The Meaning of Life, the Universe, and Everything.
Join Date:
1/11/2014
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I've been experimenting with other pipe mods. Buildcraft pipes work flawlessly with this mod, provided that you recompile the ship in the same direction...However, I've noticed that enderio pipe, logistic pipe for buidcraft and thermal dynamics dont work after the ship is moved. Logistic pipe needs to be completely destroyed and rebuilt to get it to work. Thermal dynamics pipes need a pipe replaced or turned here or there.. Enderio just needs one pipe in the network destroyed and replaced..I haven't tried mekanism yet, as I'm waiting to upgrade to V8(LASERS!!! LASERS!!!!). I'd love to use atleast one of these on a build. Have you looked into why this happens?
BTW, I fixed the other problem I was having with the config not saving.I took the multicraft generated config, changed what I wanted and then made that read only.
Okay, so this mod is intended to allow sailing full sized ships right? I guess when I asked if you were going to update the original Archimedes Ships mod, what I really meant to ask is this mod going to attempt to replace that mod, since it doesn't work with 1.8.4?
I've always wanted to sail my ship in Minecraft, but alas, I've never found a mod that works at the right time.
Would it be possible to change projectile collision? Maybe make projectiles fired by player on a ship go through that ship? That wouldn't allow air PvP< but still would be useful for sniping an occasional mob without having to disassemble.
I have something that would make mods like OceanCraft and mods that add fish and sea ruins more viable - you could add a Submarine to the game
-- snip --
It's unnecessarily complex - I suggest adding weight blocks to allow ship to submerge (just as balloon blocks allow it to fly).
When submerged, ship with weight blocks ought to give all passengers infinite water breathing effect.
That's much easier to implement and is quite enough. =)
It's unnecessarily complex - I suggest adding weight blocks to allow ship to submerge (just as balloon blocks allow it to fly).
When submerged, ship with weight blocks ought to give all passengers infinite water breathing effect.
That's much easier to implement and is quite enough. =)
You're a genius, main issue is that water blocks would still be in the ship when you assemble, that can cause issues with torches. I want this feature as much as all of you do and I'm still trying to think of ways to implement it well. Water breathing is step one though.
You're a genius, main issue is that water blocks would still be in the ship when you assemble, that can cause issues with torches. I want this feature as much as all of you do and I'm still trying to think of ways to implement it well. Water breathing is step one though.
Errr, did you mean "when you disassemble"? Because you can't place torches underwater anyway. =)
As for water displacement when disassembling, there are several ways to go about that. I base my suggestion on how old code seemed to work, so apologies if I misunderstood something.
0. Leave everything as it is - only ship blocks displace any water.
- Doesn't work for enclosed submarines
+ Is the simplest way. =D
1. Displace all water within ship's bounding box, and let water replication fill back the outer parts, as well as the hole once you mount the ship again.
- It will have issues when docking in a narrow passages (where will be not enough water to refill)
+ Is quite simple.
2. Create a list of (non)-watertight blocks, similar to ship block blacklist. When compiling the ship, find all air blocks at the border of ship's bounding box, and use floodfill algorithm to eliminate groups of air blocks connected to the exterior, starting at ships' bounding box and passing through non-watertight blocks. Replace remaining air blocks with a special block that is identical to air in everything but block ID, so you can keep it as part of the ship. Or just add those air blocks as part of the ship, if underlying code allows you to.
After that, you can have those "contained air" blocks displace water when disassembling the ship. Thus enclosed spaces will be left dry.
- Watertight block list that will need to be updated.
- Block orientation problems - stairs, slabs, panes can be watertight only in certain directions. For simplicity sake you can make only full blocks count (I do believe block class carries information on its physical size, but I might be mistaken) or make any non-air (and non-torch) block count. Config option, maybe?
- Replacing air with another block might mess up AI pathfinding. I'm not sure if it ignores blocks without collision box.
+ As perfect simulation of a water-tight hull as you can get.
+ No need to change a lot of underlying code, just add another allowed block and patch ship compilation code. Plus you only need to run that when compiling the ship.
+ You can have floodfill mark all seats/helms/crates it encounters, and grant waterbreathing only to entities associated with unmarked ones, so no free air if you're strapped to the hull. =D This behaviour should be configurable, though.
Random unrelated notes:
1. when in contact with lava, submerging ship should also grant fire resistance (maybe if some conditions are met?). Because LAVA DIVING!
2. we need a smaller helm block. Something akin to the item frame would be perfect.
My current thought in regards to water filling and whatnot is this.
Just have the disassembler check blocks from top to bottom. Fill with water blocks until you hit a block that's considered watertight. Once that happens. stop filling downward in that area.
Well, that's an option but it will be running every time you disassemble a ship, right? My suggestion is a bit more calculation heavy, but it only runs at ship compile time, so you can keep the disassembly code intact.
Moreover, a slight modification of it can let us have ships with proper cargo holds below the waterline.
What is the actual extent of things you can have onboard with this mod? Like other entities?
I second this question. One thing I've wanted to build since at least 2012 is a ship that can carry Buildcraft/Industrialcraft/etc machinery so I can suck up oil, refine it, pump it into engines, use the engines to power quarries and lay waste to the landscape, all from a mobile ship. XD Sadly, from the old Zeppelin mod to RedPower frames to Archimedes, there has yet to be a mod that can fulfill this.
Of course, the machinery doesn't have to run while the ship is in motion; it just has to be able to come along for the ride and disassemble back to the world grid.
I second this question. One thing I've wanted to build since at least 2012 is a ship that can carry Buildcraft/Industrialcraft/etc machinery so I can suck up oil, refine it, pump it into engines, use the engines to power quarries and lay waste to the landscape, all from a mobile ship. XD Sadly, from the old Zeppelin mod to RedPower frames to Archimedes, there has yet to be a mod that can fulfill this.
Of course, the machinery doesn't have to run while the ship is in motion; it just has to be able to come along for the ride and disassemble back to the world grid.
It does that. All of that. Test machines before in a test world though. Just in case.
What does this mean, sonny Jim?
He don't cheese! Baby, Baby! He don't cheese!
So you're not updating the main Archimede's Ships mod to work with 1.8.4? Sorry, just don't want to get my hopes up.
No, I'm not updating that mod. I've forked the mod so it will be extremely similar. I will be updating this mod to 1.8 but not the original mod.
I've been experimenting with other pipe mods. Buildcraft pipes work flawlessly with this mod, provided that you recompile the ship in the same direction...However, I've noticed that enderio pipe, logistic pipe for buidcraft and thermal dynamics dont work after the ship is moved. Logistic pipe needs to be completely destroyed and rebuilt to get it to work. Thermal dynamics pipes need a pipe replaced or turned here or there.. Enderio just needs one pipe in the network destroyed and replaced..I haven't tried mekanism yet, as I'm waiting to upgrade to V8(LASERS!!! LASERS!!!!). I'd love to use atleast one of these on a build. Have you looked into why this happens?
BTW, I fixed the other problem I was having with the config not saving.I took the multicraft generated config, changed what I wanted and then made that read only.
Ships are now assembling (kind of), the assembling code is working have to get it to make entities again though.
EDIT: Ignore the balloon count, that's already fixed.
You're doing Talos' work! Keep it up!
He don't cheese! Baby, Baby! He don't cheese!
Ships moving again, https://imgrush.com/9N1_yMTe5JXx
Bless you, hero.
No video or pictures but ships fly and control and load in and out of the world again. No signs of memory leaks so far.
Okay, so this mod is intended to allow sailing full sized ships right? I guess when I asked if you were going to update the original Archimedes Ships mod, what I really meant to ask is this mod going to attempt to replace that mod, since it doesn't work with 1.8.4?
I've always wanted to sail my ship in Minecraft, but alas, I've never found a mod that works at the right time.
Would it be possible to change projectile collision? Maybe make projectiles fired by player on a ship go through that ship? That wouldn't allow air PvP< but still would be useful for sniping an occasional mob without having to disassemble.
It's unnecessarily complex - I suggest adding weight blocks to allow ship to submerge (just as balloon blocks allow it to fly).
When submerged, ship with weight blocks ought to give all passengers infinite water breathing effect.
That's much easier to implement and is quite enough. =)
You're a genius, main issue is that water blocks would still be in the ship when you assemble, that can cause issues with torches. I want this feature as much as all of you do and I'm still trying to think of ways to implement it well. Water breathing is step one though.
Errr, did you mean "when you disassemble"? Because you can't place torches underwater anyway. =)
As for water displacement when disassembling, there are several ways to go about that. I base my suggestion on how old code seemed to work, so apologies if I misunderstood something.
0. Leave everything as it is - only ship blocks displace any water.
- Doesn't work for enclosed submarines
+ Is the simplest way. =D
1. Displace all water within ship's bounding box, and let water replication fill back the outer parts, as well as the hole once you mount the ship again.
- It will have issues when docking in a narrow passages (where will be not enough water to refill)
+ Is quite simple.
2. Create a list of (non)-watertight blocks, similar to ship block blacklist. When compiling the ship, find all air blocks at the border of ship's bounding box, and use floodfill algorithm to eliminate groups of air blocks connected to the exterior, starting at ships' bounding box and passing through non-watertight blocks. Replace remaining air blocks with a special block that is identical to air in everything but block ID, so you can keep it as part of the ship. Or just add those air blocks as part of the ship, if underlying code allows you to.
After that, you can have those "contained air" blocks displace water when disassembling the ship. Thus enclosed spaces will be left dry.
- Watertight block list that will need to be updated.
- Block orientation problems - stairs, slabs, panes can be watertight only in certain directions. For simplicity sake you can make only full blocks count (I do believe block class carries information on its physical size, but I might be mistaken) or make any non-air (and non-torch) block count. Config option, maybe?
- Replacing air with another block might mess up AI pathfinding. I'm not sure if it ignores blocks without collision box.
+ As perfect simulation of a water-tight hull as you can get.
+ No need to change a lot of underlying code, just add another allowed block and patch ship compilation code. Plus you only need to run that when compiling the ship.
+ You can have floodfill mark all seats/helms/crates it encounters, and grant waterbreathing only to entities associated with unmarked ones, so no free air if you're strapped to the hull. =D This behaviour should be configurable, though.
Random unrelated notes:
1. when in contact with lava, submerging ship should also grant fire resistance (maybe if some conditions are met?). Because LAVA DIVING!
2. we need a smaller helm block. Something akin to the item frame would be perfect.
My mistake I did mean disassembling.
My current thought in regards to water filling and whatnot is this.
Just have the disassembler check blocks from top to bottom. Fill with water blocks until you hit a block that's considered watertight. Once that happens. stop filling downward in that area.
Well, that's an option but it will be running every time you disassemble a ship, right? My suggestion is a bit more calculation heavy, but it only runs at ship compile time, so you can keep the disassembly code intact.
Moreover, a slight modification of it can let us have ships with proper cargo holds below the waterline.
It's entirely up to you, though. =)
What is the actual extent of things you can have onboard with this mod? Like other entities?
I second this question. One thing I've wanted to build since at least 2012 is a ship that can carry Buildcraft/Industrialcraft/etc machinery so I can suck up oil, refine it, pump it into engines, use the engines to power quarries and lay waste to the landscape, all from a mobile ship. XD Sadly, from the old Zeppelin mod to RedPower frames to Archimedes, there has yet to be a mod that can fulfill this.
Of course, the machinery doesn't have to run while the ship is in motion; it just has to be able to come along for the ride and disassemble back to the world grid.
It does that. All of that. Test machines before in a test world though. Just in case.