i got an idea mabye you could hire villagers to help man the boat and you could armed them (finley a use for villagers )
and an new mob piret mob has an iron sowrd and some time a bow (or maby add a gun the musket because you have a cannon but no gun that is silly) and they man cannons and fight and sink or boad there ship and get valuble loot like dimonds and emrealds and iron and redstone dust ect.
Okay, made the change in pictures. Although an actual GUI panel will need to be redesigned; see end-note.
Six galleons? Yeah, wouldn't want that, now, would we? (Well, I might, if playing offline.)
Don't worry; blueprints and ships would not be spawnable in Creative mode, if I do this a certain way... And possibly for server-mode, I could make a "cost" to purchase a ship from someone else on the server, and possibly even players could get together as a Fleet, ohwaitiamgettingaheadofmyselfagainignoremeplease....
But seriously, I'm thinking of something trying something for online play, of making it almost a "game within the game" by actually doing something like a permission-based authorization for accessing and utilizing the Shipyard. I haven't formalized the idea beyond this initial discussion, but ... perhaps the player who crafts the shipyard automatically has rights to it, but something like player commands can grant others access as well. Or something. Don't want to crash the servers by too many ships....
Lol, maybe not THAT integrated into MP. But maybe some sort of helmsman recognition system, to prevent grand theft sailship Everything else can be made up with the players' imagination.
Actually, it is only hosted on my personal computer, as of this moment. I kinda wanted to avoid the, um, embarrassment of putting it online and you asking me to take it down, should you have decided you didn't want one. That, and I don't actually have a webspace.
I'm using XAMPP from the Apache Friends website to manage this (and other) wikis on my computer. I successfully installed the wiki using MediaWiki 1.19.2 into the htdocs folder and created the appropriate MySQL database; it's running right now, in another tab. I have some custom namespaces for organizing different aspects of the project, such as: blocks, items, entities, mobs (if desired, usable as shipyard employees and ship crew), crafting, ships, gameplay, and development.
(I hope you understand I'm no stranger to wiki-management, both offline and online - though the one online wiki I ever created online (on one of those "free hosting" sites) was mercilessly slaughtered by spammers who overwhelmed it. I'm not sure I can take that happening ever again.)
*gasps* Hey, you forgot to tell me to just breathe!
You can use standard Wikia for hosting a small little wiki like that -- and I can help you keep spammers at bay
* End note:
Actually, if you've dug into the minecraft.jar file with WinRAR or other archive-extraction utility, you may notice some of the folders within hold the images that the backgrounds of the GUI containers represent. These are 256x256 square pictures; most of the "stock" Minecraft GUI panels usually use about two-thirds of their height and just over half the width for the actual panel background. A few, such as creative-mode panels are less tall but wider, ... so, the GUI panel backgrounds can clearly be any size, up to the maximum of 256-squared pixels in size. Plus, when you extract these graphics files and look at them at a one-for-one pixel resolution, you see just how tiny these panels really are, but that they are "stretched" by some functionality in Minecraft, so it appears appropriate-sized regardless of the device it appears on. Er, I assume it's stretching; screenshots make these panels look larger than they really are...
Well, considering normal blocks have no problem fitting themselves into the squares it shouldn't be such a bad thing. Unless I'm reading this wrong.
wait, this hasn't been planned for minecraft yet! I mean really this thread has been around over a year, and is still being discussed. Couldn't Mojang at least say whether or not they intend to fix the "boats"
wait, this hasn't been planned for minecraft yet! I mean really this thread has been around over a year, and is still being discussed. Couldn't Mojang at least say whether or not they intend to fix the "boats"
I know right!? Dinnerbone posted here saying please don't spam his twitter but said nothing about any future plans for fixing the boat situation... Dinnerbone, I am disappoint.
I give you, THE Galleon! It was mentioned in the thread.
sorry i was tired. i didn't explain right. I want the ship of the line to be a class/tier of ships. Also 5 deck would be to small it would have to be at least 7 deck and we need a way to enslave other players/hire villagers to work for you.
guys let think of a way to make mojang add this in to minecraft ummm torchure no hum go to there homes and start throwing paper air planes with the link to this post and on the plane we will say put it in mine craft or els.
sorry i was tired. i didn't explain right. I want the ship of the line to be a class/tier of ships. Also 5 deck would be to small it would have to be at least 7 deck and we need a way to enslave other players/hire villagers to work for you.
Only Mojang would have the manpower, resources, and time to do all that; to be honest, what you desire is far beyond my skills at the moment; while the size wouldn't be so much an issue on "open ocean" biomes, at anywhere near shoreline, such a monstrosity would be, erm, unwieldy at best, and impossible at most. I'm assuming the mod would be required to calculate massive amounts of "collision detection" or its analog for Minecraft.
Further, I've no idea if free movement on such an entity would be possible; so why then is seven decks better than five?
... Also; slavery? really? I honestly don't know what that would say about this as a mod idea, or Minecraft as a game.... I don't know if I want to develop that. Hireable or recruitable villagers, almost certainly. Capturing and "enslaving" other players, almost DEFINITELY a no-no. Beyond that, I'll let ThesaurusRex84 respond to the larger thought.
Probably, though as I said above, it's far, far, FAR above-and-beyond my current skillset. While I do admit to gaining knowledge of developing Forge-based code at an almost meteoric rate rather recently (due to some decent tutorials), I have no way of discerning the full depth of the above post.
Virtually everything is able to be put into code. It may be fairly difficult for this idea to come to full fruition though, I'll give you that. But I'd say yes, this is entirely doable.
Can I suggest another boat? The "Catamaran," a two-hulled sail boat adapted to fast travel.
I'm sure something could be worked out. See, I'd like to see the normal ships following the same line as before (dinghy > skiff > cog > carrack > galleon), and there'd be a bunch of other ship blueprints scattered about the world.
Rollback Post to RevisionRollBack
Check out Boats Evolved; the fancy huge customizable boats Notch tweeted about brought to life!
I'm sure something could be worked out. See, I'd like to see the normal ships following the same line as before (dinghy > skiff > cog > carrack > galleon), and there'd be a bunch of other ship blueprints scattered about the world.
So are you saying there'd be the potential for you to ask if you can ride on my dinghy?... Nuff said.
I uploaded an edited version of the "shipyard/shipwright" GUI panel that ThesaurusRex84 originally created, to my deviantArt profile --> http://admiralthornton.deviantart.com/ It's sized the way Minecraft can use; I'll be using it while testing what I've been developing so far.
And now, for some generalized discussion on "collision detection".
In the realm of this mod idea, still theoretical mind you (okay well maybe closer to 55% started), I am wondering how to go about the above topic. So, say you're in a skiff, cruising along at a casual pace; you aren't traveling too fast, but you can see what's in your navigable path. Coming ashore might be as easy as bumping into a land block, or it might not.
However, as time progresses and you build a bigger boot, you increase the difficulty of steering and navigation. Now suddenly you're in a Galleon; it may have a higher top speed but it might be said to be a "unwieldy beast" that takes effort to increase speed, or even to turn direction. And then, bam! you run into a shoreline (or, perhaps, something runs into you, hehe) while going full-speed-ahead. How to handle this?
Although I've not decided how steering should work, I know that when a boat has a passenger and the boat is moving, the code will have to check the boat's current position, and a widening range of blocks in the direct vector that it is traveling. If I guess right, this would have to calculate not only for potential collision in front, but also above and below the waterline.
There's also a (somewhat) unlikely problem of, say, where a creeper "modifies" the shoreline, such that water flows into a new hole in the ground. What happens when a boat or ship should attempt to navigate into a flowing-water block? What happens when there is a vertical drop, from water flowing over an edge? and what if it should land on a solid block?
... So, am I alone, in thinking about how such processes should be handled? Help!
is that link to boatsevolved.zip the download link,and if yes how do i install this?
I don't know what you mean, a zip file for this mod idea? It's not modded yet. If you mean the picture from my deviantArt profile, it's just a picture; at this point, I do not know of anyone having a "Boats Evolved zip file ... although I did see a Google Code project for boats and ships....
Edit: Oh I assume you may have meant the "boatsevolved.zip" linked in at the end of the original post. That is, of course ThesaurusRex84's set of Google Sketchup 3d models; I assume he has included them in the post as a "proof of concept" type of thing. Still, no mod ... yet....
[IMG]http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg[/IMG]
and an new mob piret mob has an iron sowrd and some time a bow (or maby add a gun the musket because you have a cannon but no gun that is silly) and they man cannons and fight and sink or boad there ship and get valuble loot like dimonds and emrealds and iron and redstone dust ect.
You're not a very good reader, are you?
I mean, you're really, REALLY, REALLY not a good reader.
Lol, maybe not THAT integrated into MP. But maybe some sort of helmsman recognition system, to prevent grand theft sailship Everything else can be made up with the players' imagination.
You can use standard Wikia for hosting a small little wiki like that -- and I can help you keep spammers at bay
Well, considering normal blocks have no problem fitting themselves into the squares it shouldn't be such a bad thing. Unless I'm reading this wrong.
Thought about it, but not hard enough to figure out a working, balanced system that fits with the game.
Like, multiple types of wood, gold & iron all crammed onto the hull of one ship?
Highly doubt it.
Or did you mean like different ships all clad with a certain material? Like one'd be an iron hull, one a wood hull, etc.? Sure.
I know right!? Dinnerbone posted here saying please don't spam his twitter but said nothing about any future plans for fixing the boat situation... Dinnerbone, I am disappoint.
Only Mojang would have the manpower, resources, and time to do all that; to be honest, what you desire is far beyond my skills at the moment; while the size wouldn't be so much an issue on "open ocean" biomes, at anywhere near shoreline, such a monstrosity would be, erm, unwieldy at best, and impossible at most. I'm assuming the mod would be required to calculate massive amounts of "collision detection" or its analog for Minecraft.
Further, I've no idea if free movement on such an entity would be possible; so why then is seven decks better than five?
... Also; slavery? really? I honestly don't know what that would say about this as a mod idea, or Minecraft as a game.... I don't know if I want to develop that. Hireable or recruitable villagers, almost certainly. Capturing and "enslaving" other players, almost DEFINITELY a no-no. Beyond that, I'll let ThesaurusRex84 respond to the larger thought.
Probably, though as I said above, it's far, far, FAR above-and-beyond my current skillset. While I do admit to gaining knowledge of developing Forge-based code at an almost meteoric rate rather recently (due to some decent tutorials), I have no way of discerning the full depth of the above post.
Can I suggest another boat? The "Catamaran," a two-hulled sail boat adapted to fast travel.
Virtually everything is able to be put into code. It may be fairly difficult for this idea to come to full fruition though, I'll give you that. But I'd say yes, this is entirely doable.
NO WAY minecraft still needs to remain like olden a lil
I'm sure something could be worked out. See, I'd like to see the normal ships following the same line as before (dinghy > skiff > cog > carrack > galleon), and there'd be a bunch of other ship blueprints scattered about the world.
So are you saying there'd be the potential for you to ask if you can ride on my dinghy?... Nuff said.
And now, for some generalized discussion on "collision detection".
In the realm of this mod idea, still theoretical mind you (okay well maybe closer to 55% started), I am wondering how to go about the above topic. So, say you're in a skiff, cruising along at a casual pace; you aren't traveling too fast, but you can see what's in your navigable path. Coming ashore might be as easy as bumping into a land block, or it might not.
However, as time progresses and you build a bigger boot, you increase the difficulty of steering and navigation. Now suddenly you're in a Galleon; it may have a higher top speed but it might be said to be a "unwieldy beast" that takes effort to increase speed, or even to turn direction. And then, bam! you run into a shoreline (or, perhaps, something runs into you, hehe) while going full-speed-ahead. How to handle this?
Although I've not decided how steering should work, I know that when a boat has a passenger and the boat is moving, the code will have to check the boat's current position, and a widening range of blocks in the direct vector that it is traveling. If I guess right, this would have to calculate not only for potential collision in front, but also above and below the waterline.
There's also a (somewhat) unlikely problem of, say, where a creeper "modifies" the shoreline, such that water flows into a new hole in the ground. What happens when a boat or ship should attempt to navigate into a flowing-water block? What happens when there is a vertical drop, from water flowing over an edge? and what if it should land on a solid block?
... So, am I alone, in thinking about how such processes should be handled? Help!
I don't know what you mean, a zip file for this mod idea? It's not modded yet. If you mean the picture from my deviantArt profile, it's just a picture; at this point, I do not know of anyone having a "Boats Evolved zip file ... although I did see a Google Code project for boats and ships....
Edit: Oh I assume you may have meant the "boatsevolved.zip" linked in at the end of the original post. That is, of course ThesaurusRex84's set of Google Sketchup 3d models; I assume he has included them in the post as a "proof of concept" type of thing. Still, no mod ... yet....