Poll: The name of that mod should be different from Ships&Boats and Ph
We have agreed with Eagle_Orion, creator of PhysicsCraft, and Shereis, to join forces to make a mod featuring physics from PhysicsCraft and also the rendering and block interaction facilities of Ships&Boats.
I've been pretty busy the last few weeks and had little time for the mod. Now that I have some more time I will work to finish next version for good :smile.gif:
I've been pretty busy the last few weeks and had little time for the mod. Now that I have some more time I will work to finish next version for good :smile.gif:
I was thinking about how you might do speed settings vs size recognition. Maybe you could have it check the maximum width and the length of the ship multiply the two numbers, then based on where that number falls it sets your ship in a class: IE: Galleon, 1st rate, sloop etc From the class it would set the speed setting and possibly others such as force when colliding with other ships.
Example
L= Length
W=Width
1-100 = Sloop
101-200 = Flyut
15L x 8W = 120 Means this would be a Flyut
10L x 8W = 80 Meaning this is a Sloop.
if u could make it possible to move around on the ship instead of staying stuck in the centre/top
that would be epic!
or make it so: wen u click to get off instead of getting off he just leaves the steering position (so the ship stops and u can do what u need to on deck without falling off the ship unless u jump off and u wont fall off because the ship stops movingthat will open up the possibility of having enemy ships spawning with pirate NPCs on just floating in the middle of the ocean waiting to battle with u :smile.gif:
if u could make it possible to move around on the ship instead of staying stuck in the centre/top
that would be epic!
or make it so: wen u click to get off instead of getting off he just leaves the steering position (so the ship stops and u can do what u need to on deck without falling off the ship unless u jump off and u wont fall off because the ship stops moving
that will open up the possibility of having enemy ships spawning with pirate NPCs on just floating in the middle of the ocean waiting to battle with u :smile.gif:
What you suggest is one of my big TODOs. However, it is not trivial. I've been integrating the JBullet physics engine to the mod, so I can property detect collisions with parts of the ship. That is still WIP. As soon as it is done, I will be able to do what you propose :smile.gif:
Lifeboat lines
These are made to hold up the original boats. Right clicking a boat while its attached will make you sit in it. The line will then slowly lower the boat into the water and then release it.
Sinking physics
I imagination it must be difficult to implement this, but here it is:
When boats sink they will have a chance to split in two. Both pieces will then sink to the bottom of the ocean.
When a ship sinks it will sink faster and faster over time.
Upon a collision or anything can can sink the ship, it will tip to that general area. If the ship takes on too much water it will capsize.
Alarms
These will go off when the ship begins to sink. These could be very useful for larger ships that are harder to monitor.
Machine guns
These are weak, anti-mob weapons. If this mod becomes compatible with zeppelins mod and SMP, they could be used to fight off airborne enemy ships in SMP.
Cannons
There can be several tiers of cannons; old cannons, WW2 cannons, and modern cannons.
Old cannons need to be lit with flint and steel to be fired.
WW2 cannons and modern cannons are fired in the same way; They can ether be right clicked or activated with redstone.
Those are all my ideas for now!
Tell me what you think!
Awesome mod! I can turn my port with all my fancy boats into something functional now!
Couple questions though:
Will this work with blocks added by other mods?
Does it work well with Entities/TileEntities? (If I had a minecart on the boat, would it move with it?)
Definitely checking this one out. Keep up the great work.
Does it work well with Entities/TileEntities? (If I had a minecart on the boat, would it move with it?)
That is in my TODO list. However, the ships blocks evolve over time similarly to regular blocks. For instance, if you
put a sapling in your ship, it should grow up after a while (although it may not be rendered completely)
Lifeboat lines
These are made to hold up the original boats. Right clicking a boat while its attached will make you sit in it. The line will then slowly lower the boat into the water and then release it.
Sinking physics
I imagination it must be difficult to implement this, but here it is:
When boats sink they will have a chance to split in two. Both pieces will then sink to the bottom of the ocean.
When a ship sinks it will sink faster and faster over time.
Upon a collision or anything can can sink the ship, it will tip to that general area. If the ship takes on too much water it will capsize.
Alarms
These will go off when the ship begins to sink. These could be very useful for larger ships that are harder to monitor.
Machine guns
These are weak, anti-mob weapons. If this mod becomes compatible with zeppelins mod and SMP, they could be used to fight off airborne enemy ships in SMP.
Cannons
There can be several tiers of cannons; old cannons, WW2 cannons, and modern cannons.
Old cannons need to be lit with flint and steel to be fired.
WW2 cannons and modern cannons are fired in the same way; They can ether be right clicked or activated with redstone.
Those are all my ideas for now!
Tell me what you think!
some good ideas here friend but no machine guns. . if anything u can make a balista type thing that shoots arrows fast with a large inventory (magazine of arrows)
some good ideas here friend but no machine guns. . if anything u can make a balista type thing that shoots arrows fast with a large inventory (magazine of arrows)
In future releases I will try to make the arrow dispenser fully functional when attached to a ship. More complex weapons may be developed in a longer term.
I've been pretty busy the last few weeks and had little time for the mod. Now that I have some more time I will work to finish next version for good :smile.gif:
You can enter feature requests in this URL:
http://code.google.com/p/mc-mods/issues/entry
Note that you have to be logged into your Google account to add new requests
I was thinking about how you might do speed settings vs size recognition. Maybe you could have it check the maximum width and the length of the ship multiply the two numbers, then based on where that number falls it sets your ship in a class: IE: Galleon, 1st rate, sloop etc From the class it would set the speed setting and possibly others such as force when colliding with other ships.
Example
L= Length
W=Width
1-100 = Sloop
101-200 = Flyut
15L x 8W = 120 Means this would be a Flyut
10L x 8W = 80 Meaning this is a Sloop.
You can submit your feature request to: http://code.google.com/p/mc-mods/issues/entry
That way I can keep better track of all of the requirements :smile.gif:
that would be epic!
or make it so: wen u click to get off instead of getting off he just leaves the steering position (so the ship stops and u can do what u need to on deck without falling off the ship unless u jump off and u wont fall off because the ship stops movingthat will open up the possibility of having enemy ships spawning with pirate NPCs on just floating in the middle of the ocean waiting to battle with u :smile.gif:
What you suggest is one of my big TODOs. However, it is not trivial. I've been integrating the JBullet physics engine to the mod, so I can property detect collisions with parts of the ship. That is still WIP. As soon as it is done, I will be able to do what you propose :smile.gif:
Lifeboat lines
These are made to hold up the original boats. Right clicking a boat while its attached will make you sit in it. The line will then slowly lower the boat into the water and then release it.
Sinking physics
I imagination it must be difficult to implement this, but here it is:
When boats sink they will have a chance to split in two. Both pieces will then sink to the bottom of the ocean.
When a ship sinks it will sink faster and faster over time.
Upon a collision or anything can can sink the ship, it will tip to that general area. If the ship takes on too much water it will capsize.
Alarms
These will go off when the ship begins to sink. These could be very useful for larger ships that are harder to monitor.
Machine guns
These are weak, anti-mob weapons. If this mod becomes compatible with zeppelins mod and SMP, they could be used to fight off airborne enemy ships in SMP.
Cannons
There can be several tiers of cannons; old cannons, WW2 cannons, and modern cannons.
Old cannons need to be lit with flint and steel to be fired.
WW2 cannons and modern cannons are fired in the same way; They can ether be right clicked or activated with redstone.
Those are all my ideas for now!
Tell me what you think!
That's great! I will add the video to the main topic :smile.gif:
Please send some screenshots explaining step-by-step what you did. That way I can tell you how to fix your problem
EDIT: I assume that you installed the mod correctly, am I right?
Couple questions though:
Will this work with blocks added by other mods?
Does it work well with Entities/TileEntities? (If I had a minecart on the boat, would it move with it?)
Definitely checking this one out. Keep up the great work.
I haven't tested that. Any information about compatibility is welcome :smile.gif:
That is in my TODO list. However, the ships blocks evolve over time similarly to regular blocks. For instance, if you
put a sapling in your ship, it should grow up after a while (although it may not be rendered completely)
some good ideas here friend but no machine guns. . if anything u can make a balista type thing that shoots arrows fast with a large inventory (magazine of arrows)
In future releases I will try to make the arrow dispenser fully functional when attached to a ship. More complex weapons may be developed in a longer term.
/tag