Also the cannons sound fun. How do they work? How can they be activated?
"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).
I have not looked at the 1.8 changes. What I have heard does not give me a warm, fuzzy feeling.
Having updated several mods, I suspect 1.8 will not be very difficult for your mod, since the vast majority of PITA changes were to blocks. I hear 1.9, however, is going to do the same thing to entities... not looking forward to that
I know my question has nothing to do with this mod, but I don't know where else to ask. I'm having problems with forge, I download the recommended forge for 1.7.10 but I can't load my game, it keeps crashing. Is it because I need to update my java? Or is there another reason?
I know my question has nothing to do with this mod, but I don't know where else to ask. I'm having problems with forge, I download the recommended forge for 1.7.10 but I can't load my game, it keeps crashing. Is it because I need to update my java? Or is there another reason?
Ask here. I see you've posted on that thread before, so I'm surprised you 'don't know where else to ask.' Individual mod threads are certainly not the place for general troubleshooting questions.
NOT COMPATIBLE WITH PRIOR VERSIONS -- FLUSH YOUR OLD BOATS!
Fixed ticket exhaustion bug (force chunk load)
Added option to disable guns on Hoy
Added new dynamic motion (pitch)
Refactored internals
This version fixes a bug associated with the force-chunk-load: creating more than a few boats ate up some internal resources and caused a lot of log spam. If you only had a few Punts or Whitehalls you'd likely not notice, but three Hoys was enough to trigger it.
I also added a configuration option to control creation of guns on the Hoy. This necessitated a rework of the internal construction framework to address a few chicken-vs-egg problems, but wound up cleaning things up a bit. It may be possible to extend this capability to enable/disable chests.
I was in the middle of adding some dynamic motion to the boats to make them appear more lively when I discovered the ticket exhaustion problem. I only have the baseline pitch motion right now, but will be adding dynamic roll and tweaking things in future.
This error is only in multiplayer. Swim in the same boat dvoem not possible , everyone has their own boat , the player begins to float in the air .
When I spoke to flicker , I had entered, that the boat is sailing forward, and I gradually moves her as though using the command teleport .
We were such fashion
CustomNPCs
lance
BetterStorage
MB_Battlegear2[/pre]
Your amazing events , although I have not watched the new update . I really like this mod , despite the mistakes that I encountered (probably me) .
I would like to know more will be added to the big ships ?[/pre]
hey thanks keep updating but, could you put your builds where people see them on like curse forge?
When the mod is not so much a moving target / work in progress, I'll look into it. For now, there are too many things that are broken and get re-broken when I fix things.
I am whispering to somebody "what is ticket exhaustion" ? Hush ! Nobody should know that I don't know !
Sorry, that was probably TMI.
"Ticket" refers to Forge's mechanism for controlling forced chunk loading. "Ticket exhaustion" means that I ran out of tickets for forcing chunks. I ran out of tickets because I wasn't using them properly.
I read what you wrote on the whole collisions/walking on deck situation:
[snip]
It's complicated. There are multiple different collision checks done by entities and blocks, and they don't appear to be done consistently or entirely correctly. Just as an example: an entity cannot collide with another entity in the Y (vertical) axis (sounds crazy, I know, but the collision event isn't triggered until the first entity is inside the second entity).
Circles would only make matters worse, as most everything in vanilla MC relies on axis-aligned bounding blocks that are rectangular (width = depth). Basically, in MC, there are no circles.
Block placements can be performed quickly enough, but I'm having problems sync'ing to the client. This is probably because I'm abusing block placements and client-server sync, but conceptually it should work, it's just not working as expected.
Good to hear!
Yes, removing the Hoy shouldn't hurt anything.
I always intended to add a configuration option to turn the Hoy's guns off, I just never got around to it. Sounds like I need to get around to it.
"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).
My pleasure, I'm happy to hear someone is actually using it (and in grand fashion, too!).
I have not looked at the 1.8 changes. What I have heard does not give me a warm, fuzzy feeling.
Having updated several mods, I suspect 1.8 will not be very difficult for your mod, since the vast majority of PITA changes were to blocks. I hear 1.9, however, is going to do the same thing to entities... not looking forward to that
I know my question has nothing to do with this mod, but I don't know where else to ask. I'm having problems with forge, I download the recommended forge for 1.7.10 but I can't load my game, it keeps crashing. Is it because I need to update my java? Or is there another reason?
Ask here. I see you've posted on that thread before, so I'm surprised you 'don't know where else to ask.' Individual mod threads are certainly not the place for general troubleshooting questions.
Update posted to the head page
Download here: https://www.mediafire.com/?g372pd0owakpilk
Version 16.1, updated 07/04/2015
This version fixes a bug associated with the force-chunk-load: creating more than a few boats ate up some internal resources and caused a lot of log spam. If you only had a few Punts or Whitehalls you'd likely not notice, but three Hoys was enough to trigger it.
I also added a configuration option to control creation of guns on the Hoy. This necessitated a rework of the internal construction framework to address a few chicken-vs-egg problems, but wound up cleaning things up a bit. It may be possible to extend this capability to enable/disable chests.
I was in the middle of adding some dynamic motion to the boats to make them appear more lively when I discovered the ticket exhaustion problem. I only have the baseline pitch motion right now, but will be adding dynamic roll and tweaking things in future.
hey thanks keep updating but, could you put your builds where people see them on like curse forge?
When I spoke to flicker , I had entered, that the boat is sailing forward, and I gradually moves her as though using the command teleport .
We were such fashion
CustomNPCs
lance
BetterStorage
MB_Battlegear2[/pre]
I would like to know more will be added to the big ships ?[/pre]
When the mod is not so much a moving target / work in progress, I'll look into it. For now, there are too many things that are broken and get re-broken when I fix things.
Sorry, that was probably TMI.
"Ticket" refers to Forge's mechanism for controlling forced chunk loading. "Ticket exhaustion" means that I ran out of tickets for forcing chunks. I ran out of tickets because I wasn't using them properly.
looks like I need a better MP test rig. Working on it.
Sounds like position update lag. What was your ping time to the server?
Noted. Nothing there strikes me as being problematic, but I'll look into it.
I'm working on a boat with a working interior at the moment, it's about the same length as the Hoy.
"Big ships" will probably come in a different mod.
I'm having some issue with walking on the deck, still can't really walk on it. Did you fix that issue or is it still work in progress?
I can't seem to find this in the thread anywhere, maybe I missed it. If you try to run your boat over a waterfall it flies instead of falling.
Walking on deck is still broken.
Hmmm... so it does.
When you jump out of the boat it should drop back to ground / water level.
Looking into the problem. Fixed.Are you planing on making wind direction relevant to sailing? Thanks for the update, by the way.
Short answer: Yes.
Longer answer: Before I can do that, "wind" needs to have a direction.
It's complicated. There are multiple different collision checks done by entities and blocks, and they don't appear to be done consistently or entirely correctly. Just as an example: an entity cannot collide with another entity in the Y (vertical) axis (sounds crazy, I know, but the collision event isn't triggered until the first entity is inside the second entity).
Circles would only make matters worse, as most everything in vanilla MC relies on axis-aligned bounding blocks that are rectangular (width = depth). Basically, in MC, there are no circles.
Block placements can be performed quickly enough, but I'm having problems sync'ing to the client. This is probably because I'm abusing block placements and client-server sync, but conceptually it should work, it's just not working as expected.
All that said, 1.8 and 1.9 may change everything.