Hi Awger, you probably don't remember when i asked probably over a year ago about bigger ships and i respectfully remember your reply, i do know it could be years before you ever get around to such a large aspect of this mod (or another mod) but i wish to inform you that just restarted work on the caribbean environment you said would be good for your mod. of course I'm not the best builder in the world so i believe i should leave the building of structures like towns and forts to those who are best at it. if you still want the map made it will be of a scale of 2,048 x 2,048. if you require bigger maps size i can arrange it. but anyway, i still love this mod and i hope you are doing well. keep up the great work.
This was my favorite ship mod, and basically the only good one... And it has sadly died it appears. Unless someone picks it up and continues it, which i'm hoping is what will happen...
Do you guys know for sure if the mod is truely dead? i mean Awger could just be a really busy guy, considering when a mod is downloaded i don't think he gets a lot of money for each download if he even has it set up like that, but my point is this could be something he only gets to work on ever now and then in spare time. i have seen really good mods die over time and its been sad to see that happen especially with Traincraft which was a 1.6.4 favourite of mine, but sadly enough moder's can't make a proper income off of making mods for games. if the mod is proven dead i would personally love to help continue it and bring it back to its full glory, but truth be told i can't do code in any language. i can make 3D models, and animations but i wouldn't know how to implement any of that into an actual game/mod (not to mention i work with a non commercial software license so i can't exactly use the content made in a way that makes money of any sort). still guys, be patient ok. some times these things happen but theres still the chance of the mod maker picking it back up. just wait and see, ok.
What this mod needs is a solution to the hitbox problem. If the hitbox is small enough not to stick out the sides of the hull, you fall off the ship when you walk off the end of the hitbox. If the hitbox is large enough that the entire deck is walkable, it sticks so far out to the side that you can't pull up to a dock, and you stop dead in the water if a fish passes nearby.
I suspect the REAL answer is that Minecraft itself needs to provide support for real movable vehicle entities. It's possible it could be added by Forge, at the risk of future incompatibility.
I can live with the hitbox problem, but the logging spam makes it unuseable for servers. Going to have to pull this from my modpack, since it does not respect the config setting for logs.
I can live with the hitbox problem, but the logging spam makes it unuseable for servers. Going to have to pull this from my modpack, since it does not respect the config setting for logs.
The hitbox problem makes it unusable with, for instance, Mo'Creatures. Because you can't maintain a course when your ship is constantly bouncing off of fish six blocks to the side of your course, or stopping dead in the water because you ran into a fish directly ahead. Or Thaumcraft 4? Stopping dead in the water because you ran into an aura node that you can't even see because you're not wearing Goggles of Revealing.
To be fair, these problems are not the mod's fault. They are limitations of the Minecraft engine. 90% of the functional problems with this mod would be solved if Minecraft — or Forge — added support for shaped hitboxes. And the major problem left would be ... yeah, the log spam.
Has anyone managed to solve the log spam problem by using logging.properties or whatever log4j uses? (Some .xml file, IIRC). Or was it set programmatically? I'm assuming a bug in reading and setting log levels, since it doesn't respect the config, which means unlikely that global logging config files work, either. But maybe someone got lucky...
Or has anyone found the mod author?
As for the hitbox problem, don't all the ship mods share that problem? Archimede's Ships Plus, Ships, etc?
Ships, I haven't tried. Archimedes' Ships used a totally separate and very clever approach that made each ship a movable chunk, which made hitboxes much less of an issue, but had its own set of much more complex problems instead. If memory serves, Balkondeur (it was Balkondeur, wasn't it?) eventually gave up on that. I see there's an Archimedes Ships Plus maintained by darkevilmac, which takes pains to point out that it's a separate mod, but it looks to me like it takes the same basic approach and seems to have all of the same problems. (Such as fully built ships randomly crashing and completely vanishing, gone forever along with everything on board, when you try to disembark.) Plus there's apparently another completely separate Archimedes' Ships maintained by CKathode... I have no idea whether it is also forked off Balkon's work.
Any plans on updating to 1.10? And if so, any date set?
Considering the mod author hasn't been seen for the better part of a year, and has yet to fix some nasty bugs in the 1.7.10 version that people have been posting about for over a year....
Ships, I haven't tried. Archimedes' Ships used a totally separate and very clever approach that made each ship a movable chunk, which made hitboxes much less of an issue, but had its own set of much more complex problems instead. If memory serves, Balkondeur (it was Balkondeur, wasn't it?) eventually gave up on that. I see there's an Archimedes Ships Plus maintained by darkevilmac, which takes pains to point out that it's a separate mod, but it looks to me like it takes the same basic approach and seems to have all of the same problems. (Such as fully built ships randomly crashing and completely vanishing, gone forever along with everything on board, when you try to disembark.) Plus there's apparently another completely separate Archimedes' Ships maintained by CKathode... I have no idea whether it is also forked off Balkon's work.
From what I've read, both "new" versions of Archimedes' Ships are forks of the original, because Balkon has gone mia for so long. It'd be nice if someone could do the same for this mod...hint hint! The main issue is this mod never had a wide audience. If more people knew about it, it'd be more likely to be picked up by someone else. Maybe poke GotoLink about it? He seems to be into taking up abandoned mods and bringing them up to date. I think it was gotolink....hmm...
From what I've read, both "new" versions of Archimedes' Ships are forks of the original, because Balkon has gone mia for so long. It'd be nice if someone could do the same for this mod...hint hint! The main issue is this mod never had a wide audience. If more people knew about it, it'd be more likely to be picked up by someone else. Maybe poke GotoLink about it? He seems to be into taking up abandoned mods and bringing them up to date. I think it was gotolink....hmm...
So I will confirm that the logging is "fixable" in that you can use a bytecode editor to NOP the logging calls. That done, you won't have any logspam... or logging in general.
The class file in question is AwgerLogger.class, and dirtyJOE is reasonably easy to use here. I simply just swapped everything that wasn't 'aload' or 'return' with NOP. If I knew better I would make a meta-mod to just live patch it.
Hi Awger, you probably don't remember when i asked probably over a year ago about bigger ships and i respectfully remember your reply, i do know it could be years before you ever get around to such a large aspect of this mod (or another mod) but i wish to inform you that just restarted work on the caribbean environment you said would be good for your mod. of course I'm not the best builder in the world so i believe i should leave the building of structures like towns and forts to those who are best at it. if you still want the map made it will be of a scale of 2,048 x 2,048. if you require bigger maps size i can arrange it. but anyway, i still love this mod and i hope you are doing well. keep up the great work.
hey. tested the mod out and i find it to be great. but i was wondering if anyone has a modpack w/ server with this mod on it.
update 1.9? maybe?
ah, RIP this mod
This was my favorite ship mod, and basically the only good one... And it has sadly died it appears. Unless someone picks it up and continues it, which i'm hoping is what will happen...
Do you guys know for sure if the mod is truely dead? i mean Awger could just be a really busy guy, considering when a mod is downloaded i don't think he gets a lot of money for each download if he even has it set up like that, but my point is this could be something he only gets to work on ever now and then in spare time. i have seen really good mods die over time and its been sad to see that happen especially with Traincraft which was a 1.6.4 favourite of mine, but sadly enough moder's can't make a proper income off of making mods for games. if the mod is proven dead i would personally love to help continue it and bring it back to its full glory, but truth be told i can't do code in any language. i can make 3D models, and animations but i wouldn't know how to implement any of that into an actual game/mod (not to mention i work with a non commercial software license so i can't exactly use the content made in a way that makes money of any sort). still guys, be patient ok. some times these things happen but theres still the chance of the mod maker picking it back up. just wait and see, ok.
What this mod needs is a solution to the hitbox problem. If the hitbox is small enough not to stick out the sides of the hull, you fall off the ship when you walk off the end of the hitbox. If the hitbox is large enough that the entire deck is walkable, it sticks so far out to the side that you can't pull up to a dock, and you stop dead in the water if a fish passes nearby.
I suspect the REAL answer is that Minecraft itself needs to provide support for real movable vehicle entities. It's possible it could be added by Forge, at the risk of future incompatibility.
Here's to hoping to be able to fish from these boats in a future update.
I can live with the hitbox problem, but the logging spam makes it unuseable for servers. Going to have to pull this from my modpack, since it does not respect the config setting for logs.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
The hitbox problem makes it unusable with, for instance, Mo'Creatures. Because you can't maintain a course when your ship is constantly bouncing off of fish six blocks to the side of your course, or stopping dead in the water because you ran into a fish directly ahead. Or Thaumcraft 4? Stopping dead in the water because you ran into an aura node that you can't even see because you're not wearing Goggles of Revealing.
To be fair, these problems are not the mod's fault. They are limitations of the Minecraft engine. 90% of the functional problems with this mod would be solved if Minecraft — or Forge — added support for shaped hitboxes. And the major problem left would be ... yeah, the log spam.
Has anyone managed to solve the log spam problem by using logging.properties or whatever log4j uses? (Some .xml file, IIRC). Or was it set programmatically? I'm assuming a bug in reading and setting log levels, since it doesn't respect the config, which means unlikely that global logging config files work, either. But maybe someone got lucky...
Or has anyone found the mod author?
As for the hitbox problem, don't all the ship mods share that problem? Archimede's Ships Plus, Ships, etc?
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Ships, I haven't tried. Archimedes' Ships used a totally separate and very clever approach that made each ship a movable chunk, which made hitboxes much less of an issue, but had its own set of much more complex problems instead. If memory serves, Balkondeur (it was Balkondeur, wasn't it?) eventually gave up on that. I see there's an Archimedes Ships Plus maintained by darkevilmac, which takes pains to point out that it's a separate mod, but it looks to me like it takes the same basic approach and seems to have all of the same problems. (Such as fully built ships randomly crashing and completely vanishing, gone forever along with everything on board, when you try to disembark.) Plus there's apparently another completely separate Archimedes' Ships maintained by CKathode... I have no idea whether it is also forked off Balkon's work.
Any plans on updating to 1.10? And if so, any date set?
Considering the mod author hasn't been seen for the better part of a year, and has yet to fix some nasty bugs in the 1.7.10 version that people have been posting about for over a year....
Don't hold your breath waiting.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I know this is still beta, and I must say I love this mod. But for some reason it doesn't like to work with TrainCraft. Would you know why?
From what I've read, both "new" versions of Archimedes' Ships are forks of the original, because Balkon has gone mia for so long. It'd be nice if someone could do the same for this mod...hint hint! The main issue is this mod never had a wide audience. If more people knew about it, it'd be more likely to be picked up by someone else. Maybe poke GotoLink about it? He seems to be into taking up abandoned mods and bringing them up to date. I think it was gotolink....hmm...
What would be really awesome would be if Minecraft itself would add support for movable vehicles, with hitboxes that actually rotate with them.
The author hasn't made the source code available, unfortunately, and no one knows what's happened to him.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
So I will confirm that the logging is "fixable" in that you can use a bytecode editor to NOP the logging calls. That done, you won't have any logspam... or logging in general.
The class file in question is AwgerLogger.class, and dirtyJOE is reasonably easy to use here. I simply just swapped everything that wasn't 'aload' or 'return' with NOP. If I knew better I would make a meta-mod to just live patch it.
please update to 1.11.2