The Meaning of Life, the Universe, and Everything.
Join Date:
11/2/2010
Posts:
48
Member Details
Can anyone help me figure out how to find and remove a lost ship on my dedicated server? One of my users accidentally ejected and we have no idea where the ship is now. Thanks.
I'm using the latest archimedes+subs update for 1.8 and installed the "fixed" moving world...but it still stops loading and tells me that it can't find the moving world. i am on forge version 11.14.3.1521-----but i've had this problem for several forge updates. i reeaally want to play with this mod in the game. :c
I'm having the same problem. It stops loading and says moving world is missing. Is there a version combination of the 2 that i can temporarily roll back to until this issue is fixed?
I'm having the same problem. It stops loading and says moving world is missing. Is there a version combination of the 2 that i can temporarily roll back to until this issue is fixed?
Can someone please tell me how to edit this mod so that it can have more than 2048 blocks? I made an awesome man o war ship and I would love to be able to sail the seven seas in minecraft with that
Thanks in advance for the reply.
Read the main post, please look at the config files.
Heya Darkevilmac, just curious, but how would one make this awesome mod compatible with TFC? I keep having the issue of the ship not putting the water back when compiling it.I'm guessing it will overwrite any fluid block but vanilla water. Could you fix it so that it will work with modded water and fluids? The modded server goes live today and I want to help save the mod from being removed. (search Serenity Hills on the Technic Launcher) also, subs are awesome)
Other than that, I've managed to make it work with TFC blocks. I would like some tips though on usage of different blocks that are in the mod, as well as how to edit the config to add more block densities (and how they work.)
I MIGHT have found a bug. The ships kind of break water. My ship's bottom deck ends up getting flooded when I land, and the water is removed, making it impossible to land. Please fix this, and notify me when you do.
The Meaning of Life, the Universe, and Everything.
Location:
Planet Namek
Join Date:
7/17/2012
Posts:
69
Member Details
Hello! I am a fan of Archimedes' Ships since it's predecessor, "Zeppelin mod". I love the idea of having submarines added into the game, and now that the mod seems to be having great updates, I came here to ask for something I've wanted since Zeppelin era: will cars ever be a thing? I mean, there is Cars and Drivers and Flan's mod, but CaD is way too simple (and a bit abandoned) and Flan's cars have awfull controls, and oftenlly crash depending on the content pack you are using. But building my own cars out of minecraft blocks? A dream coming true. Also, this mod's blocky yet smoothly precise controls would also fit perfectly in a land environment, creating the ultimate land vehicle mod. Maybe some whells and track blocks would make the mod recognize the ship as a land vehicle, just like air balloons make the mod recognize an airship. As land is way more tricky to get through than air or water (as land is blocky and irregular), maybe a "traction" system, where cars automatically climb walls. The more "traction" a vehicle has, the faster it climbs walls, however, adding too much traction to a vehicle would decrease it's horizontal speed. Traction could be balanced depending on the amount of these three diferent blocks: "Smooth Wheels" would give no traction (therefore increasing horizontal speed), "Grip Wheels" would give average amount of traction and "Tracks" would give great ammount of traction (therefore decreasing h. speed). you would need some of these blocks to be a percent of your ship (just like airships work), and add more of them if the vehicle is "heavier". Thanks for reading, and have a nice day!
it would be nice if the mod had a displacement algorithm so that really big ships (like mine) would not get flooded, as of right now, the lower deck of my ship is completely flooded.
it would be nice if the mod had a displacement algorithm so that really big ships (like mine) would not get flooded, as of right now, the lower deck of my ship is completely flooded.
Deadsoul2478 I had a similar problem with my lower decks and it stopped flooding when I closed off the area. I used a trapdoor to access the lower levels. As long as I closed the door I no longer had the flooding issues. I don’t know if this would work with normal doors.
I had a similar problem. It cleared up for me if I used optifine and turned off water particles or when I wasn’t using optifine it would start working if I turn ed particles to minimal.
I had a similar problem. It cleared up for me if I used optifine and turned off water particles or when I wasn’t using optifine it would start working if I turn ed particles to minimal.
Ya, it's an odd bug I'm still looking into.
In other news I have to again say sorry for the lack of updates as I've been quite ill as of late and my Mother broke her foot so I've had to help her get around to places.
If anyone is interested in spending some time developing the mod alongside me please add me on skype/curse voice and let me know what you can do. Skype:darkevilmac Curse:darkevilmac
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 12/12/15 8:13 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/client/model/IModelState
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:484)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/client/model/IModelState
at darkevilmac.archimedes.client.ClientProxy.registerTileEntitySpeacialRenderers(ClientProxy.java:68)
at darkevilmac.archimedes.client.ClientProxy.registerRenderers(ClientProxy.java:52)
at darkevilmac.archimedes.ArchimedesShipMod.initMod(ArchimedesShipMod.java:102)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.client.model.IModelState
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Attempted to download the mod, but it won't work. Here's a crash log.
Furthermore, I created an alternate folder for the file in which I wanted to use this (I have a plethora of them) and tried to make it as vanilla as possible. Absolutely no other mods were installed on this file and I removed previous saves and screenshots. I downloaded an entirely new forge just for said file and placed the mod in like the video shows. Both movingworld and archimedes ships are placed inside. I have, honestly, no clue what is happening.
hey im having a bit of an issue with something. I'm my own little rapture under water and Im making bathyspheres with this mod. But the problem Im having is that the sub sinks to the bottom of the tunnel leading from inside the lighthouse to the rest of the ocean and I cant move it. any suggestions on why this is happening and how this could be fixed.
im guessing that subs can only be small and cant have any other shape other than square or rectangle, cuse every time i build a sub with a fin thats taller than it it wont turn into sub form, but when its just a square or rectangle it will go to sub mode, or is there a limit to the amount of blocks you can use befor it cant turn into a sub?
When assembling a pirate ship the water under the ship got messed up, because the blocks that were in the water aren't replaced with water blocks.
This has been addressed countless times, please build the ship just above the water level, when you assemble and disassemble it will write what water blocks it removed and place them back on assemble from then onward.
Can anyone help me figure out how to find and remove a lost ship on my dedicated server? One of my users accidentally ejected and we have no idea where the ship is now. Thanks.
Can you please add propellers to this mod for the airships I am getting tired of seeing the engine block alone.
hold on, what submarines
Frustrated with a mod and need help?, Then click here
sans avatar i get it before you just go out and yell undertale fanboy at me tell me 1 good reason why that's terrible
if it's too lighthearted the game gets more dark and serious in the later parts and genocide
I'm having the same problem. It stops loading and says moving world is missing. Is there a version combination of the 2 that i can temporarily roll back to until this issue is fixed?
I have no idea how I ever played Vanilla.
What mods do you have installed alongside?
Read the main post, please look at the config files.
Heya Darkevilmac, just curious, but how would one make this awesome mod compatible with TFC? I keep having the issue of the ship not putting the water back when compiling it.I'm guessing it will overwrite any fluid block but vanilla water. Could you fix it so that it will work with modded water and fluids? The modded server goes live today and I want to help save the mod from being removed. (search Serenity Hills on the Technic Launcher) also, subs are awesome)
Other than that, I've managed to make it work with TFC blocks. I would like some tips though on usage of different blocks that are in the mod, as well as how to edit the config to add more block densities (and how they work.)
Finally! Thermal Extension Ducts are working! - Thank you so much.
Now its time for ProjectRed wires and the WR-C
5.) Blocks such as doors, stairs, etc dont properly rotate when decompiling in a different orientation.
I be new here, is there any progress on the better dismounting front?
I MIGHT have found a bug. The ships kind of break water. My ship's bottom deck ends up getting flooded when I land, and the water is removed, making it impossible to land. Please fix this, and notify me when you do.
EDIT: Adding the steam engine fixes it. =P
"Today you are You, that is truer than true. There is no one alive who is Youer than You." -Dr. Seuss
~Click on me to feed me a treat!
Hello! I am a fan of Archimedes' Ships since it's predecessor, "Zeppelin mod". I love the idea of having submarines added into the game, and now that the mod seems to be having great updates, I came here to ask for something I've wanted since Zeppelin era: will cars ever be a thing? I mean, there is Cars and Drivers and Flan's mod, but CaD is way too simple (and a bit abandoned) and Flan's cars have awfull controls, and oftenlly crash depending on the content pack you are using. But building my own cars out of minecraft blocks? A dream coming true. Also, this mod's blocky yet smoothly precise controls would also fit perfectly in a land environment, creating the ultimate land vehicle mod. Maybe some whells and track blocks would make the mod recognize the ship as a land vehicle, just like air balloons make the mod recognize an airship. As land is way more tricky to get through than air or water (as land is blocky and irregular), maybe a "traction" system, where cars automatically climb walls. The more "traction" a vehicle has, the faster it climbs walls, however, adding too much traction to a vehicle would decrease it's horizontal speed. Traction could be balanced depending on the amount of these three diferent blocks: "Smooth Wheels" would give no traction (therefore increasing horizontal speed), "Grip Wheels" would give average amount of traction and "Tracks" would give great ammount of traction (therefore decreasing h. speed). you would need some of these blocks to be a percent of your ship (just like airships work), and add more of them if the vehicle is "heavier". Thanks for reading, and have a nice day!
Beware of the man that talks in hands
it would be nice if the mod had a displacement algorithm so that really big ships (like mine) would not get flooded, as of right now, the lower deck of my ship is completely flooded.
Deadsoul2478 I had a similar problem with my lower decks and it stopped flooding when I closed off the area. I used a trapdoor to access the lower levels. As long as I closed the door I no longer had the flooding issues. I don’t know if this would work with normal doors.
I had a similar problem. It cleared up for me if I used optifine and turned off water particles or when I wasn’t using optifine it would start working if I turn ed particles to minimal.
Ya, it's an odd bug I'm still looking into.
In other news I have to again say sorry for the lack of updates as I've been quite ill as of late and my Mother broke her foot so I've had to help her get around to places.
If anyone is interested in spending some time developing the mod alongside me please add me on skype/curse voice and let me know what you can do. Skype:darkevilmac Curse:darkevilmac
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 12/12/15 8:13 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/client/model/IModelState
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:484)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/client/model/IModelState
at darkevilmac.archimedes.client.ClientProxy.registerTileEntitySpeacialRenderers(ClientProxy.java:68)
at darkevilmac.archimedes.client.ClientProxy.registerRenderers(ClientProxy.java:52)
at darkevilmac.archimedes.ArchimedesShipMod.initMod(ArchimedesShipMod.java:102)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.client.model.IModelState
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_31, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 103359608 bytes (98 MB) / 324980736 bytes (309 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.14.1273 Minecraft Forge 11.14.0.1273 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{8.0.14.1273} [Forge Mod Loader] (forge-1.8-11.14.0.1273-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{11.14.0.1273} [Minecraft Forge] (forge-1.8-11.14.0.1273-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
darkevilmac.movingworld.common.asm.coremod{} [MovingWorld CORE] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
MovingWorld{MC1.8-V1.8.1} [Moving World] (movingworld-MC1.8-V1.8.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ArchimedesShipsPlus{MC1.8-V1.8} [Archimedes' Ships Plus] (archimedesshipsplus-MC1.8-V1.8.jar) Unloaded->Constructed->Pre-initialized->Errored
Attempted to download the mod, but it won't work. Here's a crash log.
Furthermore, I created an alternate folder for the file in which I wanted to use this (I have a plethora of them) and tried to make it as vanilla as possible. Absolutely no other mods were installed on this file and I removed previous saves and screenshots. I downloaded an entirely new forge just for said file and placed the mod in like the video shows. Both movingworld and archimedes ships are placed inside. I have, honestly, no clue what is happening.
hey im having a bit of an issue with something. I'm my own little rapture under water and Im making bathyspheres with this mod. But the problem Im having is that the sub sinks to the bottom of the tunnel leading from inside the lighthouse to the rest of the ocean and I cant move it. any suggestions on why this is happening and how this could be fixed.
im guessing that subs can only be small and cant have any other shape other than square or rectangle, cuse every time i build a sub with a fin thats taller than it it wont turn into sub form, but when its just a square or rectangle it will go to sub mode, or is there a limit to the amount of blocks you can use befor it cant turn into a sub?
I can use this in my private modpack right?
This has been addressed countless times, please build the ship just above the water level, when you assemble and disassemble it will write what water blocks it removed and place them back on assemble from then onward.