I loaded a world with the whitehall, tried to place some boats, but they disappeared. they were levitating, 15 blocks off the ground.
Than I got in a whitehall, and...
---- Minecraft Crash Report ----
I'm gonna go out on a limb here and suggest that there's a mod entity ID conflict.
If you wanted to disable everything but the Punt+Whitehall and then turn them on one at a time, you can identify which of your other mods is using the 5000 series IDs. Not required, but it'd be nice to know.
In any event, you can change the Punt and Whitehall entity IDs in their respective config files.
I guess it's time to get some "real" entity IDs...
I'm gonna go out on a limb here and suggest that there's a mod entity ID conflict.
If you wanted to disable everything but the Punt+Whitehall and then turn them on one at a time, you can identify which of your other mods is using the 5000 series IDs. Not required, but it'd be nice to know.
In any event, you can change the Punt and Whitehall entity IDs in their respective config files.
I guess it's time to get some "real" entity IDs...
Already tried disabling/reabling process, same bug.
Yeah, I understand how you mean that you have to be able to handle smaller ship first. But I just meant that making oyster fishing mandatory, would also mean that pearls exclusively come from oysters. So not from treasure or trade. Not everyone wants to become a fisher is what I meant.
I don't think that one necessarily suggests the other -- meaning, just because pearls come from oysters, that means that they can't come from anywhere else. Think about diamonds: you can mine for them, but you can also find them in chests.
In the case of villagers that is always possible in existing worlds. You can breed them by creating more doors in their houses and adding more houses with doors (no joke). It will create new villagers. Their trade will be randomly chosen (it is a way to get a new Thaumcraft or Forestry villager for example). If you practice with that, you can create a npc village in the style that you like in a legit way.
With dungeon loot it depends on what other mods you have installed. There are some mods that generate more dungeons, then it will just be a case to explore a new part of the world. But the revenue will be a lot less then with trade and fishing anyway, because those two are potentially unlimited.
I know how to get more villages, but I don't know how villagers choose what items they will offer in trades, because I haven't looked at that code. If the vanilla trade item selection is restricted to a specific list of items or, for whatever reason, won't include items created by mods, then that would be a problem.
All speculation at this point, won't know until I look at the code.
What would REALY improve the mod is Having a slightly pointier Bow (front) and mabie a bowsprit? also making the deck (floor) a bit higher to fix the water cliping through.
It would be prettier, but, then it wouldn't be an Elegant Punt. Bolger was known for "different" looking boats that sailed well, not for being pretty.
I've been looking into various ways to address the water clipping, haven't found a method I like yet.
I think that would be realy cool mabey you could make crabs give more hunger points than fish so you cach fish in the cast net to bait the crab trap that way it would make the traps not infinit food sorce without some compinsation
Nets / crabs etc. are good ideas, but kind of out-of-scope for what I'm trying to do.
However...
When I release the code, feel free to build your own fishing boat and add nets to it.
I believe Awger actually decided to leave the water in the boat. I remember a discussion about it a while ago. And I think the result was that he decided to allow the water to show in the boat.
I like the water in the boat, so I didn't bother doing anything about it. On the Punt, it's appropriate.
The basic problem does rear its ugly head for anything larger. The Whitehall has a floor just above the waterline, and the water clipping isn't terribly distracting, but I'd like to make it go away.
I expect to make waterline clipping an option, so you can turn it on and off.
The challenge is to do it in a manner that will work when the boat capsizes or sinks.
And, FWIW -- the ice approach is problematic because it's block-based, and my boats are all entities.
Nice, keep up the good work. Seriously, finally a boat mod =D
Is it just me or depending of the direction, the sail keep changing side making the boat come to a standstill ?
Edit: While it didn't solve it, lowering the mouse sensivity decrease it. By the way keep it up, you are the awesomest boat mod out here ^^
Tacking in the Punt is pretty sensitive (I've reduced it in the Whitehall), but you shouldn't be slowing down a whole lot. Try keeping your view centered ahead and steer with A and D, and see if that helps.
Just downloaded the Whitehall and I just love it! The model is beautiful and she sails so well! I have the impression that the Whitehall has better maneuverability (is that even a word?) that the Punt, but she doesn't like flat water, it should be at least 2 blocks deep.
Thanks -- glad you like it! I've been tweaking the motion code, if anything I think the Whitehall would be a little less maneuverable than the Punt.
And yes, the Whitehall has a deeper draft than the Punt, and will scrape along the bottom in 1-block deep sections of water.
One little bug, though: The item of the Whitehall is invisible in the inventory. I can 'spawn' it without problems, but you only see that there's something in the inventory if you place the cursor directly over the 'empty' slot. It doesn't hinder the gameplay, so no need to fix it in the next 10 minutes.
Hmm... not sure how that could happen. The icon is very light... maybe try tweaking your gamma?
EDIT: Brilliant! Been sailing both vessels around with a few LAN players. Excellent.
My only points were:
Once in awhile the boat left LAN players behind - as if it had forgotten they were aboard. Splish!
Hmm... I haven't seen anyone fall out of the boat during my testing. But, then again, I only have two accounts to test with.
There's a lot of debug output if you run from a command line, if you could capture it when someone falls out that would really help me track down the problem.
The water showing through the keel is a little off putting, I had the uneasy feeling I was sinking all the time and an urge to yell, "Dont just stand there BALE!"
LOL! Yeah, it's been irritating me, too. Been working on it, nothing to show yet.
Hmm... I haven't seen anyone fall out of the boat during my testing. But, then again, I only have two accounts to test with.
There's a lot of debug output if you run from a command line, if you could capture it when someone falls out that would really help me track down the problem.
I'm going to go ahead and guess that was laaaaaaaag. Boat moved, other entities moved...one player lagged and didn't move.
Possibly, none of the other three were affected. It was always just one, but never the same one and didnt happen frequently enough to be a major issue. It was actually quite funny, especially watching Mo Creatures sharks circling "Man overboard!" "Shall we go back for him?" "Nah! let him swim............"
One of those I don't have to outswim the shark, I just have to outswim the slowest man type of things.
Possibly, none of the other three were affected. It was always just one, but never the same one and didnt happen frequently enough to be a major issue. It was actually quite funny, especially watching Mo Creatures sharks circling "Man overboard!" "Shall we go back for him?" "Nah! let him swim............"
I'm going to go ahead and guess that was laaaaaaaag. Boat moved, other entities moved...one player lagged and didn't move.
Would still be nice to get a read on it, though. It might very well be lag but, if it's different players at different times, the lag might be caused by something I'm doing.
Hmmm, reopened the world I was testing the boats on this morning. This is how I left it:
...
And this is how it looks this morning: All the masts and sails have vanished from the Whitehalls I built, but not the Punts. What can have caused that?
Well, the good new is, I know *what* happened, I just don't know why.
Technical explanation: When you save a map (or whenever a chunk is unloaded) all existing entities are written to NBT. When the chunk is reloaded, the entities are recreated using a slightly different instantiation method (ie the function calls are different than those used when you spawn a Whitehall).
This causes a problem for the Whitehall because each part of the boat is a separate (child) entity, and because each child entity has to be attached to its parent. When you drop a Whitehall into your world, the main entity creates its child entities and everything is linked properly. When everything gets written to NBT and then read back out again, all of that linkage information is gone and has to be recreated.
Relinking is complicated by the fact that entities aren't necessarily read out of NBT in the same order they were written -- so children can be read out of NBT before their parent.
This is the "world crashing bug" I referred to a week or so ago. I spent a lot of time building a very lazy late linkage loop that kept the parent from crashing when all its children weren't present, and the children search for their parent until found. It worked during my testing on a pristine map, but I hadn't tested with any other mods.
The problem doesn't show itself with the Punt because the rendering of the various pieces is handled a little differently (older version of the framework). That being said, just because you don't *see* a problem doesn't mean there isn't one there -- you may notice that you bump into invisible objects (ie the orphan children that were left over from the NBT load).
If you could provide a copy of that map (with the broken Whitehalls), that would go a long way to helping me track this down. I'd need a list of your active mods as well.
Also, two of them had embedded themselves into the dry land and are bouncing up and down. Hard to screenshot, but you can see one in this pic. Its impossible to delete or destroy them. Any attempt to hit it just destroys the blocks around it. They seem to be working their way inland. If they contact an animal, it joins them in the strange bobbing up and down through the floor dance. You can see in this pic, a cow is affected when contacted by the Whitehall.
Been a while since I've seen the bouncing boats, will have to revisit. Not sure why it would affect a cow, tho...
Also the bounding/collision box on the Whitehall seems a little of the large size?
Known "bug," ticket open with Mojang.
The basic problem is each entity has a "bounding box" and a "collision box," and in various parts of Mojang's code they're assumed to be square. Worse yet, in some parts of their code, they're used interchangeably or not at all. I made a small modification to one line in World.java that fixes 90% of the problem, but it's something Mojang will have to fix.
Interesting, every modder I talk to has their own horror stories about some aspect of Mojang code.
Every programmer has created their share of horror along the way... I know I have. What I see in Mojang's code isn't much different than any other project that has grown far beyond its original scope.
It'd be nice if they'd adhered a little more to the precepts of OOP, containerization, and access control, but hey -- we can't all be Stroustrup.
No problem giving you a copy of the map. How do I get it to you?
The basic problem is each entity has a "bounding box" and a "collision box," and in various parts of Mojang's code they're assumed to be square. Worse yet, in some parts of their code, they're used interchangeably or not at all. I made a small modification to one line in World.java that fixes 90% of the problem, but it's something Mojang will have to fix.
As boats get larger, the problem will get worse.
Perhaps the next larger boat you make could be a catamaran?
That wouldn't fix, but would reduce, the collision box effect...
EDIT: Bugger! Just loaded the map again and the boats are all back where they were originally, with sails and masts intact? Colour me bemused.............................................
I do, I think, have a backup copy taken just after it went wrong.
Interesting... it appears I may have a deadlock issue in the relinking...
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Curse PremiumIs it just me or depending of the direction, the sail keep changing side making the boat come to a standstill ?
Edit: While it didn't solve it, lowering the mouse sensivity decrease it. By the way keep it up, you are the awesomest boat mod out here ^^
I'm gonna go out on a limb here and suggest that there's a mod entity ID conflict.
If you wanted to disable everything but the Punt+Whitehall and then turn them on one at a time, you can identify which of your other mods is using the 5000 series IDs. Not required, but it'd be nice to know.
In any event, you can change the Punt and Whitehall entity IDs in their respective config files.
I guess it's time to get some "real" entity IDs...
Already tried disabling/reabling process, same bug.
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/
I don't think that one necessarily suggests the other -- meaning, just because pearls come from oysters, that means that they can't come from anywhere else. Think about diamonds: you can mine for them, but you can also find them in chests.
I know how to get more villages, but I don't know how villagers choose what items they will offer in trades, because I haven't looked at that code. If the vanilla trade item selection is restricted to a specific list of items or, for whatever reason, won't include items created by mods, then that would be a problem.
All speculation at this point, won't know until I look at the code.
It would be prettier, but, then it wouldn't be an Elegant Punt.
I've been looking into various ways to address the water clipping, haven't found a method I like yet.
Nets / crabs etc. are good ideas, but kind of out-of-scope for what I'm trying to do.
However...
When I release the code, feel free to build your own fishing boat and add nets to it.
I like the water in the boat, so I didn't bother doing anything about it. On the Punt, it's appropriate.
The basic problem does rear its ugly head for anything larger. The Whitehall has a floor just above the waterline, and the water clipping isn't terribly distracting, but I'd like to make it go away.
I expect to make waterline clipping an option, so you can turn it on and off.
The challenge is to do it in a manner that will work when the boat capsizes or sinks.
And, FWIW -- the ice approach is problematic because it's block-based, and my boats are all entities.
Tacking in the Punt is pretty sensitive (I've reduced it in the Whitehall), but you shouldn't be slowing down a whole lot. Try keeping your view centered ahead and steer with A and D, and see if that helps.
Alright then... I'll start digging through the dump.
Found the problem, fixed. Upload link will be updated in a bit.
Thanks -- glad you like it! I've been tweaking the motion code, if anything I think the Whitehall would be a little less maneuverable than the Punt.
And yes, the Whitehall has a deeper draft than the Punt, and will scrape along the bottom in 1-block deep sections of water.
Hmm... not sure how that could happen. The icon is very light... maybe try tweaking your gamma?
Boats now... ships later.
Hmm... I haven't seen anyone fall out of the boat during my testing. But, then again, I only have two accounts to test with.
There's a lot of debug output if you run from a command line, if you could capture it when someone falls out that would really help me track down the problem.
LOL! Yeah, it's been irritating me, too. Been working on it, nothing to show yet.
I'm going to go ahead and guess that was laaaaaaaag. Boat moved, other entities moved...one player lagged and didn't move.
One of those I don't have to outswim the shark, I just have to outswim the slowest man type of things.
Now THAT is funny.
Would still be nice to get a read on it, though. It might very well be lag but, if it's different players at different times, the lag might be caused by something I'm doing.
Well, the good new is, I know *what* happened, I just don't know why.
Technical explanation: When you save a map (or whenever a chunk is unloaded) all existing entities are written to NBT. When the chunk is reloaded, the entities are recreated using a slightly different instantiation method (ie the function calls are different than those used when you spawn a Whitehall).
This causes a problem for the Whitehall because each part of the boat is a separate (child) entity, and because each child entity has to be attached to its parent. When you drop a Whitehall into your world, the main entity creates its child entities and everything is linked properly. When everything gets written to NBT and then read back out again, all of that linkage information is gone and has to be recreated.
Relinking is complicated by the fact that entities aren't necessarily read out of NBT in the same order they were written -- so children can be read out of NBT before their parent.
This is the "world crashing bug" I referred to a week or so ago. I spent a lot of time building a very lazy late linkage loop that kept the parent from crashing when all its children weren't present, and the children search for their parent until found. It worked during my testing on a pristine map, but I hadn't tested with any other mods.
The problem doesn't show itself with the Punt because the rendering of the various pieces is handled a little differently (older version of the framework). That being said, just because you don't *see* a problem doesn't mean there isn't one there -- you may notice that you bump into invisible objects (ie the orphan children that were left over from the NBT load).
If you could provide a copy of that map (with the broken Whitehalls), that would go a long way to helping me track this down. I'd need a list of your active mods as well.
Been a while since I've seen the bouncing boats, will have to revisit. Not sure why it would affect a cow, tho...
Known "bug," ticket open with Mojang.
The basic problem is each entity has a "bounding box" and a "collision box," and in various parts of Mojang's code they're assumed to be square. Worse yet, in some parts of their code, they're used interchangeably or not at all. I made a small modification to one line in World.java that fixes 90% of the problem, but it's something Mojang will have to fix.
As boats get larger, the problem will get worse.
Every programmer has created their share of horror along the way... I know I have. What I see in Mojang's code isn't much different than any other project that has grown far beyond its original scope.
It'd be nice if they'd adhered a little more to the precepts of OOP, containerization, and access control, but hey -- we can't all be Stroustrup.
MediaFire? Accounts are free, PM me the link.
Only if you read
Perhaps the next larger boat you make could be a catamaran?
That wouldn't fix, but would reduce, the collision box effect...
Interesting... it appears I may have a deadlock issue in the relinking...