I am currently having... major issues with the mod. ;-;
I currently have Industrial Craft, Build Craft, Equivalent Exchange, Single Player Commands, and two other side mods that do not matter. I also have everything required to run Industrial Craft, which pretty much covers what all other mods need.
I have tested the two side mods and Equivalent exchange to find that they are not the source of my problem.
Currently, whenever I right click the Airship (haven't tested others) controller, my game crashes with a maybe 1 millisecond error-report screen. I even tested it with only 6 wooden planks and the controller to still find nothing was working correctly (so it has nothing to do with custom items).
My question is, does Industrial or Build Craft or Single Player Commands interfere with the controllers working properly?
Double check that you put the rp.class into your minecraft.jar. I had the same issue, looked through the thread, and facepalmed.
I recently downloaded this mod, and I like the concept, but I'm having a problem. Whenever I move my airship it phases, it inches along. The whole world lags one second at a time, but only when the ship is moving. If it stops everything is normal. The only mods I have installed are Millenaire and OptiFine. Also, craft should definitely be able to be larger.
The drydock is a nice idea, already had plans for a big zeppelin hangar (a pitty one can't make BIG doors) but the oil tanker must rejoin the world often to do its job :/
anyways, i can live with gliding boats, it just looks nicer from the oustide with the hull in the water ^^
Make a big sliding door using an airship controller :biggrin.gif:
By the way, would it be too much to add a kind of remote control for your control blocks?
Hi, thanks for this great mod, but would it be possible only for the shipblock to replace blocks after activation at sealevel with water? (just at the activation to smoothen the ocean)?
the phasing through is not so bad in my opinion but the waterfalls in my harbour looks a bit too interesting :wink.gif:
thx for reading and sorry for the bad english
What'd happen if you use it in cave below sea level?
Will the next version support buildcraft pipes? And when do you think it will be released? I know it is hard/impossible to give an exact date, but all I want to know is if it's coming soon, can't wait lol! I love this mod! The first mod to let you build your own vehicles out of blocks, and it fits so well with buildcraft giving the vehicles more purposes than just a means of getting around faster!
Will the next version support buildcraft pipes? And when do you think it will be released? I know it is hard/impossible to give an exact date, but all I want to know is if it's coming soon, can't wait lol! I love this mod! The first mod to let you build your own vehicles out of blocks, and it fits so well with buildcraft giving the vehicles more purposes than just a means of getting around faster!
Blakmagik addresses this on Page 290. Short of it is... make sure there are no pipes on the same level or below your airship controller block.
Hey guys, I just got done installing the zeppelin mod. I deleted meta-inf, installed rp class, installed modloader, and the zeppelin mod, all in their respective locations. When I fire up minecraft, I get just past the mojang screen after logging in, and then an error message is shown, but quickly replaced by a black screen. Too quick for me to let you know what the error is. I am wondering if any of you have had the same problem, or know what I am doing wrong? I know i did everything that was shown in the tutorial, and this is my first try installing any mod, so no conflicts there.
Any help would be much appreciated, really looking forward to this mod.
Thanks!
Running on vista 64bit if that seems to matter at all
If MCPatcher doesn't work, I'd just back up any saves you care about, delete your .minecraft folder, get a fresh copy of the Minecraft files from Mojang's servers again (just log back into Minecraft), download Modloader and the latest Zeppelin client again, then reinstall. I had the same thing happen with me after a recent reinstall and I could not find the fault in my mod installation before. Had I worked off of fresh files right away I would have salvaged a night of Minecraft a least.
If you have never tried installing a mod before, I suggest working off one of the video guides in this thread, just remember to save a fresh copy of the changes you make to minecraft.jar and to save it in .minecraft/bin - it seems a lot of videos skip this (at least, Winrar doesn't save the changes automatically on my PC, took me a couple of tries to catch that way back in 1.6). Also, rp.class should be the only file you extract from the client, but make sure the whole client is what you put into the mods folder.
Blakmagik addresses this on Page 290. Short of it is... make sure there are no pipes on the same level or below your airship controller block.
I know, I read that. That's why I'm wondering if the next update will support buildcraft pipes :tongue.gif:
As it is now I can only build tankers, which is cool, but there is always a chance of crashing and losing the entire craft if I get sloppy with removing all pipes attached to the craft :S
I know, I read that. That's why I'm wondering if the next update will support buildcraft pipes :tongue.gif:
As it is now I can only build tankers, which is cool, but there is always a chance of crashing and losing the entire craft if I get sloppy with removing all pipes attached to the craft :S
Back up your saves. That's what I always do before I turn on a zeppelin. Saves me a lot of time and heartburn ;P
I know, I read that. That's why I'm wondering if the next update will support buildcraft pipes :tongue.gif:
As it is now I can only build tankers, which is cool, but there is always a chance of crashing and losing the entire craft if I get sloppy with removing all pipes attached to the craft :S
I think it would help if there was something in BC to retract those pipes when you are done with your quarry or pump etc. and reuse them.
I want to build basically a resource trawler and use it to scrape out the ocean, but unfortunately unless I want to do a lot of swimming this will leave quite a few pipes sitting around in my sea biomes after I'm done scouring them of resources. (This is where I tell you I'm presently wearing a Doctor Doom skin and I don't care about the ecology MWUHAHAHAHAHA).
This mod is great! But do you plan on fixing the compatibility with Buildcraft? Because the zeppelin is an awesome way to collect oil with out building miles of pipe.
The drydock is a nice idea, already had plans for a big zeppelin hangar (a pitty one can't make BIG doors) but the oil tanker must rejoin the world often to do its job :/
anyways, i can live with gliding boats, it just looks nicer from the oustide with the hull in the water ^^
you know if you have a block that you want to build only non moving objects out of. then you can build the walls out of that and use a ship controller to open the big doors. by having the frame a little smaller than the door it will keep you from turning the doors.
Rollback Post to RevisionRollBack
see my builds here
"in the event of a root uprising i would support the robots, does that make me a bad person?"
ok this is not too big of a problem but just wanted to see if anyone else had this problem. one of the mods i use is wireless redstone and when i place a transmitter/receiver when ever i realign to grid they don't work till i exit my map and reenter it again.
the only other problem i have (other than the whole thing about buildcraft pipes not working) is that when i rotate my craft some direction specific blocks( dispensers ect.) will change if i turn my craft is it possible that in the next up date direction specific blocks aline to the craft and not the world
Rollback Post to RevisionRollBack
see my builds here
"in the event of a root uprising i would support the robots, does that make me a bad person?"
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Is there a fix/work-around for disappearing control blocks on an airship? The only way to fix it is to quit out and reload the map. This causes the airship to completely vanish from the map.
I used wireless redstone and (as far as I remember) I never had that problem. They would not work when the craft was activated, and displayed a strange texture, but they worked correctly once rejoined to the world.
Also, in reference to certain blocks not rotating correctly when rejoining world, the creators already have a solution to this.
Dispensers should rotate correctly, but I'll give you my metadata spiel anyways, in case you are referring to an issue with a block added by a mod. Click the spoiler.
BEGIN METADATA SPIEL!
They provided a folder that you can set up proper rotation metadata for mod blocks.
First let me explain metadata to you.
Basically, every block has 16 possible numbers (4 bits of data) that corresponds to how the block is represented in the world.
For example, think of redstone wiring. Power from redstone can only travel 15 blocks, correct? well this isn't because the people at Mojang pulled a number out of a hat and ran with it. It's because of these 16 numbers. one stands for "off" and the other 15 stand for varying amount of power through a redstone block.
Almost every block uses these 16 numbers for different things. Whether it means if something is powered or off, open or closed (doors, trapdoors, etc) or in your case, which direction it is facing. (north, south, east, west, up, down)
So let me give you an example.
Each line has format
; <id1>:<meta1> -> <id2>:<meta2> -> ... -> <idn>:<metan>
; or
; <id1>:<meta1> -> <id2>:<meta2> -> ... -> <idn>:<metan> bm: <bitmask>
; This means that when rotating counterclockwise once, block id1:meta1 will turn
; into block id2:meta2
; id2:meta2 will turn into id3:meta3
; etc.
; Usually idn = id1 and metan = meta1
;
; <bitmask> is an optional bitmask.
; Bitmask just makes your code smaller.
; For example
; 26:3 -> 26:2 -> 26:1 -> 26:0 -> 26:3 bm: 3
; is the shortcut for
; 26: 3 -> 26: 2 -> 26: 1 -> 26: 0 -> 26: 3
; 26: 7 -> 26: 6 -> 26: 5 -> 26: 4 -> 26: 7
; 26:11 -> 26:10 -> 26: 9 -> 26: 8 -> 26:11
; 26:15 -> 26:14 -> 26:13 -> 26:12 -> 26:15
;
26 is the block number for a bed.
There are two blocks that make up a bed, correct? the top, with the pillow, and the bottom, with the sheet.
and there are two "states" for a bed, right? empty, or being slept in.
Look at the bottom parts of the code.
Bear in mind that each "->" refers to one 90 degree counterclockwise rotation.
; 26: 3 -> 26: 2 -> 26: 1 -> 26: 0 -> 26: 3
^Refers to the top part of the bed, and its orientation. (east, north, west, south)
; 26: 7 -> 26: 6 -> 26: 5 -> 26: 4 -> 26: 7
^Refers to the bottom part of the bed, and it's orientation.(east, north, west, south)
; 26:11 -> 26:10 -> 26: 9 -> 26: 8 -> 26:11
^Refers to the top part, while being slept in, and it's orientation.
; 26:15 -> 26:14 -> 26:13 -> 26:12 -> 26:15
^Refers to the bottom part, while being slept in, and it's orientation.
Because there are many different cases for what metadata can stand for, there in no universal format. Sadly.
So, the only way to find out what metadata has been used for any given block added by a mod, is to 1) ask the mod creator what metadata setup they used. Also, decompiling a mod's class files can give some insight as well. Or 2) Guess. There's 16 possible numbers. it's more than likely that its the first few. Just plug in stuff, and you will eventually get it.
You can just add whatever to the META file labeled "vanilla" or you can make another META file in the same location. just make sure that the metadata is in the same format.
Yep.
END METADATA SPIEL!
ok thanks i will try that. and other parts of wireless redstone have been acting up on me so it might be an issue with another mod.
Rollback Post to RevisionRollBack
see my builds here
"in the event of a root uprising i would support the robots, does that make me a bad person?"
Double check that you put the rp.class into your minecraft.jar. I had the same issue, looked through the thread, and facepalmed.
And facepalm I did. Thank you so much! XP I can't believe I missed that... Well, here's a nifty +1.
Make a big sliding door using an airship controller :biggrin.gif:
By the way, would it be too much to add a kind of remote control for your control blocks?
What'd happen if you use it in cave below sea level?
0.42
Read the first post.
Blakmagik addresses this on Page 290. Short of it is... make sure there are no pipes on the same level or below your airship controller block.
Any help would be much appreciated, really looking forward to this mod.
Thanks!
Running on vista 64bit if that seems to matter at all
If you have never tried installing a mod before, I suggest working off one of the video guides in this thread, just remember to save a fresh copy of the changes you make to minecraft.jar and to save it in .minecraft/bin - it seems a lot of videos skip this (at least, Winrar doesn't save the changes automatically on my PC, took me a couple of tries to catch that way back in 1.6). Also, rp.class should be the only file you extract from the client, but make sure the whole client is what you put into the mods folder.
I know, I read that. That's why I'm wondering if the next update will support buildcraft pipes :tongue.gif:
As it is now I can only build tankers, which is cool, but there is always a chance of crashing and losing the entire craft if I get sloppy with removing all pipes attached to the craft :S
Back up your saves. That's what I always do before I turn on a zeppelin. Saves me a lot of time and heartburn ;P
http://www.ffmpic.com/u/scidude
I think it would help if there was something in BC to retract those pipes when you are done with your quarry or pump etc. and reuse them.
I want to build basically a resource trawler and use it to scrape out the ocean, but unfortunately unless I want to do a lot of swimming this will leave quite a few pipes sitting around in my sea biomes after I'm done scouring them of resources. (This is where I tell you I'm presently wearing a Doctor Doom skin and I don't care about the ecology MWUHAHAHAHAHA).
you know if you have a block that you want to build only non moving objects out of. then you can build the walls out of that and use a ship controller to open the big doors. by having the frame a little smaller than the door it will keep you from turning the doors.
"in the event of a root uprising i would support the robots, does that make me a bad person?"
the only other problem i have (other than the whole thing about buildcraft pipes not working) is that when i rotate my craft some direction specific blocks( dispensers ect.) will change if i turn my craft is it possible that in the next up date direction specific blocks aline to the craft and not the world
"in the event of a root uprising i would support the robots, does that make me a bad person?"
ok thanks i will try that. and other parts of wireless redstone have been acting up on me so it might be an issue with another mod.
"in the event of a root uprising i would support the robots, does that make me a bad person?"
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