this whole ship thing is an AWSOME IDEA i love it 100% support one cool thing that this would do inevitably would add a new kind of player to Minecraft (theres builders,redstone eggheads,griefers,slayers,noobs) but this would add the PIRATE the player who hs his fancy big ship he worked for and built and now he plunders and steals and sails his ship to shore and fires his cannons on that awsome city you just built.
Yo ho, yo ho, a pirate's life for me.
We pillage, we plunder, we rifle, and loot, Drink up, me 'earties, yo ho. We kidnap and ravage and don't give a hoot, Drink up me 'earties, yo ho.
Yo ho, yo ho, a pirate's life for me.
We extort, we pilfer, we filch, and sack, Drink up, me 'earties, yo ho. Maraud and embezzle, and even high-jack, Drink up, me 'earties, yo ho.
Yo ho, yo ho, a pirate's life for me.
We kindle and char, inflame and ignite, Drink up, me 'earties, yo ho. We burn up the city, we're really a fright, Drink up, me 'earties, yo ho.
I think this belongs here no?
And a bottle of rum!
Rollback Post to RevisionRollBack
Check out Boats Evolved; the fancy huge customizable boats Notch tweeted about brought to life!
it is great however a few things could be changed
i dont really see a hammer to build ships (houses yes) instead it could be a harbor or something
more types of power source (row boats that use hunger, rocket engine that uses LOTS of coal ect.)
wind to push sails (still have some controll in high winds but harder to control
flags
Hi. I am a new forum member, as of a couple days ago. I've watched the forums from afar for about six months, but thought I'd join to make a comment or two, when the occasion comes to me.
A few facts about me.
1. Name = Gregory. Say my name! Say it! ... Say it.... ;-]
2. Self-taught in programming Java, but even I know that I don't know everything about it. Currently considering whether or not to try to make a mod. It seems, my analytical mind needs something to do.
3. I have a couple open-source Sourceforge projects for desktop apps but they're nowhere near finished. Still, the experience in development is valuable.
4. I play Minecraft from time to time, offline only, and also want to see new modes of transportation; boats don't need to be the only improvement. Someone needs to explain what the draw for multiplayer is, and why I should ever consider it.
5. Fav mods to date, that I'm using: Millenaire, Cave-Gen, RadarBro, InvTweaks, Extended Workbench. I'm probably missing one or two, but that's my lineup. (These all install and run together, but there are suble ... "wierdnesses" between the first three mods.)
I had actually considered starting on a "better boat" type of modification myself, and yes ThesaurusRex84 I do understand entities (I hope) as objects do not have to be quite as blocky in appearance. If I am correct in understanding, you mean a model created something like what could be created with the Techne app, and then controlled by some kind of coded logic? I only have recent but passing familiarity with Techne, as I'm more familiar with Blender 3d for my modeling use. (If you can guess, I actually have looked into what it may take to make a mod. But whereas I am no longer awed by what it takes to develop something, I am certainly respectfully aware of all the effort(s) that may go into the process.)
In Minecraft, the typical "block" is thought of as 1 meter x 1 meter x 1 meter, but in Techne, this is subdivided into 16 x 16 x 16 "subblocks"; one can create objects as small as 1x1x1 subblock in size, or as large as needed. More complex models are made of multiple smaller shapes, such that something like ship hulls could be made of "panels" of subblocks as thin as 1 unit thick, positioned and rotated into position, and textured with graphics. Only thing, Techne cannot do non-rectangular shapes, perhaps mostly because Minecraft itself (by design) has no support for things that aren't made of block-shaped components.
This does not mean I am going to develop this; I won't say no but I won't say yes ... yet. Specifically only because as a developer I would first need to know a few things about it as a project. I get that almost everyone posting in this thread has a wild-eyed enthusiasm about having bigger boats and ships, and I know it also shouldn't necessarily be put into vanilla Minecraft. Personally, where I differ is in having this so that people can be "pirates", or for ship-to-ship combat. Plus, ThesaurusRex84 already stated he'd want his plans follow to the letter, (or something to that effect around post #728ish? though I'm not sure if the smiley was a banal attempt at humour) and I'm not sure I'd want to be micro-managed like that.
Other than that, I'm just winding down on a slow Saturday, biding my time on the forum. Oh, I think I over-worded myself again. Let me start over.
If there were some sort of badge system in MCF, you'd have one for the most intelligent first post ever Welcome to the MCF.
You seem like a really cool guy, but I don't know just how much Java you know. The thing is -- people have tried to make this before but either got bored or fell into some gumption traps. This is really big and I'm afraid it might be discouraging. But if you feel like you want to do it then I'm not gonna stop you. You've made some apps, too. That alone leaves you much more qualified to do this than me or anyone else =P
Mojang doesn't actually make their models in Techne; they're actually written in Java, believe it or not. It's pretty much "Make a box, it's this big, make it over here", etc. Techne is simply a tool for modders so that they can more easily make small models. That's entity models, anyway. Block models are different, slightly. But the thing about making lots and lots of boxes is that it could lag the game, and that's something we don't like at all with every new update. Especially when there's bunches of ships sailing about in SMP.
Again, I don't want to waste anyone's time trying to make something that they can't do (Not that I'm questioning your abilities), but like I said this is pretty big, something I at first expected Mojang to pick up on. I recommend going out and making some simple mods, and see if you can go from there. Then you can consider if BE is something you wanna do. I won't really micromanage (At least, I'll try not to ) ; I'm rather open to alternative ways to go about this.
Also: If you are interested in doing this, there's a team of modders I hang out with that can offer to help some.
I have sent you my Steam account name: perhaps we can discuss this further!
I saw your post and private message both, and tried replying -- and my browser crashed. I'm not on Steam; er, not since long ago in a glitchy period, and I wouldn't be able to remember that login info. Anyway, the important thing I was going to say before IE bombed was that I don't really consider myself "cool" and so tend to under-estimate my skills. Or, so I've been told by friends and relatives. It's just as likely I have all the skills I need, but that I don't want to, quote, "build myself up for failure", unquote. Trust me, I'm aware of the difference; just trying not to brag that I could do it, then not live up to it. Not sure my previous note qualifies as "the most intelligent first post ever"....
More critically, it's probably not so much a question of "how much Java I know", but rather, if/when I have a question (and even knowing Java, questions can still arise on the specifics), is appropriate documentation and references available? And the answer would almost always be "YES". Sun Microsystems, Oracle Corporation, and pehaps untold thousands of other developers are out there, always creating, always adding to the list of tutorials, code samples, API documentation, and tips/tricks of the gurus.
As a project, I wouldn't want to tackle this head-on without having other mod experience under my belt, and I much rather prefer to see this done as a "modular" approach in its design and implementation. As a first step, someone mentioned developing a shipyard or boat dock, or something like this, which is something needing a GUI; this would be a more bite-sized chunk to start developing.
First, there is this "Extended Workbench" mod I've been using, and it's meh-fine at what it does, but for the GUI of a shipyard capable of constructing blueprints and ship parts, ... there are not enough slots, or it's arranged wrong for a shipyard layout. EW takes the traditional 3x3 crafting bench, extends it up to 3x6, and allows creation of more advanced tools/weapons. But for shipyard purposes, I'd first create something similar but much, much, MUCH larger. Perhaps the same six units high, but the width could be the same nine units wide as the player's inventory screen, or perhaps even wider. Hmm, six by nine; fifty-four slots available for creating ship parts, or even whole blueprints of completed craft. Someone artsy wanna make a mock-up GUI? (Oh wait, I forgot that most crafting UI needs a place on the right side to show the product that will be created. So, six by seven, plus space for a box showing the resultant blueprint?)
Edit: How many intermediary steps would be required to complete a boat? I wouldn't want it one-click-done easy; at least four or five steps would be fair. Craft the hull, craft the mast (for sailboats), craft the sail from blocks of wool and rope, craft maybe one or two internal components ... or am I overthinking this?
From a code-design perspective, I sorta already understand where I would go with it, if I were to code it. Actually, I think I can/should do that, as a first mod; as a generic concept, this larger "blueprint machine" would perhaps be of help to other modders out there to try larger designs.
Well there's your problem -- you're using Internet Explorer, the birth-defected mutant of all browsers. Switch to something more professional
The extended workbench thing seems a little crazy. It'd be acceptable in mod terms, but could you imagine opening up something in vanilla Minecraft with 1,001 slots to place? I already had a design of my own that doesn't require very many slots:
It's not one-click-done, either. First, the blueprints must be made. This can be normally done by taking the Dinghy, putting it in the slot seen here, and using your Experience Orbs to fill up the bar at the bottom. The process is timed, as shown by the arrow (but it doesn't take as long as cooking something). You can leave the Shipwright at any time; the progress bars would stay the same. This allows for the player to hunt for more experience/materials should he run out. When the blueprints are created, you can repeat the process by putting the blueprints in the Planning slot to upgrade your ship class (the standard tree is Dinghy > Skiff Blueprints > Cog Blueprints > Carrack Blueprints > Galleon Blueprints).
Once the blueprints are made, they are placed into the upper-left slot with logs at the bottom. This process is the same as the blueprint production. Once the Building progress bar is full, a ship appears in the topmost button (Yes, it is a button, not a slot). Clicking the button spawns the ship in the water (You can only place the Shipwright block near a large area of water, or at least a water block).
Then you can connect together the propulsion system of your choice -- these are crafted.
Say, you were putting sails in. For the Dinghy you'd just need to craft a sail. put it in the propulsion slot and click the hammer. With bigger ships, you'd need to put more sails into the slot until it is complete. It sounds a little silly but it makes for a good repair system.
So that's about...5 to 6 steps.
That's my system anyway -- we can change it up a bit if you want.
I usually only post in the suggestions forum if I have something to add to help a suggestion along or explain why i don' think it works. In this case i don't really have much to add but I just couldn't keep myself from posting in this thread.
Your idea is epic, it's the only suggestion i've seen and thought to myself "minecraft will not be complete untill this is added". If this never gets added, it will be the first time I mod minecraft (assuming if it doesn't get added someone will mod it).
Simply put, a wonderful, well presented, epic idea. I don't care if Mojang does this exactly how you have described it, but anything similar to it will add so much to minecraft for me and i'm sure many others.
Really cool and well thought out, maybe adding something to help you board ships, gangplanks,or maybe having ropes you can use to swing across,but you could go even one more level on the ship classes, a man o' war, a ship made especially for war on the high seas,several decks, large number of cannons, high amount of storage available,would need a large amount of sails, or very powerful engines to get anywhere fast
Really cool and well thought out, maybe adding something to help you board ships, gangplanks,or maybe having ropes you can use to swing across,but you could go even one more level on the ship classes, a man o' war, a ship made especially for war on the high seas,several decks, large number of cannons, high amount of storage available,would need a large amount of sails, or very powerful engines to get anywhere fast
No, the royal Men o' War should be immobile, or have a different feature that lets them be moved after building. Can't have all shipbuilders becoming obsolete
This mod is going to be a top mod if we can have normal boats like now, but also submarines and airboats too like in the movie Princess bride .
In SMP battles will be simply EPIC !
Galeons vs pirate ships = AWESOME !!!
Rollback Post to RevisionRollBack
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
I had an idea for a new ship type: a Houseboat. Basically, a rectangular raft with an enclosed structure, space for a bed and a double-storage chest. I wouldn't care if it moves at little more than walking pace, as long as I could travel along some river or shore.
Also, as with the RadarBro mini-map mod does for your traveling, it would be neat to set "waypoints", but specifically in aquatic spaces, then link them together into an automatic routing system being some piers, wharfs, docks, wherever.
I had an idea for a new ship type: a Houseboat. Basically, a rectangular raft with an enclosed structure, space for a bed and a double-storage chest. I wouldn't care if it moves at little more than walking pace, as long as I could travel along some river or shore.
Also, as with the RadarBro mini-map mod does for your traveling, it would be neat to set "waypoints", but specifically in aquatic spaces, then link them together into an automatic routing system being some piers, wharfs, docks, wherever.
wouldn't you just be able to make a home in the cabin of some boats? I guess this one would be square shaped. it would be pretty cool
True. But it'll either require ThesaurusRex84 to learn to code Java (not as difficult as one would think), or some other eager Java developer with time on his/her hands to take it over as a project. I had thought of starting on something similar, though without the "pirates" aspect that so many people want, but the project as a whole needs organization and direction.
One good way to start would be for someone to come forward - if not as a developer, at least as a Community Representative - and start either a website or wiki where thoughts, ideas, suggestions, and planning can take place in a more orderly fashion.
I like the idea of bigger boats but don't have too much boat stuff, or people are gonna stop living on land, and make the boats more expensive to make. +1 anyway.
When will Minecraft stop updating? When pigs fly over the frozen plains of hell, twice in a blue moon, while Taylor Swift sings a song called, "Maybe I'm the Problem".
And a bottle of rum!
But why is the rum gone?!
i dont really see a hammer to build ships (houses yes) instead it could be a harbor or something
more types of power source (row boats that use hunger, rocket engine that uses LOTS of coal ect.)
wind to push sails (still have some controll in high winds but harder to control
flags
besides that it is a great idea
A few facts about me.
1. Name = Gregory. Say my name! Say it! ... Say it.... ;-]
2. Self-taught in programming Java, but even I know that I don't know everything about it. Currently considering whether or not to try to make a mod. It seems, my analytical mind needs something to do.
3. I have a couple open-source Sourceforge projects for desktop apps but they're nowhere near finished. Still, the experience in development is valuable.
4. I play Minecraft from time to time, offline only, and also want to see new modes of transportation; boats don't need to be the only improvement. Someone needs to explain what the draw for multiplayer is, and why I should ever consider it.
5. Fav mods to date, that I'm using: Millenaire, Cave-Gen, RadarBro, InvTweaks, Extended Workbench. I'm probably missing one or two, but that's my lineup. (These all install and run together, but there are suble ... "wierdnesses" between the first three mods.)
I had actually considered starting on a "better boat" type of modification myself, and yes ThesaurusRex84 I do understand entities (I hope) as objects do not have to be quite as blocky in appearance. If I am correct in understanding, you mean a model created something like what could be created with the Techne app, and then controlled by some kind of coded logic? I only have recent but passing familiarity with Techne, as I'm more familiar with Blender 3d for my modeling use. (If you can guess, I actually have looked into what it may take to make a mod. But whereas I am no longer awed by what it takes to develop something, I am certainly respectfully aware of all the effort(s) that may go into the process.)
In Minecraft, the typical "block" is thought of as 1 meter x 1 meter x 1 meter, but in Techne, this is subdivided into 16 x 16 x 16 "subblocks"; one can create objects as small as 1x1x1 subblock in size, or as large as needed. More complex models are made of multiple smaller shapes, such that something like ship hulls could be made of "panels" of subblocks as thin as 1 unit thick, positioned and rotated into position, and textured with graphics. Only thing, Techne cannot do non-rectangular shapes, perhaps mostly because Minecraft itself (by design) has no support for things that aren't made of block-shaped components.
This does not mean I am going to develop this; I won't say no but I won't say yes ... yet. Specifically only because as a developer I would first need to know a few things about it as a project. I get that almost everyone posting in this thread has a wild-eyed enthusiasm about having bigger boats and ships, and I know it also shouldn't necessarily be put into vanilla Minecraft. Personally, where I differ is in having this so that people can be "pirates", or for ship-to-ship combat. Plus, ThesaurusRex84 already stated he'd want his plans follow to the letter, (or something to that effect around post #728ish? though I'm not sure if the smiley was a banal attempt at humour) and I'm not sure I'd want to be micro-managed like that.
Other than that, I'm just winding down on a slow Saturday, biding my time on the forum. Oh, I think I over-worded myself again. Let me start over.
Um, ... hello?
You seem like a really cool guy, but I don't know just how much Java you know. The thing is -- people have tried to make this before but either got bored or fell into some gumption traps. This is really big and I'm afraid it might be discouraging. But if you feel like you want to do it then I'm not gonna stop you. You've made some apps, too. That alone leaves you much more qualified to do this than me or anyone else =P
Mojang doesn't actually make their models in Techne; they're actually written in Java, believe it or not. It's pretty much "Make a box, it's this big, make it over here", etc. Techne is simply a tool for modders so that they can more easily make small models. That's entity models, anyway. Block models are different, slightly. But the thing about making lots and lots of boxes is that it could lag the game, and that's something we don't like at all with every new update. Especially when there's bunches of ships sailing about in SMP.
Again, I don't want to waste anyone's time trying to make something that they can't do (Not that I'm questioning your abilities), but like I said this is pretty big, something I at first expected Mojang to pick up on. I recommend going out and making some simple mods, and see if you can go from there. Then you can consider if BE is something you wanna do. I won't really micromanage (At least, I'll try not to ) ; I'm rather open to alternative ways to go about this.
Also: If you are interested in doing this, there's a team of modders I hang out with that can offer to help some.
I have sent you my Steam account name: perhaps we can discuss this further!
More critically, it's probably not so much a question of "how much Java I know", but rather, if/when I have a question (and even knowing Java, questions can still arise on the specifics), is appropriate documentation and references available? And the answer would almost always be "YES". Sun Microsystems, Oracle Corporation, and pehaps untold thousands of other developers are out there, always creating, always adding to the list of tutorials, code samples, API documentation, and tips/tricks of the gurus.
As a project, I wouldn't want to tackle this head-on without having other mod experience under my belt, and I much rather prefer to see this done as a "modular" approach in its design and implementation. As a first step, someone mentioned developing a shipyard or boat dock, or something like this, which is something needing a GUI; this would be a more bite-sized chunk to start developing.
First, there is this "Extended Workbench" mod I've been using, and it's meh-fine at what it does, but for the GUI of a shipyard capable of constructing blueprints and ship parts, ... there are not enough slots, or it's arranged wrong for a shipyard layout. EW takes the traditional 3x3 crafting bench, extends it up to 3x6, and allows creation of more advanced tools/weapons. But for shipyard purposes, I'd first create something similar but much, much, MUCH larger. Perhaps the same six units high, but the width could be the same nine units wide as the player's inventory screen, or perhaps even wider. Hmm, six by nine; fifty-four slots available for creating ship parts, or even whole blueprints of completed craft. Someone artsy wanna make a mock-up GUI? (Oh wait, I forgot that most crafting UI needs a place on the right side to show the product that will be created. So, six by seven, plus space for a box showing the resultant blueprint?)
Edit: How many intermediary steps would be required to complete a boat? I wouldn't want it one-click-done easy; at least four or five steps would be fair. Craft the hull, craft the mast (for sailboats), craft the sail from blocks of wool and rope, craft maybe one or two internal components ... or am I overthinking this?
From a code-design perspective, I sorta already understand where I would go with it, if I were to code it. Actually, I think I can/should do that, as a first mod; as a generic concept, this larger "blueprint machine" would perhaps be of help to other modders out there to try larger designs.
The extended workbench thing seems a little crazy. It'd be acceptable in mod terms, but could you imagine opening up something in vanilla Minecraft with 1,001 slots to place? I already had a design of my own that doesn't require very many slots:
It's not one-click-done, either. First, the blueprints must be made. This can be normally done by taking the Dinghy, putting it in the slot seen here, and using your Experience Orbs to fill up the bar at the bottom. The process is timed, as shown by the arrow (but it doesn't take as long as cooking something). You can leave the Shipwright at any time; the progress bars would stay the same. This allows for the player to hunt for more experience/materials should he run out. When the blueprints are created, you can repeat the process by putting the blueprints in the Planning slot to upgrade your ship class (the standard tree is Dinghy > Skiff Blueprints > Cog Blueprints > Carrack Blueprints > Galleon Blueprints).
Once the blueprints are made, they are placed into the upper-left slot with logs at the bottom. This process is the same as the blueprint production. Once the Building progress bar is full, a ship appears in the topmost button (Yes, it is a button, not a slot). Clicking the button spawns the ship in the water (You can only place the Shipwright block near a large area of water, or at least a water block).
Then you can connect together the propulsion system of your choice -- these are crafted.
Say, you were putting sails in. For the Dinghy you'd just need to craft a sail. put it in the propulsion slot and click the hammer. With bigger ships, you'd need to put more sails into the slot until it is complete. It sounds a little silly but it makes for a good repair system.
So that's about...5 to 6 steps.
That's my system anyway -- we can change it up a bit if you want.
Your idea is epic, it's the only suggestion i've seen and thought to myself "minecraft will not be complete untill this is added". If this never gets added, it will be the first time I mod minecraft (assuming if it doesn't get added someone will mod it).
Simply put, a wonderful, well presented, epic idea. I don't care if Mojang does this exactly how you have described it, but anything similar to it will add so much to minecraft for me and i'm sure many others.
No, the royal Men o' War should be immobile, or have a different feature that lets them be moved after building. Can't have all shipbuilders becoming obsolete
In SMP battles will be simply EPIC !
Galeons vs pirate ships = AWESOME !!!
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Also, as with the RadarBro mini-map mod does for your traveling, it would be neat to set "waypoints", but specifically in aquatic spaces, then link them together into an automatic routing system being some piers, wharfs, docks, wherever.
this should really be added to vanilla minecraft
awesome idea.
wouldn't you just be able to make a home in the cabin of some boats? I guess this one would be square shaped. it would be pretty cool
True. But it'll either require ThesaurusRex84 to learn to code Java (not as difficult as one would think), or some other eager Java developer with time on his/her hands to take it over as a project. I had thought of starting on something similar, though without the "pirates" aspect that so many people want, but the project as a whole needs organization and direction.
One good way to start would be for someone to come forward - if not as a developer, at least as a Community Representative - and start either a website or wiki where thoughts, ideas, suggestions, and planning can take place in a more orderly fashion.
Oh, and I tag ThesaurusRex 84 .....
When will Minecraft stop updating? When pigs fly over the frozen plains of hell, twice in a blue moon, while Taylor Swift sings a song called, "Maybe I'm the Problem".