great mod, no doubt. but the only issue i have is the controls section the done button seems to hover over some of the **** control buttons. is this the mod or something conflicting. i believe this is the only mod i have that add extra controls. otherwise i give this outta 5 :biggrin.gif:
Same as above, its easier for you to test without your mods than for me to install them.
ok, re-updated it so that way its vanilla again, then added modloader and Zeppliens
it worked
then added Optifine
it worked
then added Aether and required mods for it
it worked
then radio mod
works, but the radio stops working while its on the craft... guess that was expected
CCTV mod...
that was the problem... or maybe a part, theres till 1-3 more to try
I'm pretty sure i installed Aether correctly, so im not sure if that is it
appearantly ShockAhPI was updated and didnt work with Aether
After installing this on vanilla Minecraft exactly as in the instructions of Modloader and this mod, I log in, and I get the Mojang splash screen, but after that it's just black.
java.lang.ArrayIndexOutOfBoundsException: 999
at uu.<init>(SourceFile:243)
at uu.<init>(SourceFile:265)
at Zeppelin.BlockController.<init>(BlockController.java:20)
at mod_Zeppelin.<init>(mod_Zeppelin.java:71)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1bd0eab8 ----------
how do i change the controles without doing it ingame? if i do it ingame theres a big "done" button in front of the "stop" button, and i dont have a numpad
how do i change the controles without doing it ingame? if i do it ingame theres a big "done" button in front of the "stop" button, and i dont have a numpad
Open up options.txt in .minecraft, should be in there..
This is an amazing mod, man! It's something i've always thought of and wanted badly! Its pretty amazing, a little buggy, but nothing that wont get worked out in time. Keep up the good work! and if i may add.. could you make it so that chests will keep their contents inside while in flight? Would be much appreciated if i could fly cargo around my worlds and the aether. Otherwise.. Diamonds to you, good sir. :biggrin.gif:
Are all activated vehicles forever kept in memory or only ones in loaded chunks?
Are they removed altogether after some set distance (in case the player fell off a moving craft)?
Could a way to track lost vehicles be added? Perhaps, it could be done via a command that gives you an approximate direction (i.e. north-west) to all currently activated craft.
And thanks for finally making a viable smooth block vehicle mod.
Are the activated vehicles forever kept in memory or only ones in loaded chunks?
Are they removed altogether after some set distance (in case the player fell off a moving craft)?
Could a way to track lost vehicles be added? Perhaps, it could be done via a command that gives you an approximate direction (i.e. north-west) to all currently activated craft.
And thanks for finally making a viable block vehicle mod.
Only in loaded chunks. Once the craft escapes, it will eventually get unloaded. Once unloaded, it is no longer updated. So you'll find it somewhere in the direction you lost it.
On save/load, only the position is remembered, so if you exit and reload, the craft will stop moving and you can catch it easily.
Only in loaded chunks. Once the craft escapes, it will eventually get unloaded. Once unloaded, it is no longer updated. So you'll find it somewhere in the direction you lost it.
On save/load, only the position is remembered, so if you exit and reload, the craft will stop moving and you can catch it easily.
I've noticed that vehicles suffer from the same flaw that the player suffered whilst turning, such as in the older versions of this mod. The vehicle, or AA-gun emplacements in my case, shift while the ship is turning. Hopefully there will be an update that corrects this eventually as this is not a big deal until this mod becomes smp but, it is something to look out for.
Not just torches either. Seems to happen with a bunch of redstone stuff too.
That is, when the craft rejoins the world, they DO get put back. But they ALSO are dropped as items too.
In other words, they get duplicated.
Oh, one other thing. When a craft with stairs is turned into an airship, the stairs sometimes change which direction they are facing. I know it matters little from a mechanics point of view since they are not treated in the manner normal stairs are (and even in the future will just be treated as half-step blocks), but it can screw with the visual appearance of some things.
If it matters, the stairs in question had blank signs attached to the sides for that chair appearance. The signs, by the way, disappear during flight and reappear when rejoining (the stairs also return to facing the proper direction at this point), but ALSO seem to have that afformentioned duplication thing happen with them.
Edit: and as some people previously suggested, I support the idea of the controls being altered at some point in this mod's development process to be more like typical rudder controls. That is, allowing you to hold down a button to turn faster and faster, rather then having to rapidly hit the key to increase it.
Speaking of suggestions, I have one you may wish to consider for the longer term future. If more then X% of an airship is destroyed, have it essentially enter an uncontrolled descent and crash into the ground. Alternatively/additionally, have this happen in the event the control wheel is destroyed. No need for this right now, but as the mod becomes more polished, and especially once it becomes usable in SMP, this would be an interesting thing to have.
If you really want to add some interesting whatnot in the future, you could add simple engine blocks and rudder/flap blocks, which would be required for the controls to function. If engines are damaged, max speed reduced or something (with it being 1 if never placed/destroyed, and possibly slowly falling till it hits the ground). If rudders are damaged, turning ability diminishes, if flaps are damaged, ability to go up and down diminishes (perhaps entering slow descent if they are destroyed/not present). For (relative) simplicity purposes, these blocks wouldn't need any special connections to the control block, and simply function as long as they are present on the ship. If you wanted to be especially complex though, you could set the total number of each block type as the "part health" such that if 2 of 4 rudder blocks are destroyed it would act as if 50% of turn control is unusable.
Nothing especially much of a pain to build, mind you. I (and many others it seems) don't mind if it takes rare materials to build the blocks, but don't want to have to build custom parts out of other custom parts, like the aircraft mod does.
u mean when you turn the craft off when in water? because that's the water blocks being replaced with the ships blocks. the rest of them are already known.
not sure who u are asking but..i landed the craft on water started and stopped flying no problem, the water seems to only seep into the craft one block but if i try to lower my altitude i fall through lol
Perhaps in the future of the mod's development, we may eventually see a dedicated sea-ship aspect that deals with the water issues. For now though, I suppose it technically IS an airship mod.
Perhaps I'll try making a submarine later though. I mean, I'll have to fill the thing with signs and doors so that it creates air pockets when parked, and otherwise have to deal with oxygen issues when moving, but the only alternative would be to make it a yellow submarine and fly it around to Beatles music.
so we all know this thing wont go underwater or it gets replaced by the water blocks and disappears, but it seems it refuses to left u go below sea level without u falling through. but u can get back onto it (if it doesn't crush u) and then proceed downward if there is no water of course lol
ok, re-updated it so that way its vanilla again, then added modloader and Zeppliens
it worked
then added Optifine
it worked
then added Aether and required mods for it
it worked
then radio mod
works, but the radio stops working while its on the craft... guess that was expected
CCTV mod...
that was the problem... or maybe a part, theres till 1-3 more to try
I'm pretty sure i installed Aether correctly, so im not sure if that is itappearantly ShockAhPI was updated and didnt work with Aether
Did you set your block id to 999?
Yeah, but I changed that, now it's the png error. Already tried redownloading 0.7 several times, no dice.
(java.lang.RuntimeException: javax.imageio.IIOException: Error reading PNG metadata)
Open up options.txt in .minecraft, should be in there..
yeah, its there, but i dont understand the numbers:/
Some technical questions.
And thanks for finally making a viable smooth block vehicle mod.
Only in loaded chunks. Once the craft escapes, it will eventually get unloaded. Once unloaded, it is no longer updated. So you'll find it somewhere in the direction you lost it.
On save/load, only the position is remembered, so if you exit and reload, the craft will stop moving and you can catch it easily.
I've noticed that vehicles suffer from the same flaw that the player suffered whilst turning, such as in the older versions of this mod. The vehicle, or AA-gun emplacements in my case, shift while the ship is turning. Hopefully there will be an update that corrects this eventually as this is not a big deal until this mod becomes smp but, it is something to look out for.
Torches vanish while flying but reappear when craft re enters world, however there will be dropped torches next to the torches.
Water flows through walls.
When leaving the water, craft sometimes leaves strange water glitching, I know this isn't a bug, but could make mod better if removed.
You can't use controll block while in noclip mode from single player commands.
BTW: Amazing mod. Just great.
That is, when the craft rejoins the world, they DO get put back. But they ALSO are dropped as items too.
In other words, they get duplicated.
Oh, one other thing. When a craft with stairs is turned into an airship, the stairs sometimes change which direction they are facing. I know it matters little from a mechanics point of view since they are not treated in the manner normal stairs are (and even in the future will just be treated as half-step blocks), but it can screw with the visual appearance of some things.
If it matters, the stairs in question had blank signs attached to the sides for that chair appearance. The signs, by the way, disappear during flight and reappear when rejoining (the stairs also return to facing the proper direction at this point), but ALSO seem to have that afformentioned duplication thing happen with them.
Edit: and as some people previously suggested, I support the idea of the controls being altered at some point in this mod's development process to be more like typical rudder controls. That is, allowing you to hold down a button to turn faster and faster, rather then having to rapidly hit the key to increase it.
Speaking of suggestions, I have one you may wish to consider for the longer term future. If more then X% of an airship is destroyed, have it essentially enter an uncontrolled descent and crash into the ground. Alternatively/additionally, have this happen in the event the control wheel is destroyed. No need for this right now, but as the mod becomes more polished, and especially once it becomes usable in SMP, this would be an interesting thing to have.
If you really want to add some interesting whatnot in the future, you could add simple engine blocks and rudder/flap blocks, which would be required for the controls to function. If engines are damaged, max speed reduced or something (with it being 1 if never placed/destroyed, and possibly slowly falling till it hits the ground). If rudders are damaged, turning ability diminishes, if flaps are damaged, ability to go up and down diminishes (perhaps entering slow descent if they are destroyed/not present). For (relative) simplicity purposes, these blocks wouldn't need any special connections to the control block, and simply function as long as they are present on the ship. If you wanted to be especially complex though, you could set the total number of each block type as the "part health" such that if 2 of 4 rudder blocks are destroyed it would act as if 50% of turn control is unusable.
Nothing especially much of a pain to build, mind you. I (and many others it seems) don't mind if it takes rare materials to build the blocks, but don't want to have to build custom parts out of other custom parts, like the aircraft mod does.
just wanna add a few notes to this guys findings:
beds disappear without the duplicating effect.
crafting tables and chests stay but with no interaction available.(all items in the chest will be "ejected" when u activate the flying block)
removing blocks while flying is buggy. (no animation it just "pop" disappears you still get the blocks back though)
ill try to get a screen of these water glitches, i haven't seen them yet
not sure who u are asking but..i landed the craft on water started and stopped flying no problem, the water seems to only seep into the craft one block but if i try to lower my altitude i fall through lol
Perhaps I'll try making a submarine later though. I mean, I'll have to fill the thing with signs and doors so that it creates air pockets when parked, and otherwise have to deal with oxygen issues when moving, but the only alternative would be to make it a yellow submarine and fly it around to Beatles music.
...which actually might be pretty cool.