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.
I haven't yet spent much time learning how minecraft's code works, much less regarding rotation of blocks, but I had an idea of a way to automate the process a bit for Archimedes' Ships that might not require manual mrot lists.
During the assembly phase of making a ship, I assume the script has to run a check of each block, and identifies ones on the vanilla mrot list to keep track of their initial rotation, and adjust it on the dis-assembly phase to match a change in the ship's rotation (correct me if I'm wrong).
If this is the case, might it be possible to have the assembly code flag any blocks that aren't vanilla, and then check to see if meta-data variations for it exist. This is of course assuming that standard blocks that are the same on all sides don't have rotation data, since regardless of what angle they're placed at they all lay in the same direction. If the difference between blocks with meta-data and those without can be detected, then the code can automatically add mod-added blocks with mrot data to the list.
The only remaining hurdle then would be if the mrot data needs to be set up in a certain order, but I would 'assume' that if say, turning it 90 degrees clockwise turned the mrot from 2 to 1 in a vanilla block, then in a mod-added block the same change would follow similar rules.
This all of course assumes that there's a way to check for said data in the first place, so if this is impossible then by all means let me know, and I may be able to think of other possible ways. I just don't have the time yet to learn minecraft or Forge's code limitations while learning C# for college projects. ^_^;
More or less a fear of assumptions, I've seen people stray from the conventional methods before. Current plan as I see it is to improve the way Archimedes Ships handles it to more of a registry based system. Once that's done it's just a matter of making some good old built in compatibility.
What i'd like to see added is some kind of snorkel or rebreather. When I played on 1.7.2 there was Aquatic Abyss, which fit nicely with the mod and added a snorkel so you could jump out of the boat and explore the oceans. But it hasn't updated in a long time, and with 1.8 coming up (hopefully soon) I would love to combine this mod with the ruins mod and explore more. On the point of some kind of bed that moves with the ship, i like that idea. On whether to update, many modders are waiting for this mod to update to begin updating their own mods. It's a core mod, and the fact that it hasn't updated is probably holding back many others.
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Don't worry about coding cannons. It seems that everyone has forgotten that balkon himself created a mod that has cannons as part of it. If possible just make the Balkon's weapon mod cannons work as part of the ship. You would have to make them anchor themselves to the ship (right now you can push them.) It would finally give the cannons a use and castle vs ships warfare would be freaking amazing, especially with flying ships.
Cannons are something that can be implemented, they would be implemented in the same way extra seats are. Entity attachments are possible in the code already and I plan to make that something that can be done a little more easily as well.
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Very cool. I was just testing this out on creative mode and it is a really cool thing, I can park the flying ships in mid air and have my whole base it seems, I haven't tried it yet, but I think I can put a dimensional door on the ship as well. Disregarding the dimensional door capability, this seems a little too powerful, is there a way you can make this more challenge friendly, making the ship need fuel and making the balloons need more expensive materials to craft. Or some kind of option to nerf it.
Perhaps i could just take off the ability to fly in my config....
Very cool. I was just testing this out on creative mode and it is a really cool thing, I can park the flying ships in mid air and have my whole base it seems, I haven't tried it yet, but I think I can put a dimensional door on the ship as well. Disregarding the dimensional door capability, this seems a little too powerful, is there a way you can make this more challenge friendly, making the ship need fuel and making the balloons need more expensive materials to craft. Or some kind of option to nerf it.
Perhaps i could just take off the ability to fly in my config....
Getting your base to fly is really a matter of grinding at this point, you have to kill a lot of spiders and shear a lot of sheep. The speed of the ship is greatly reduced when you do not have any engines. There have been requests to rebalance and I am thinking about making engines a requirement in the config but I haven't gotten around to it just yet.
Thank you so much for continuing one of the best minecraft mods out there, it's pretty awesome. My base consists mainly of machines and other mod stuff, so as good as the original Archimedes ships was, all of my cables would disconnect after flying the ship and disassembling. It's easily fixed by replacing the cables or reloading the world which was a bit annoying. Anyway that lead me here and I was very surprised to see that with this mod, all of the cables were still connected and everything was working perfectly, unfortunately there was a memory leak and I had to close minecraft. I was just wondering if this is something you will be working on or is it way too complicated?
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Well whatever you do end up doing with it, I will be downloading any updates you make to it.
Setting up a sheep farm gets you a lot of wool easily, but spiders are a bit harder, especially if you have other mods that use string as a crafting ingredient.
Currently streaming development at http://hitbox.tv/darkevilmac this post will be edited when the stream is over.EDIT: Computer has decided that I should overheat, will attempt to stream again.EDIT 2: We're running good feel free to hop in and chat a little.Streaming again, reasonable time edition. http://www.hitbox.tv/darkevilmacThis is relevant because I'm streaming development of the mod.can you make it so the passenger seats can be sat in without assembling the ship?
Streaming some development stuffs.i cant descend or ascend my airship.i use the z and x and changed the keys used in the controls menu but it does not work still.any suggestions?
I haven't yet spent much time learning how minecraft's code works, much less regarding rotation of blocks, but I had an idea of a way to automate the process a bit for Archimedes' Ships that might not require manual mrot lists.
During the assembly phase of making a ship, I assume the script has to run a check of each block, and identifies ones on the vanilla mrot list to keep track of their initial rotation, and adjust it on the dis-assembly phase to match a change in the ship's rotation (correct me if I'm wrong).
If this is the case, might it be possible to have the assembly code flag any blocks that aren't vanilla, and then check to see if meta-data variations for it exist. This is of course assuming that standard blocks that are the same on all sides don't have rotation data, since regardless of what angle they're placed at they all lay in the same direction. If the difference between blocks with meta-data and those without can be detected, then the code can automatically add mod-added blocks with mrot data to the list.
The only remaining hurdle then would be if the mrot data needs to be set up in a certain order, but I would 'assume' that if say, turning it 90 degrees clockwise turned the mrot from 2 to 1 in a vanilla block, then in a mod-added block the same change would follow similar rules.
This all of course assumes that there's a way to check for said data in the first place, so if this is impossible then by all means let me know, and I may be able to think of other possible ways. I just don't have the time yet to learn minecraft or Forge's code limitations while learning C# for college projects. ^_^;
Accidental Double Post. Crappy internet.
More or less a fear of assumptions, I've seen people stray from the conventional methods before. Current plan as I see it is to improve the way Archimedes Ships handles it to more of a registry based system. Once that's done it's just a matter of making some good old built in compatibility.
What i'd like to see added is some kind of snorkel or rebreather. When I played on 1.7.2 there was Aquatic Abyss, which fit nicely with the mod and added a snorkel so you could jump out of the boat and explore the oceans. But it hasn't updated in a long time, and with 1.8 coming up (hopefully soon) I would love to combine this mod with the ruins mod and explore more. On the point of some kind of bed that moves with the ship, i like that idea. On whether to update, many modders are waiting for this mod to update to begin updating their own mods. It's a core mod, and the fact that it hasn't updated is probably holding back many others.
I think I'm nearly there in the separation of a lot of code, then it's just making archimede's ships use the new lib.
Streamerino (not a word but I'm using it anyway.) http://twitch.tv/darkevilmacNew notice on github. https://github.com/darkevilmac/archimedes-ships-plus/issues/10
Don't worry about coding cannons. It seems that everyone has forgotten that balkon himself created a mod that has cannons as part of it. If possible just make the Balkon's weapon mod cannons work as part of the ship. You would have to make them anchor themselves to the ship (right now you can push them.) It would finally give the cannons a use and castle vs ships warfare would be freaking amazing, especially with flying ships.
That's true, but could it be possible to make the cannons "mount" the boat? Sort of the same way you would a pig or horse
Cannons are something that can be implemented, they would be implemented in the same way extra seats are. Entity attachments are possible in the code already and I plan to make that something that can be done a little more easily as well.
Streaming again, isn't that just swell? http://twitch.tv/darkevilmac
Very cool. I was just testing this out on creative mode and it is a really cool thing, I can park the flying ships in mid air and have my whole base it seems, I haven't tried it yet, but I think I can put a dimensional door on the ship as well. Disregarding the dimensional door capability, this seems a little too powerful, is there a way you can make this more challenge friendly, making the ship need fuel and making the balloons need more expensive materials to craft. Or some kind of option to nerf it.
Perhaps i could just take off the ability to fly in my config....
Getting your base to fly is really a matter of grinding at this point, you have to kill a lot of spiders and shear a lot of sheep. The speed of the ship is greatly reduced when you do not have any engines. There have been requests to rebalance and I am thinking about making engines a requirement in the config but I haven't gotten around to it just yet.
Thank you so much for continuing one of the best minecraft mods out there, it's pretty awesome. My base consists mainly of machines and other mod stuff, so as good as the original Archimedes ships was, all of my cables would disconnect after flying the ship and disassembling. It's easily fixed by replacing the cables or reloading the world which was a bit annoying. Anyway that lead me here and I was very surprised to see that with this mod, all of the cables were still connected and everything was working perfectly, unfortunately there was a memory leak and I had to close minecraft. I was just wondering if this is something you will be working on or is it way too complicated?
Well whatever you do end up doing with it, I will be downloading any updates you make to it.
Setting up a sheep farm gets you a lot of wool easily, but spiders are a bit harder, especially if you have other mods that use string as a crafting ingredient.