I Really Enjoy This mod, the one Criticism I have is the walking on Deck Mechanic for the Hoy... Its a tad bit glitchy! But its a otherwise Fantasic mod!
"P" will run out the guns, "Shift-P" will bring them back in. Left- and Right- bracket keys fire port and starboard, respectively. The guns auto-load, just wait for them to run out again (there are messages in the log indicating gun condition, but I don't recall if there's a chat message that shows on-screen).
Ok I'm missing something here. How can I Shift-P when Shift ejects me from the boat?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/2/2014
Posts:
52
Member Details
UPDATE - Seems that the Problem solved by it self, the Ship do not colide with the Blocks anymore.
Outdatet original:
At first, THANK YOU FOR THAT MOD - Outstanding!
But, I found an anoying bug, that creats gostblocks!
If you sail a Ship (mostly the Hoy) and leave it (hiting left shift), sometimes it creates gostblocks. These blocks are invisible, and a Player do not colide with them, but the ships do. They can't go through. I lost yesterday half an hour, to get into my harbor until i figured out, that invisible blocks are stoping my ship.
You can only change to creative mode and destroy them - if you find them.
Here is a sceenshot with some WAILA Information: (Attachment)
The Meaning of Life, the Universe, and Everything.
Join Date:
10/2/2014
Posts:
52
Member Details
Important Suggestions:
Near Future:
Hitbox and bouncing:
The hitbox sizes from the boats are a bit too big. Maybe you should upscale the boats a bit to better fit the worldgrid hitboxes, or downscale the hitboxes of the ships. The major problem is docking the ship in the harbor or near the coast. If you come a bit too close, the ship bounces away with maximal turning speed, sometimes up to 130°.
If we bumping some worldblocks, the ship should adjust to the neares possible grid, not bouncing the hell away
a Bed
If you travle with the hoy, it should be possible to setup a new respawn point
Future:
A Cabin that we can bulid by our own with blocks,
At first - impossible, i know. But what if...
...you combine the functions of the "dimensional doors mod" with your mod? The DimDoor mod contains pocket dimensions, where you could build stuff in.
If you study the code of DimDoors, you could give the hoy a steady pocketdimension, accessable from all over the world. The Hoy-Pocketdimension could be preshaped like a ships hold, with no windows. Here, every player can set up his own environment.
To access the Pocketdimension, it could be a Key stroke, instead of a Portal Door:
Riding the Hoy -> press Alt-P -> jump into the PocketDimension, do your stuff, go through the cabin door like a dimensional door and boom -> riding the hoy again. Combined with chicken Chunks mobile Chunksystem, this may practical while autopiloting the hoy too
If my memory is correct, you can place a bed in the Dimensional Doors Pocketdimensions as well - bed problem and mobile Spawn is solved too.
A last suggestion: add a new block, that is shaped like a harbor bollard, and a rope-connection to the ship (about 30 Blocks range). Rightclick on that block will kick the player right into the cabin. Through the cabin door, he can enter the Helm seat
Much more ship feeling, without swimming everytime.
Love this mod. Would it be possible to get it uploaded to Curse to make it easier to add to mod packs hosting through the new curse voice? I'd love to see it in more places.
Might take a look at the snapshots. Mojang just added the PE code to allow passenger animals in boats for 1.9 and oars. Not sure if that opens the door to a viking longship with ores or not.
I just tried this out on my test server. AWESOME WORK, sir. My hat is off to you. Best boat/ship mod I've ever seen.
Is there any way to paint or otherwise decorate the boats?
Regarding the previously reported problem that shift-P to run the guns on the Hoy back in conflicts with shift to disembark, instead of having a separate key to run the guns back in, why not simply make it a toggle? (Also, aiming the guns seems a bit ... dare I say it ... hit-and-miss ...)
A suggestion that should be fairly simple to implement and would much ease sailing large oceans: it would be nice to have a way on the Whitehall and the Hoy to 'lock' the ship's speed so that you don't have to hold W down all the time. And it would be awesome to have a way to name a specific vessel. 'Lookfar', say, or 'The Dawn Treader' ...
Last: It seems to be a little difficult to bring a ship into dock. I can build a pier or wharf, but I can't sail up within about four to five blocks of it before the ship "bounces off" (and this is a deepwater harbor, there's 30 meters of water off the side of the wharf, so it's not a minimum-draft issue). Any insights into this problem? Is it fixable? I'm assuming it's a hit-box issue.
[15:26:55 INFO]: ** wrote parent 3a972c8c-be56-41e1-8ae0-9c2b5c9f0279 to NBT
If so, how do I make it stop? It's flooding my server log. (I've already set Small Boats' log level to SEVERE.)
Same Issue here. It seems, that the mod is out of work. All the Players who "love" it, might be playing single Player until they notice, that there HDD is full with many 8GB Logfiles from small boats ^^
My server was killed after 5 minutes of riding - almost 9GB Logfile - txt logfile! oO - great job Mr. Modder Sir, Great Job! -.-
I'm finding the hitbox to be an extensive problem. I was sailing around for a while in a Whitehall on the new Alternate Terrain Generation world I just created yesterday, which has Thaumcraft and Mo'Creatures and a number of other mods in it. And the boat bounces off of aura nodes, it bounces off of dolphins, it bounces off of things I didn't even see. I thought a sailing ship would be an awesomely great way to search for ocean aura nodes and scan them, but I can't sail a Hoy close enough to an aura node to scan it, and even when I get a Whitehall as close as I can, I can't scan the node from on board anyway — any attempt to scan a node from onboard ship just scans the ship.
Same Issue here. It seems, that the mod is out of work. All the Players who "love" it, might be playing single Player until they notice, that there HDD is full with many 8GB Logfiles from small boats ^^
My server was killed after 5 minutes of riding - almost 9GB Logfile - txt logfile! oO - great job Mr. Modder Sir, Great Job! -.-
Actually I seem to have found the solution to this part (although not to the hitbox problems). Small Boats creates four config files — one for each boat type by name, plus smallboats.cfg — and the logging needs to be individually set to SEVERE in all four files. (The individual boat config files also contain the color settings for the ships, which means in response to my earlier comment a few days ago that you can color the ships per class, but not per ship.)
I've tried setting the logging level on all 4 files to SEVERE and I also tried OFF.
But I'm still getting a lot of lines written to the logs.
Does anyone have any ideas? Any word on a newer ver maybe?
With a single (unoccupied) Punt in the world I regularly get lines like the one below:
[00:34:25] [Server thread/INFO] [STDOUT/]: [awger.AwgerLogger:log:13]: ** wrote parent 884bf38a-1c4d-4813-a971-97f983e88838 to NBT
And while travelling in the Punt I receive lines such as these:
[00:28:06] [Server thread/DEBUG] [FML/]: ** removing chunk 0,0
[00:28:06] [Server thread/DEBUG] [FML/]: ** adding chunk -127,45
[00:28:06] [Server thread/DEBUG] [FML/]: ** removing chunk 0,0
[00:28:06] [Server thread/DEBUG] [FML/]: ** adding chunk -127,45
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 726
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 727
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 728
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 729
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 730
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2022, y == 65, z== 726
I have the same problem, eventually if someone leaves a boat out it spams the log until it's 100G! I've tried setting the logging to severe, off, warning, nothing seems to fix this issue. I love this mod, but we can't use it on our server because of this issue. Anyone have a confirmed fix for this?
I have the same problem, eventually if someone leaves a boat out it spams the log until it's 100G! I've tried setting the logging to severe, off, warning, nothing seems to fix this issue. I love this mod, but we can't use it on our server because of this issue. Anyone have a confirmed fix for this?
Is there an earlier (beta) version we can use that does not have the "extra" logging turned on?
Perhaps some of the regular users can point us to which particular version the log spam started at...
I have the same problem, eventually if someone leaves a boat out it spams the log until it's 100G! I've tried setting the logging to severe, off, warning, nothing seems to fix this issue. I love this mod, but we can't use it on our server because of this issue. Anyone have a confirmed fix for this?
I agree, it's the best ship mod I've seen ... except for the log flooding (which also makes my server console useless) and the issue with the ships' hitboxes making them impossible to dock. (Not to mention constantly bouncing off marine life, seaweed, Thaumcraft 4 aura nodes....)
I Really Enjoy This mod, the one Criticism I have is the walking on Deck Mechanic for the Hoy... Its a tad bit glitchy! But its a otherwise Fantasic mod!
Keep It Up!
Ok I'm missing something here. How can I Shift-P when Shift ejects me from the boat?
UPDATE - Seems that the Problem solved by it self, the Ship do not colide with the Blocks anymore.
Outdatet original:
But, I found an anoying bug, that creats gostblocks!
If you sail a Ship (mostly the Hoy) and leave it (hiting left shift), sometimes it creates gostblocks. These blocks are invisible, and a Player do not colide with them, but the ships do. They can't go through. I lost yesterday half an hour, to get into my harbor until i figured out, that invisible blocks are stoping my ship.
You can only change to creative mode and destroy them - if you find them.
Here is a sceenshot with some WAILA Information: (Attachment)
Important Suggestions:
Near Future:
If we bumping some worldblocks, the ship should adjust to the neares possible grid, not bouncing the hell away
Future:
A Cabin that we can bulid by our own with blocks,
To access the Pocketdimension, it could be a Key stroke, instead of a Portal Door:
Riding the Hoy -> press Alt-P -> jump into the PocketDimension, do your stuff, go through the cabin door like a dimensional door and boom -> riding the hoy again.
Combined with chicken Chunks mobile Chunksystem, this may practical while autopiloting the hoy too
If my memory is correct, you can place a bed in the Dimensional Doors Pocketdimensions as well - bed problem and mobile Spawn is solved too.
A last suggestion: add a new block, that is shaped like a harbor bollard, and a rope-connection to the ship (about 30 Blocks range). Rightclick on that block will kick the player right into the cabin. Through the cabin door, he can enter the Helm seat
Much more ship feeling, without swimming everytime.
Now, where is my cookie ^^
Have fun and keep the great mod up!
Dimensional Doors Mod - Review:
Code:
Github - https://github.com/StevenRS11/DimDoors
Github - https://github.com/CannibalVox/DimDoors
Logfile Spamer - temporaly removed!
The latest Mod from small boats smallboats-1.7.10-10.13.0-16.1.jar
is spamming the fml-server-log file with
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -461, y == 63, z== -450
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -461, y == 63, z== -449
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -461, y == 63, z== -448
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -461, y == 63, z== -447
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -460, y == 63, z== -451
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -460, y == 63, z== -450
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -460, y == 63, z== -449
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -460, y == 63, z== -448
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -460, y == 63, z== -447
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -459, y == 63, z== -451
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -459, y == 63, z== -450
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -459, y == 63, z== -449
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -459, y == 63, z== -448
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -459, y == 63, z== -447
[17:22:37] [Server thread/DEBUG] [FML/]: ** empty x == -458, y == 63, z== -451
....
30 Seconds of riding the boat causes a 880 MB logfile!
a few Minutes on the Server, stops out the Server. I got a 8,7 GB Logfile! 8,7 GB TXT-File!
WTF!
Please give us the ability to set the logging level by our self. This Log-lunacy is pointless for costumerusage.
In the config, we see:
logging {
S:Level=FINEST
}
what other values are possible? "INFO" as in the hoy.cfg is not working. 1 GB Logfile after a few seconds on a ship.
Love this mod. Would it be possible to get it uploaded to Curse to make it easier to add to mod packs hosting through the new curse voice? I'd love to see it in more places.
I tried the mod its fun but there were no cannons on the hoy or just any cannons at all.
Might take a look at the snapshots. Mojang just added the PE code to allow passenger animals in boats for 1.9 and oars. Not sure if that opens the door to a viking longship with ores or not.
Might integrating with a mod like this be an option?
I'm trying to plan a holiday update for our server for next month. Do we think we are close to a 1.8 release? Thanks for any info.
I just tried this out on my test server. AWESOME WORK, sir. My hat is off to you. Best boat/ship mod I've ever seen.
Is there any way to paint or otherwise decorate the boats?
Regarding the previously reported problem that shift-P to run the guns on the Hoy back in conflicts with shift to disembark, instead of having a separate key to run the guns back in, why not simply make it a toggle? (Also, aiming the guns seems a bit ... dare I say it ... hit-and-miss ...)
A suggestion that should be fairly simple to implement and would much ease sailing large oceans: it would be nice to have a way on the Whitehall and the Hoy to 'lock' the ship's speed so that you don't have to hold W down all the time. And it would be awesome to have a way to name a specific vessel. 'Lookfar', say, or 'The Dawn Treader' ...
Last: It seems to be a little difficult to bring a ship into dock. I can build a pier or wharf, but I can't sail up within about four to five blocks of it before the ship "bounces off" (and this is a deepwater harbor, there's 30 meters of water off the side of the wharf, so it's not a minimum-draft issue). Any insights into this problem? Is it fixable? I'm assuming it's a hit-box issue.
Is Small Boats emitting this log message?
[15:26:55 INFO]: ** wrote parent 3a972c8c-be56-41e1-8ae0-9c2b5c9f0279 to NBT
If so, how do I make it stop? It's flooding my server log. (I've already set Small Boats' log level to SEVERE.)
Same Issue here. It seems, that the mod is out of work. All the Players who "love" it, might be playing single Player until they notice, that there HDD is full with many 8GB Logfiles from small boats ^^
My server was killed after 5 minutes of riding - almost 9GB Logfile - txt logfile! oO - great job Mr. Modder Sir, Great Job! -.-
I'm finding the hitbox to be an extensive problem. I was sailing around for a while in a Whitehall on the new Alternate Terrain Generation world I just created yesterday, which has Thaumcraft and Mo'Creatures and a number of other mods in it. And the boat bounces off of aura nodes, it bounces off of dolphins, it bounces off of things I didn't even see. I thought a sailing ship would be an awesomely great way to search for ocean aura nodes and scan them, but I can't sail a Hoy close enough to an aura node to scan it, and even when I get a Whitehall as close as I can, I can't scan the node from on board anyway — any attempt to scan a node from onboard ship just scans the ship.
Actually I seem to have found the solution to this part (although not to the hitbox problems). Small Boats creates four config files — one for each boat type by name, plus smallboats.cfg — and the logging needs to be individually set to SEVERE in all four files. (The individual boat config files also contain the color settings for the ships, which means in response to my earlier comment a few days ago that you can color the ships per class, but not per ship.)
I've tried setting the logging level on all 4 files to SEVERE and I also tried OFF.
But I'm still getting a lot of lines written to the logs.
Does anyone have any ideas? Any word on a newer ver maybe?
With a single (unoccupied) Punt in the world I regularly get lines like the one below:
[00:34:25] [Server thread/INFO] [STDOUT/]: [awger.AwgerLogger:log:13]: ** wrote parent 884bf38a-1c4d-4813-a971-97f983e88838 to NBT
And while travelling in the Punt I receive lines such as these:
[00:28:06] [Server thread/DEBUG] [FML/]: ** removing chunk 0,0
[00:28:06] [Server thread/DEBUG] [FML/]: ** adding chunk -127,45
[00:28:06] [Server thread/DEBUG] [FML/]: ** removing chunk 0,0
[00:28:06] [Server thread/DEBUG] [FML/]: ** adding chunk -127,45
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 726
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 727
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 728
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 729
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2023, y == 65, z== 730
[00:28:06] [Server thread/DEBUG] [FML/]: ** empty x == -2022, y == 65, z== 726
I have the same problem, eventually if someone leaves a boat out it spams the log until it's 100G! I've tried setting the logging to severe, off, warning, nothing seems to fix this issue. I love this mod, but we can't use it on our server because of this issue. Anyone have a confirmed fix for this?
Is there an earlier (beta) version we can use that does not have the "extra" logging turned on?
Perhaps some of the regular users can point us to which particular version the log spam started at...
I agree, it's the best ship mod I've seen ... except for the log flooding (which also makes my server console useless) and the issue with the ships' hitboxes making them impossible to dock. (Not to mention constantly bouncing off marine life, seaweed, Thaumcraft 4 aura nodes....)