So I know you are doing another 1.7 build, do know when you'll start on 1.8? When you do work on 1.8, do you think you could do something with the banners?
Thats in the spoiler (no mods without smallboats) :
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 15-05-16 08:40
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Could not initialize class awger.hoy.Hoy
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:318)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:176)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:620)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Could not initialize class awger.hoy.Hoy
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:438)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1677177416 bytes (1599 MB) / 2058354688 bytes (1963 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 2 total; -Xmx4G -Xms2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.114.1388 Minecraft Forge 10.13.3.1388 7 mods loaded, 7 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.114.1388} [Forge Mod Loader] (cauldron-1.7.10-1.1388.1.0-server.jar) Unloaded->Constructed
Forge{10.13.3.1388} [Minecraft Forge] (cauldron-1.7.10-1.1388.1.0-server.jar) Unloaded->Constructed
punt{1.7.10-10.13.0-15.0} [Punt] (smallboats-1.7.10-10.13.0-15.0.jar) Unloaded->Errored
whitehall{1.7.10-10.13.0-15.0} [Whitehall] (smallboats-1.7.10-10.13.0-15.0.jar) Unloaded->Errored
hoy{1.7.10-10.13.0-15.0} [Hoy] (smallboats-1.7.10-10.13.0-15.0.jar) Unloaded->Errored
smallboats{1.7.10-10.13.0-15.0} [SmallBoats (base)] (smallboats-1.7.10-10.13.0-15.0.jar) Unloaded->Errored
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'cauldron,craftbukkit,mcpc,fml,forge'
Type: Dedicated Server (map_server.txt)
Caused by: java.lang.NoClassDefFoundError: Could not initialize class awger.hoy.Hoy
That was unexpected... check the jar file, see if awger/hoy/Hoy.class is there.
You may remember my name, ive posted on here in the past and ive been watching this thread for a long time. (I want to say 2 years + but im not checking while I write this).
Ive been hoping to see animal transport and a bed on the hoy for some time now.
The first time I used this mod was in MC 1.5 I believe (pre Whitehall I think) and it seemed the punt was more bug free then than the hoy is now. I may be stating the obvious here but I would of hoped that by now the hoy would be bug free and that some new features/boats/ tangible steps to a framework that might enable others to add both of those would have been forthcoming.
I suppose im disappointed. Im not meaning to dig at you (im not digging but it might sound like it) I understand you have a life and I noted your post about working more hours.
I suppose the most disappointing thing is there is nothing else to rival this mod. 2 years ago whilst playing with the hoy I would have been hard pushed to imagine this mod would not have come on in in leaps and bounds and or that it wouldn't have spawned at least some half decent imitators.
I wonder if I haven't turned you off completely to this post, do you think minecraft itself is inherently unsuited to this type of mod ? it seems like since the hoy was added there has been nothing but a stream of issues that never get close to 0.
Anyways all the best (though it may not sound like it)
I certainly do remember you... fond memories. No offense taken, I'm disappointed, too. I would have hoped that MC would have at least stabilized some of the internals by now but, alas, every new major release of MC throws a big rock into the pond and, by the time Forge et al have done their thing, I get hit by a tsunami.
Some of the problem is self-inflicted, in that I've been evolving the implementation framework over time, so it's a bit of a moving target (things like flipping the axes and moving chunks of code around). But, a lot of it comes from MC changing things in the vanilla code that I've hooked into, either altering how it works, or removing it altogether. I'd also have to say that there are a number of things in the base code that weren't very well conceived and make things difficult.
As it stands right now, the main thing missing is the ability to walk on deck. This has always been troublesome, and I've never found a satisfactory solution. The basic problem is that hit/collision boxes don't rotate; that's a "limitation" going back to the original design of MC beta, and I don't know when (or if) that would ever change. There's a secondary problem concerning entity hitboxes vs block hitboxes that, again, goes way back to MC beta. I've tried to get around these problems by doing all sorts of crazy hitbox intersection calculations, but it doesn't quite work.
In the "bug" category, parent-child entity relationships are still problematic (this is why parts disappear from the boats). I've done a lot of work going around the default entity handling, and it works on my dev system, but there are still lingering problems that I can't track down because I can't reproduce the problem. I have heretofore avoided messing with manual chunk loads, but I'm thinking that, at this point, I'm gonna hafta go there.
I read somewhere that vanilla MC is working on new boats that will allow you to carry an animal. I'm curious about the mechanism / game mechanic they'll use to get the animal into the boat. If vanilla MC does this, I expect I can use a similar mechanism to load multiple animals into the hold of a boat, but I have no idea how that might work.
I'm of the opinion that putting a bed in a Hoy would be a relatively easy thing to do. The problem is, how do you get to the bed? Without the ability to walk around the deck, I'd have to contrive some mechanism (similar to switching seats in the Whitehall) that would take you below and place you next to the bed so you could interact with it; do-able, but pretty clunky, and I was trying to avoid that.
I did expose some functions that allow you to change the colors of the boats, but it's very primitive at the moment, and it's a global setting (the colors aren't saved with the boats). I'll be adding the colors to the boat save data but, as soon as I do that, it breaks all the old boats, and I didn't want to do that just yet. Also, to make it useful, I'd have to build a new UI interface that lets players access the colors from within the game.
Like you, I'm kinda surprised that someone hasn't come up with another boat mod. There have been several others that looked promising, but I imagine those developers suffer from a lot of the same challenges that I do in trying to keep up with all the changes in vanilla MC and Forge. I've spoken to a couple of devs about joining forces, and I've gotten some help (thanks again to CoolAlias!) in getting the mod updated for 1.8, but so far I haven't found a kindred spirit with the time and talent to keep this mod moving forward.
In the meantime, I'll just keep hacking as time permits.
I haven't found a kindred spirit with the time and talent to keep this mod moving forward.
You and me both I keep hoping that some talented person without a job will step forward and lend me a hand with my mod, but alas.
That said, I don't think you will encounter quite the same number of difficulties updating to 1.8 as many others (myself included), simply because most of the big, time-consuming changes are related to blocks and items, not entities.
Not that that will help fix the lingering problems (I've got several of those... they don't go away easily), but at least you should be able to get a comparable version without too much anguish. Maybe. It's always hard to say for certain how Mojang's changes will affect whatever hackery was needed to get a mod feature working in the first place.
Anyway, I feel your pain, but I'm glad to see that you're still working on this mod, because I really want to use this!!! Just quit your job and work full time on the mod already - only evil corporations need money, and you're not an evil corporation, right?
Got a crash log from a server without any sort of bukkit, pure forge. I'm no expert, but why is the dedicated server trying to fiddle with the renderer?
---- Minecraft Crash Report ----
// I feel sad now
Time: 18-05-15 16:52
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: awger/smallboats/client/render/SmallBoatRenderer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: awger/smallboats/client/render/SmallBoatRenderer
at awger.whitehall.Whitehall.<clinit>(Whitehall.java:40)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 5 more
Caused by: java.lang.ClassNotFoundException: awger.smallboats.client.render.SmallBoatRenderer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 31 more
Caused by: java.lang.RuntimeException: Attempted to load class awger/smallboats/client/render/SmallBoatRenderer for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 33 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Short answer: The server shouldn't be fiddling with the renderer.
Longer explanation: It's not actually the renderer that it was fiddling with, it was a variable in the Whitehall derived class that references a resource (texture map) that lives in the base class renderer. This was added just recently to provide the ability to alter the color of the boats.
I'll have to move it. Not sure where, but I'll figure something out.
Not sure why I didn't see the same problem when I fired up the mod on my local server...
I don't yet know (specifically) what's wrong. What I do know is that CraftBukkit makes a lot of internal changes that are likely not compatible with some of the things I'm doing.
I looked at at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:438) and didn't see anything that looked suspicious, other than that particular line doesn't appear to do anything that would chain to the rest of the call stack, so I'm thinking that you're running something (I suspect CraftBukkit) that altered the Forge code?
That said, I don't think you will encounter quite the same number of difficulties updating to 1.8 as many others (myself included), simply because most of the big, time-consuming changes are related to blocks and items, not entities.
Well, I *hope* that 1.8 won't be as bad as 1.7 ... time will tell.
Anyway, I feel your pain, but I'm glad to see that you're still working on this mod, because I really want to use this!!! Just quit your job and work full time on the mod already - only evil corporations need money, and you're not an evil corporation, right?
lol awger doesnt seem at all like an evil corporation, but minecraft is definitely plagued with evil corporations... Servers like, the hive, and hypixel. Programs like minestatus and planetminecraft, and even the guy who runs the minecraftforums! Haha All want a lot of money to help anyone in the least The minecraft forum owner is a hippocrite, haha from personal experience I asked him for a chance at a spotlight and would show him what it was, but he said spotlighting servers will cause riots... a few days later he spotlights a server!!! Hahaha guess I didn't bribe him so I got denied...
What does all this mean?.... It mean Awger your awesome, Keep up the great work!
i read your first post and skimmed the last page and i am not entirely sure but this mod (that i would love to add in with the rest of the mods i use) isnt in 1.7.10 is it? only asking cuz ive a few mods that you have to look in the last pages for the update if there is one and just wanted to make sure
either way this mod looks awesome ^.^ and if its not in 1.7.10 then ill be keeping track of it ^.^
i read your first post and skimmed the last page and i am not entirely sure but this mod (that i would love to add in with the rest of the mods i use) isnt in 1.7.10 is it? only asking cuz ive a few mods that you have to look in the last pages for the update if there is one and just wanted to make sure
either way this mod looks awesome ^.^ and if its not in 1.7.10 then ill be keeping track of it ^.^
The latest 1.7.10 version is two posts up from your post, version 15.1.
My forum icon was painted by Frank Frazetta.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
The most recent pics are of a new boat I'm working on... it's slightly longer than the Hoy, but not as wide. The additional length wasn't on purpose; what I was working on was interior spaces below the waterline, and working bed, furnace, and crafting table. The size of the boat was dictated by the space needed for those items, and an ability to reach them without actually being able to walk around.
That said... the process of getting those new items into the boat involved reworking some of the "walking" code, and I learned a few things about vanilla MC that may have led me to a solution for the walking problem.
So I know you are doing another 1.7 build, do know when you'll start on 1.8? When you do work on 1.8, do you think you could do something with the banners?
that would be cool
Caused by: java.lang.NoClassDefFoundError: Could not initialize class awger.hoy.Hoy
That was unexpected... check the jar file, see if awger/hoy/Hoy.class is there.
I certainly do remember you... fond memories. No offense taken, I'm disappointed, too. I would have hoped that MC would have at least stabilized some of the internals by now but, alas, every new major release of MC throws a big rock into the pond and, by the time Forge et al have done their thing, I get hit by a tsunami.
Some of the problem is self-inflicted, in that I've been evolving the implementation framework over time, so it's a bit of a moving target (things like flipping the axes and moving chunks of code around). But, a lot of it comes from MC changing things in the vanilla code that I've hooked into, either altering how it works, or removing it altogether. I'd also have to say that there are a number of things in the base code that weren't very well conceived and make things difficult.
As it stands right now, the main thing missing is the ability to walk on deck. This has always been troublesome, and I've never found a satisfactory solution. The basic problem is that hit/collision boxes don't rotate; that's a "limitation" going back to the original design of MC beta, and I don't know when (or if) that would ever change. There's a secondary problem concerning entity hitboxes vs block hitboxes that, again, goes way back to MC beta. I've tried to get around these problems by doing all sorts of crazy hitbox intersection calculations, but it doesn't quite work.
In the "bug" category, parent-child entity relationships are still problematic (this is why parts disappear from the boats). I've done a lot of work going around the default entity handling, and it works on my dev system, but there are still lingering problems that I can't track down because I can't reproduce the problem. I have heretofore avoided messing with manual chunk loads, but I'm thinking that, at this point, I'm gonna hafta go there.
I read somewhere that vanilla MC is working on new boats that will allow you to carry an animal. I'm curious about the mechanism / game mechanic they'll use to get the animal into the boat. If vanilla MC does this, I expect I can use a similar mechanism to load multiple animals into the hold of a boat, but I have no idea how that might work.
I'm of the opinion that putting a bed in a Hoy would be a relatively easy thing to do. The problem is, how do you get to the bed? Without the ability to walk around the deck, I'd have to contrive some mechanism (similar to switching seats in the Whitehall) that would take you below and place you next to the bed so you could interact with it; do-able, but pretty clunky, and I was trying to avoid that.
I did expose some functions that allow you to change the colors of the boats, but it's very primitive at the moment, and it's a global setting (the colors aren't saved with the boats). I'll be adding the colors to the boat save data but, as soon as I do that, it breaks all the old boats, and I didn't want to do that just yet. Also, to make it useful, I'd have to build a new UI interface that lets players access the colors from within the game.
Like you, I'm kinda surprised that someone hasn't come up with another boat mod. There have been several others that looked promising, but I imagine those developers suffer from a lot of the same challenges that I do in trying to keep up with all the changes in vanilla MC and Forge. I've spoken to a couple of devs about joining forces, and I've gotten some help (thanks again to CoolAlias!) in getting the mod updated for 1.8, but so far I haven't found a kindred spirit with the time and talent to keep this mod moving forward.
In the meantime, I'll just keep hacking as time permits.
Is Modded: Definitely; Server brand changed to 'cauldron,craftbukkit,mcpc,fml,forge'
CraftBukkit? That could be a problem...
You and me both I keep hoping that some talented person without a job will step forward and lend me a hand with my mod, but alas.
That said, I don't think you will encounter quite the same number of difficulties updating to 1.8 as many others (myself included), simply because most of the big, time-consuming changes are related to blocks and items, not entities.
Not that that will help fix the lingering problems (I've got several of those... they don't go away easily), but at least you should be able to get a comparable version without too much anguish. Maybe. It's always hard to say for certain how Mojang's changes will affect whatever hackery was needed to get a mod feature working in the first place.
Anyway, I feel your pain, but I'm glad to see that you're still working on this mod, because I really want to use this!!! Just quit your job and work full time on the mod already - only evil corporations need money, and you're not an evil corporation, right?
* BINGO! *
Short answer: The server shouldn't be fiddling with the renderer.
Longer explanation: It's not actually the renderer that it was fiddling with, it was a variable in the Whitehall derived class that references a resource (texture map) that lives in the base class renderer. This was added just recently to provide the ability to alter the color of the boats.
I'll have to move it. Not sure where, but I'll figure something out.
Not sure why I didn't see the same problem when I fired up the mod on my local server...
I have been known to wax philosophic... compared to some others, that's relatively brief.
I don't yet know (specifically) what's wrong. What I do know is that CraftBukkit makes a lot of internal changes that are likely not compatible with some of the things I'm doing.
I looked at at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:438) and didn't see anything that looked suspicious, other than that particular line doesn't appear to do anything that would chain to the rest of the call stack, so I'm thinking that you're running something (I suspect CraftBukkit) that altered the Forge code?
I don't know anything about Zelda, but I got word tonight that my Ensifer long-heavy feder will be arriving shortly.
Aside: Yesterday was cutting day, and we had a guest instructor who specializes in katana. It was fun (different), but I still prefer European steel.
Well, I *hope* that 1.8 won't be as bad as 1.7 ... time will tell.
A workman is worthy of his wages.
lol awger doesnt seem at all like an evil corporation, but minecraft is definitely plagued with evil corporations... Servers like, the hive, and hypixel. Programs like minestatus and planetminecraft, and even the guy who runs the minecraftforums! Haha All want a lot of money to help anyone in the least The minecraft forum owner is a hippocrite, haha from personal experience I asked him for a chance at a spotlight and would show him what it was, but he said spotlighting servers will cause riots... a few days later he spotlights a server!!! Hahaha guess I didn't bribe him so I got denied...
What does all this mean?.... It mean Awger your awesome, Keep up the great work!
Just a quick update
Version 15.1: https://www.mediafire.com/?2y6652eeezqw1ie
This version should fix the crash on dedicated servers. Both clients and servers will need this update.
No additional features here, I just relocated the color handling code so that the server wasn't trying to access the renderer.
i read your first post and skimmed the last page and i am not entirely sure but this mod (that i would love to add in with the rest of the mods i use) isnt in 1.7.10 is it? only asking cuz ive a few mods that you have to look in the last pages for the update if there is one and just wanted to make sure
either way this mod looks awesome ^.^ and if its not in 1.7.10 then ill be keeping track of it ^.^
The latest 1.7.10 version is two posts up from your post, version 15.1.
PERFECT! thank you ^.^
I am not a troll... but my friend Jon is, and he insisted that I post some screenshots of what I've been working on. So, blame it on him.
I haven't been keeping up on the post too well, are you working on a bigger boat?!?!?!?!? It looks like it's going... well
did we gonna be able to walk on the hoy ?
Some friends and I have started a server with the Lord of the Rings mod.
The LOTR dimension spawns Kilometers long continuous rivers.
In your small boats I can sail from our mine in the misty mountains to our Island fortress in about two hours real time.
Imagine if I had to walk that distance. I have done it. But regular trips to resupply the mine and haul ore to the fort?
Your mod and his navigable river system are must haves for my Minecraft gamepaly.
Thank you for this great mod.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
can you update your forum and have the 1.7.10 to your forum since you fixed it not working on servers and you can update the links lator
The most recent pics are of a new boat I'm working on... it's slightly longer than the Hoy, but not as wide. The additional length wasn't on purpose; what I was working on was interior spaces below the waterline, and working bed, furnace, and crafting table. The size of the boat was dictated by the space needed for those items, and an ability to reach them without actually being able to walk around.
That said... the process of getting those new items into the boat involved reworking some of the "walking" code, and I learned a few things about vanilla MC that may have led me to a solution for the walking problem.