster or slower based how many block are build on.
I'm having an issue with this mod and my multicraft server. The config file always resets and I cannot get values to change. Even if I make it read only, the file is deleted and the stock values are used. I dont have a github account.
Does this happen with just Archimedes Ships Plus are does it happen with the original mod as well?
make a new .mrot file in the same folder. The default.mrot file is reset every time you start mc.