Is each block in the ship considered a separate entity, or the whole ship is one entity?
Can water pass through the ship?
Do pressure plates work on ships?
Can you place paintings on ships?
How do mobs behave when they are on ships?
Is it closed-source?
Mine also keeps freezing as I try to place a block on water.. I have a fresh .minecraft.jar didnt work, tried a fresh .minecraft folder still dosent work D:.. really want to play with this
I tried to get a crash log but the whole game just freezes so nothing comes up. I have to force close it, i also waited to see if it
will just crash but dosent :/.
Mine also keeps freezing as I try to place a block on water.. I have a fresh .minecraft.jar didnt work, tried a fresh .minecraft folder still dosent work D:.. really want to play with this
I tried to get a crash log but the whole game just freezes so nothing comes up. I have to force close it, i also waited to see if it
will just crash but dosent :/.
Okay, too busy to day to look over much, but there's one CRUCIAL point that dawned on me recently that I may have not emphasized:
PLACE BLOCKS AT SEA LEVEL: All buoyancy calculations assume sea level water (at the moment. Water hydraulics should fix that in the future.) Weird crazy things may happen if you place them elsewhere. I'll post this up top.
You said you were going to add hot air physics. If so you should make it to where you have to craft/find a block that produces hot air.
Maybe if you craft it than like this?: :Button: = Boiler
:Flint and Steel:
Maybe???
Great awesome mod,one thing I would like to see is well aircraft's for one and then be able to make something like a aircraft carrier or a mega fortress or a submersible aircraft carrier. Or Air transports SO MUCH POTENTIAL... And another thing is like Anti-air SAM turrets or something for SMP and a lot of other cool and destructive things keep going!
When I place any block down in the water my minecraft just freezes then I have to use task manger to force close it any help
Same suggestion. Try placing only at sea level. Same for any other posts on freezing upon placing of blocks. I don't know for CERTAIN this is the only issue, but it's my current hunch.
You said you were going to add hot air physics. If so you should make it to where you have to craft/find a block that produces hot air.
Maybe if you craft it than like this?:
:Button: = Boiler
Maybe???
I was thinking of just making fire create hot air (although than I would have to disable netherrack endless fire. That would just be hacks if you were using it as part of a fuel mod, which I've explained SOMEWHERE in the main thread. Aaaagh, I don't know what to delete to streamline it!)
Wow! Good mod, although bit confusing for me :/ . At least you do well at your mod!
Controls are clunky I know. I don't really want there to be controls, except as a stop gap for currents, anchors, yadayada, I repeat myself too much. I really need to find out how streamline my main post with crucial details
Great mod! I love it! And get ready for alot of downloads, because iPodmail did a video about your mod.
Wait, so chests AREN'T invisible currently? News to me. BTW, I'll post a blocks weights list main post. Some of them I may have overlooked (like that grass block.) Let me know if any seem weird. BTW, log block is about 4 times as heavy as plank 'cause that's how many planks you can create from one log. Made sense at the time I coded it. Also that boat rocking caused by the tree was created by water drag forces producing a torque on the boat about the center of mass, the center of mass being higher up due to the tree. It's a physics thing.
Someone suggesting locking rotational axes? I'll be switching over keyboard controls to only be activated with server commands (and singleplayer command mod commands), so that players can focus on using currents and tools instead of controls. I'll probably add commands for locking certain movements.
Wait, so chests AREN'T invisible currently? News to me. BTW, I'll post a blocks weights list main post. Some of them I may have overlooked (like that grass block.) Let me know if any seem weird. BTW, log block is about 4 times as heavy as plank 'cause that's how many planks you can create from one log. Made sense at the time I coded it. Also that boat rocking caused by the tree was created by water drag forces producing a torque on the boat about the center of mass, the center of mass being higher up due to the tree. It's a physics thing.
Actually, Ipodmail didn't realize this, but that chest he used was the "Locked Chest" not the actual working chest.
Is each block in the ship considered a separate entity, or the whole ship is one entity?
Can water pass through the ship?
Do pressure plates work on ships?
Can you place paintings on ships?
How do mobs behave when they are on ships?
Is it closed-source?
I forgot to answer this earlier. That may start happening more often, with recent activity influx:
1.: The moveable blocks in this case do not extend the Entity class at all. They extend the World class. This allows me to take advantage of all the chunk and block data management and saves system for a regular world, and have a set of blocks in a chunk move together (which is basically what's happening.) With this system, I should eventually be able to get EVERYTHING working in a ship. You might even be able to start a farm in a sail boat, in the long run. I haven't tested this though (I consider that part of the later debug phase.)
2.: Water passes through the ship currently, but in a previous version, I did have water displacement, as seen in an early vid. I didn't re-implement it during a code-overhaul because I wanted to wait out for a better system governed by hydraulics, and I'll be looking into that eventually.
3. and 4.: Certain blocks don't work, but I'm not sure which. Debug phase later, after I know I won't be doing any major code overhauls.
5. For debug phase, if I do it right, you might even find monsters spawning in your ship if a chamber is too dark in the future. Everything should work exactly the same is in the static world, EVENTUALLY. But I'm not working on that now. I haven't seen how animals or other entities behave on the ship right now. I don't know if it screws up their ai. Also, breaking moveable blocks won't leave a block item at the moment, but again, all stuff to fix in the future.
6. I'd be happy to provide the code, but you should probably just load in a minecraft jar and decompile with MCP. I doubt I can provide it directly, since it edits certain base classes, the source code of which I am obviously not allowed to distribute directly. Just re-compiled classes. HOWEVER, if I make this a forge mod, I may be able to extract several code edits into new classes. Then I might be able to release the source code for the mod files directly.
Also, if anyone would like to help with this mod, that would be greatly appreciated. I've got tons of plans, but I may become more and more busy in the coming days. Also I'm working on a completely minecraft-unrelated programming project of potentially greater importance. It's always a debate for me which to work on: this mod or that project. So there's another time-consumer.
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i am sorry to ask because i know you are very busy wtih coding the forum and a lot of other stuff but what level do you define as sea level 62? I tried it at that level and it froze and possibly crashed i hope to get an error report when i better understand using Magic Launcher
Can water pass through the ship?
Do pressure plates work on ships?
Can you place paintings on ships?
How do mobs behave when they are on ships?
Is it closed-source?
I tried to get a crash log but the whole game just freezes so nothing comes up. I have to force close it, i also waited to see if it
will just crash but dosent :/.
Hope (Somehow) this gets fixed
As long as it's compatible with forge and modloader I'm happy.
Post an error log. http://www.minecraftforum.net/topic/903148-getting-and-identifying-error-logs/
Could you pleas fix that.
It didn't crash but the mod wasn't loaded.
Whitout MinecraftForge it works.
(I know my English is bad :/ )
I know my English is bad :/
PLACE BLOCKS AT SEA LEVEL: All buoyancy calculations assume sea level water (at the moment. Water hydraulics should fix that in the future.) Weird crazy things may happen if you place them elsewhere. I'll post this up top.
Maybe if you craft it than like this?:
:Button: = Boiler
:Flint and Steel:
Maybe???
What particular bug were you having? Was it freezing up upon block placing? Try placing at sea level.
Same suggestion. Try placing only at sea level. Same for any other posts on freezing upon placing of blocks. I don't know for CERTAIN this is the only issue, but it's my current hunch.
I was thinking of just making fire create hot air (although than I would have to disable netherrack endless fire. That would just be hacks if you were using it as part of a fuel mod, which I've explained SOMEWHERE in the main thread. Aaaagh, I don't know what to delete to streamline it!)
I may be turning this into a Forge mod soon anyway, based on some advise from Pheenixm, the Explosives+ creator.
Controls are clunky I know. I don't really want there to be controls, except as a stop gap for currents, anchors, yadayada, I repeat myself too much. I really need to find out how streamline my main post with crucial details
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Wait, so chests AREN'T invisible currently? News to me. BTW, I'll post a blocks weights list main post. Some of them I may have overlooked (like that grass block.) Let me know if any seem weird. BTW, log block is about 4 times as heavy as plank 'cause that's how many planks you can create from one log. Made sense at the time I coded it. Also that boat rocking caused by the tree was created by water drag forces producing a torque on the boat about the center of mass, the center of mass being higher up due to the tree. It's a physics thing.
Someone suggesting locking rotational axes? I'll be switching over keyboard controls to only be activated with server commands (and singleplayer command mod commands), so that players can focus on using currents and tools instead of controls. I'll probably add commands for locking certain movements.
Actually, Ipodmail didn't realize this, but that chest he used was the "Locked Chest" not the actual working chest.
I forgot to answer this earlier. That may start happening more often, with recent activity influx:
1.: The moveable blocks in this case do not extend the Entity class at all. They extend the World class. This allows me to take advantage of all the chunk and block data management and saves system for a regular world, and have a set of blocks in a chunk move together (which is basically what's happening.) With this system, I should eventually be able to get EVERYTHING working in a ship. You might even be able to start a farm in a sail boat, in the long run. I haven't tested this though (I consider that part of the later debug phase.)
2.: Water passes through the ship currently, but in a previous version, I did have water displacement, as seen in an early vid. I didn't re-implement it during a code-overhaul because I wanted to wait out for a better system governed by hydraulics, and I'll be looking into that eventually.
3. and 4.: Certain blocks don't work, but I'm not sure which. Debug phase later, after I know I won't be doing any major code overhauls.
5. For debug phase, if I do it right, you might even find monsters spawning in your ship if a chamber is too dark in the future. Everything should work exactly the same is in the static world, EVENTUALLY. But I'm not working on that now. I haven't seen how animals or other entities behave on the ship right now. I don't know if it screws up their ai. Also, breaking moveable blocks won't leave a block item at the moment, but again, all stuff to fix in the future.
6. I'd be happy to provide the code, but you should probably just load in a minecraft jar and decompile with MCP. I doubt I can provide it directly, since it edits certain base classes, the source code of which I am obviously not allowed to distribute directly. Just re-compiled classes. HOWEVER, if I make this a forge mod, I may be able to extract several code edits into new classes. Then I might be able to release the source code for the mod files directly.
Also, if anyone would like to help with this mod, that would be greatly appreciated. I've got tons of plans, but I may become more and more busy in the coming days. Also I'm working on a completely minecraft-unrelated programming project of potentially greater importance. It's always a debate for me which to work on: this mod or that project. So there's another time-consumer.