being able to move around on the ship while the ship is moving is one of the best things about this mod. besides. it would probably be a b*tch to pilot a big ship stuck at the controls. unless ur controls were at the very front of the ship.
long distance trips are much more enjoyable if u get to move around.
I'd like to hope I'm not the only one that thinks that this should actually have you stay at the wheel while piloting (or have a variant of config-setting that allows you to make it as such, so you can control it like, say, an airship.
being able to move around on the ship while the ship is moving is one of the best things about this mod. besides. it would probably be a b*tch to pilot a big ship stuck at the controls. unless ur controls were at the very front of the ship.
long distance trips are much more enjoyable if u get to move around.
You could always set your course, then move around the ship as it continues to fly. Or place your controls in a position where you're always ensured a good view.
But as seekoutguy said, a variable setting is probably ideal. Have a value for control radius--how close you have to be to the control block to steer the ship--that you can set as low or high as you like in the config file.
Rollback Post to RevisionRollBack
If at first you don't succeed, get a bigger starshiplocomotive castle and try again.
I seem to be having problems with the controls; can you please check that?
Also, I can't seem to change the move backwards command since its blocked by the "done" key.(In other words, move the keys downward, please, by 1 key.) please fix these problems.
Another bug: it IS connected to the world grid, because i cant move upwards after I've reached the 128 limit. it will say the accent is 1 but not move upwards.
yet ANOTHER bug: the stop command also doesn't work.
Another one guys...: The craft controller disappeared, and when i right clicked the space it once was at, the game crashed!
Pardon me if this was requested/worked upon before... But is BetterThanWolves compatible with Zeppelin?
I don't mean compatible like Forge/ModLoader. I mean more of like having BTW functionality aboard an active craft. Is it a matter of 'allowing' BTW block/entity id(s) in Zeppelin's config?
IE: I'd like to add pulley systems, windmills and whatnot to my 'airship', currently once activated, blocks like gearboxes and axles would remain on the craft, while stuff like windmills (assuming because it has it's own animation) would fall off.
Also, do piston mechanics work on an active craft?
You could always set your course, then move around the ship as it continues to fly. Or place your controls in a position where you're always ensured a good view.
But as seekoutguy said, a variable setting is probably ideal. Have a value for control radius--how close you have to be to the control block to steer the ship--that you can set as low or high as you like in the config file.
If there is to be an "interaction" radius im sure it can be optional.
Personally i would love making my own control interface of switches, buttons and the like...connected to individual engines and manuvering thrusters and the like.
I seem to be having problems with the controls; can you please check that?
Also, I can't seem to change the move backwards command since its blocked by the "done" key.(In other words, move the keys downward, please, by 1 key.) please fix these problems.
Another bug: it IS connected to the world grid, because i cant move upwards after I've reached the 128 limit. it will say the accent is 1 but not move upwards.
yet ANOTHER bug: the stop command also doesn't work.
Another one guys...: The craft controller disappeared, and when i right clicked the space it once was at, the game crashed!
Done button is minecraft internal, cannot be fixed. 128 limit is intentional, unless you want to fall out of the ship. Stop command works fine, are you sure you're using the right button? Craft controller disappearing is fixed in the next release.
I do not believe BTW things such as elevators or windmills will work with this(as of now, I think DiEvAl said he was working on it at one point) because although they are entites, like the zeppelin crafts, the BTW entites are aligned to the grid. so when the ship activates, they pop off.
Then I'll have to throw my awesome craft idea out the window for now. :tongue.gif:
What about pistons, same deal?
PS: During night time, when I activate my craft, the whole craft changes... colour? Or hue. I was playing with the values for lighting in the config, couldn't really get it to work properly.
Then I'll have to throw my awesome craft idea out the window for now. :tongue.gif:
What about pistons, same deal?
PS: During night time, when I activate my craft, the whole craft changes... colour? Or hue. I was playing with the values for lighting in the config, couldn't really get it to work properly.
Pistons pop-off if they are activated/deactivated.
Then I'll have to throw my awesome craft idea out the window for now. :tongue.gif:
What about pistons, same deal?
PS: During night time, when I activate my craft, the whole craft changes... colour? Or hue. I was playing with the values for lighting in the config, couldn't really get it to work properly.
The hue changes are new in 1.8.1. Notch did some interesting things with lighting (I guess it's supposed to be moonlight hue?), and I haven't looked into fixing it (barely got lighting working at all).
The hue changes are new in 1.8.1. Notch did some interesting things with lighting (I guess it's supposed to be moonlight hue?), and I haven't looked into fixing it (barely got lighting working at all).
No worries, it's a minor cosmetic issue that we can live with. Thinking about it, it should be related to moonlight, it didn't exactly go psychedelic when the sun was up.
Great work with the mod though! Looking exceptionally good so far.
I hope to build a fully functional mechanical craft soon! :tongue.gif:
I know this is slightly off topic, but has anyone else had a go at the Digital diamonds Indiana Jones style puzzle/obstacle map? The airship at the end is nothing short of amazing. Probably like millions blocks, but amazing nevertheless.
I read the op but when i right click the box to scan the ship it says 'saving chunks' and goes to black screen. I tried the 'run' thing and it shows a black window for about 1/8 of a second then disapears. PLEASE HELP!
1 - I´m marking with the help of rei´s minimap all point in my world where ships duplicates. So, when I go to that place, I find a activated ship. I enter the ship, click on the controller block to rejoin the world and move it to my base. Some time later I pass trought the same point, i find the same kind of ship activated, like the last one.
2 - I was passing trought one of these points with a mini ship. There was no ship in this place, but when I was flying away, I saw with my own eyes a ship appearing at the marqued spot, and at the same time the ship that I was flying desappearing and making me fall to the ground.
After these two points, I wonder:
I don´t know nothing about this programming, but I do know that the chunk update in 1.8.1 is more laggy (or take more time to update) than the previous version (1.7.3). This make me think about some relation between the controller block issue and the new world generator with the chunk updates. This is the first point.
The second point is that the controller block have an ID. But when you make more than one controller block, I think that the program put some internal ID on that block, to avoid confusion with some second controller block, and a third one, fourth.... So, when ships duplicates, there is a chance that two controller blocks exist on the world with the same internal ID, and the game erase one of them(thats why the ship vanishes in the air).
One interesting point is that the marked places where the ships duplicates are the same place where when I was flying before and the controller block flashes out of existence, reappearing just after in the world. At this point the ships stop, and you have to make it move again pressing the control keys. The vanishing controller block issue maybe make the world mark that spot for duplicating ships when the chunks updates, eliminating one of the duplicate controller block to avoid conflict on the internal controller ID.
I just can tell you that my world have at least 15 spot points where my ships duplicates. I always go there, take the ship back home, destroy it and keep the controller block(maybe if I left it to despawn on the ground could avoid the duplicate controller block issue. Have to test this). I have many thought on my mind, but couldn´t know if can help.
I love this mod a lot, and can tell that minecraft isn´t the same after this mod. It´s awesome for exploring, and I want to help with anything to fix this issues with the duplicating/disappearing ships.
Just apologyze about my bad english. Good Luck and keep up the good work.
1 - I´m marking with the help of rei´s minimap all point in my world where ships duplicates. So, when I go to that place, I find a activated ship. I enter the ship, click on the controller block to rejoin the world and move it to my base. Some time later I pass trought the same point, i find the same kind of ship activated, like the last one.
2 - I was passing trought one of these points with a mini ship. There was no ship in this place, but when I was flying away, I saw with my own eyes a ship appearing at the marqued spot, and at the same time the ship that I was flying desappearing and making me fall to the ground.
After these two points, I wonder:
I don´t know nothing about this programming, but I do know that the chunk update in 1.8.1 is more laggy (or take more time to update) than the previous version (1.7.3). This make me think about some relation between the controller block issue and the new world generator with the chunk updates. This is the first point.
The second point is that the controller block have an ID. But when you make more than one controller block, I think that the program put some internal ID on that block, to avoid confusion with some second controller block, and a third one, fourth.... So, when ships duplicates, there is a chance that two controller blocks exist on the world with the same internal ID, and the game erase one of them(thats why the ship vanishes in the air).
One interesting point is that the marked places where the ships duplicates are the same place where when I was flying before and the controller block flashes out of existence, reappearing just after in the world. At this point the ships stop, and you have to make it move again pressing the control keys. The vanishing controller block issue maybe make the world mark that spot for duplicating ships when the chunks updates, eliminating one of the duplicate controller block to avoid conflict on the internal controller ID.
I just can tell you that my world have at least 15 spot points where my ships duplicates. I always go there, take the ship back home, destroy it and keep the controller block(maybe if I left it to despawn on the ground could avoid the duplicate controller block issue. Have to test this). I have many thought on my mind, but couldn´t know if can help.
I love this mod a lot, and can tell that minecraft isn´t the same after this mod. It´s awesome for exploring, and I want to help with anything to fix this issues with the duplicating/disappearing ships.
Just apologyze about my bad english. Good Luck and keep up the good work.
What is your seed and coordinates of these 15 spots?
EDIT: probably flickering controller and teleporting ship is the same bug: craft teleports to the closest "special" spot; if it's already in it, you won't notice teleporting, just flickering.
What is your seed and coordinates of these 15 spots?
EDIT: probably flickering controller and teleporting ship is the same bug: craft teleports to the closest "special" spot; if it's already in it, you won't notice teleporting, just flickering.
SEED: 8567728518411543353
Warning: it´s an ocean world. Already had explored maps from Z: 450 to -1800 and X: 470 to -740.
Any idea how to send you my save world to check? E-mail maybe?
Edit: the appearing ship and the disappearing ship that i´ve commented isn´t the same ship. A 23 blocks scout appeared in front of my eyes and the 4 blocks scout I was flying disappeared. But the scout that appeared was the second at the same spot. The first one I´ve aborded and rejoined the world and destroyed it, but the controller block I keep with my. PROBABLY I´ve used the same controller block to build the scout that I was flying when it desappeared. Hope make me understand here. Any doubt, just ask.
Warning: it´s an ocean world. Already had explored maps from Z: 450 to -1800 and X: 470 to -740.
Any idea how to send you my save world to check? E-mail maybe?
Edit: the appearing ship and the disappearing ship that i´ve commented isn´t the same ship. A 23 blocks scout appeared in front of my eyes and the 4 blocks scout I was flying disappeared. But the scout that appeared was the second at the same spot. The first one I´ve aborded and rejoined the world and destroyed it, but the controller block I keep with my. PROBABLY I´ve used the same controller block to build the scout that I was flying when it desappeared. Hope make me understand here. Any doubt, just ask.
Coordinates look completely random for now. Gonna do more analysis later.
Compatibility: Works perfectly with Better Than Wolves...Anchors are accepted and work as appropriate if you rejoin the craft with the world. Makes it easy to park the craft and get down to whatever and to reenter the craft...at a safe distance away from creepers.
EDIT: Anchors sometimes placed, facing the wrong way but still working.
Yes, modded blocks don't rotate yet. This mod doesn't know how rotation of custom block is stored.
One of the features in 0.16 is that you will be able to add data about how rotation is stored (aka MetaRotation), by just downloading a text file into correct folder. Of course someone will need to create it first, but that's also simple.
Now new collision works properly. At least better than in 0.15.
BTW:
1) X about X is called metaX (for example metadata is data about data).
2) MetaRotation is data about metadata.
3) MetaRotation is data about data (because metadata is data).
4) MetaRotation is metadata.
5) MetaRotation is about metadata (from 1).
6) MetaRotation is metadata about metadata (from 4 and 5).
7) MetaRotation is metametadata!
...
Edit: nevermind it just crashes period whenever i click the airship
being able to move around on the ship while the ship is moving is one of the best things about this mod. besides. it would probably be a b*tch to pilot a big ship stuck at the controls. unless ur controls were at the very front of the ship.
long distance trips are much more enjoyable if u get to move around.
You could always set your course, then move around the ship as it continues to fly. Or place your controls in a position where you're always ensured a good view.
But as seekoutguy said, a variable setting is probably ideal. Have a value for control radius--how close you have to be to the control block to steer the ship--that you can set as low or high as you like in the config file.
starshiplocomotivecastle and try again.Also, I can't seem to change the move backwards command since its blocked by the "done" key.(In other words, move the keys downward, please, by 1 key.) please fix these problems.
Another bug: it IS connected to the world grid, because i cant move upwards after I've reached the 128 limit. it will say the accent is 1 but not move upwards.
yet ANOTHER bug: the stop command also doesn't work.
Another one guys...: The craft controller disappeared, and when i right clicked the space it once was at, the game crashed!
I don't mean compatible like Forge/ModLoader. I mean more of like having BTW functionality aboard an active craft. Is it a matter of 'allowing' BTW block/entity id(s) in Zeppelin's config?
IE: I'd like to add pulley systems, windmills and whatnot to my 'airship', currently once activated, blocks like gearboxes and axles would remain on the craft, while stuff like windmills (assuming because it has it's own animation) would fall off.
Also, do piston mechanics work on an active craft?
If there is to be an "interaction" radius im sure it can be optional.
Personally i would love making my own control interface of switches, buttons and the like...connected to individual engines and manuvering thrusters and the like.
Done button is minecraft internal, cannot be fixed. 128 limit is intentional, unless you want to fall out of the ship. Stop command works fine, are you sure you're using the right button? Craft controller disappearing is fixed in the next release.
Then I'll have to throw my awesome craft idea out the window for now. :tongue.gif:
What about pistons, same deal?
PS: During night time, when I activate my craft, the whole craft changes... colour? Or hue. I was playing with the values for lighting in the config, couldn't really get it to work properly.
Pistons pop-off if they are activated/deactivated.
Ah alrightey, I look forward to it's functionality soon. :biggrin.gif:
The hue changes are new in 1.8.1. Notch did some interesting things with lighting (I guess it's supposed to be moonlight hue?), and I haven't looked into fixing it (barely got lighting working at all).
No worries, it's a minor cosmetic issue that we can live with. Thinking about it, it should be related to moonlight, it didn't exactly go psychedelic when the sun was up.
Great work with the mod though! Looking exceptionally good so far.
I hope to build a fully functional mechanical craft soon! :tongue.gif:
video link? i'd love to see this!
I did realized something today:
1 - I´m marking with the help of rei´s minimap all point in my world where ships duplicates. So, when I go to that place, I find a activated ship. I enter the ship, click on the controller block to rejoin the world and move it to my base. Some time later I pass trought the same point, i find the same kind of ship activated, like the last one.
2 - I was passing trought one of these points with a mini ship. There was no ship in this place, but when I was flying away, I saw with my own eyes a ship appearing at the marqued spot, and at the same time the ship that I was flying desappearing and making me fall to the ground.
After these two points, I wonder:
I don´t know nothing about this programming, but I do know that the chunk update in 1.8.1 is more laggy (or take more time to update) than the previous version (1.7.3). This make me think about some relation between the controller block issue and the new world generator with the chunk updates. This is the first point.
The second point is that the controller block have an ID. But when you make more than one controller block, I think that the program put some internal ID on that block, to avoid confusion with some second controller block, and a third one, fourth.... So, when ships duplicates, there is a chance that two controller blocks exist on the world with the same internal ID, and the game erase one of them(thats why the ship vanishes in the air).
One interesting point is that the marked places where the ships duplicates are the same place where when I was flying before and the controller block flashes out of existence, reappearing just after in the world. At this point the ships stop, and you have to make it move again pressing the control keys. The vanishing controller block issue maybe make the world mark that spot for duplicating ships when the chunks updates, eliminating one of the duplicate controller block to avoid conflict on the internal controller ID.
I just can tell you that my world have at least 15 spot points where my ships duplicates. I always go there, take the ship back home, destroy it and keep the controller block(maybe if I left it to despawn on the ground could avoid the duplicate controller block issue. Have to test this). I have many thought on my mind, but couldn´t know if can help.
I love this mod a lot, and can tell that minecraft isn´t the same after this mod. It´s awesome for exploring, and I want to help with anything to fix this issues with the duplicating/disappearing ships.
Just apologyze about my bad english. Good Luck and keep up the good work.
What is your seed and coordinates of these 15 spots?
EDIT: probably flickering controller and teleporting ship is the same bug: craft teleports to the closest "special" spot; if it's already in it, you won't notice teleporting, just flickering.
SEED: 8567728518411543353
Warning: it´s an ocean world. Already had explored maps from Z: 450 to -1800 and X: 470 to -740.
Any idea how to send you my save world to check? E-mail maybe?
coord:
1 - x:-340 z:-352 y:64 (ship)
2 - x:-163 z:274 y:64 (ship)
3 - x:-313 z:-156 y:64 (ship)
4 - x:11 z:-764 y:90 (airship)
5 - x:-364 z:-771 y:90 (airship)
6 - x:-536 z:-1442 y:90 (airship)
7 - x:302 z:-1315 y:90 (airship)
8 - x:303 z:-869 y:90 (airship)
9 - x:-242 z:-1026 y:64(ship)
10 - x:-102 z:-649 y:90 (airship)
11 - x:-84 z:-1185 y:70 (airship)
Edit: the appearing ship and the disappearing ship that i´ve commented isn´t the same ship. A 23 blocks scout appeared in front of my eyes and the 4 blocks scout I was flying disappeared. But the scout that appeared was the second at the same spot. The first one I´ve aborded and rejoined the world and destroyed it, but the controller block I keep with my. PROBABLY I´ve used the same controller block to build the scout that I was flying when it desappeared. Hope make me understand here. Any doubt, just ask.
Coordinates look completely random for now. Gonna do more analysis later.
Yes, modded blocks don't rotate yet. This mod doesn't know how rotation of custom block is stored.
One of the features in 0.16 is that you will be able to add data about how rotation is stored (aka MetaRotation), by just downloading a text file into correct folder. Of course someone will need to create it first, but that's also simple.
Now new collision works properly. At least better than in 0.15.
BTW:
1) X about X is called metaX (for example metadata is data about data).
2) MetaRotation is data about metadata.
3) MetaRotation is data about data (because metadata is data).
4) MetaRotation is metadata.
5) MetaRotation is about metadata (from 1).
6) MetaRotation is metadata about metadata (from 4 and 5).
7) MetaRotation is metametadata!