guys I came up with a new boat (hoping that no one come up with this with in 70 pages) the undead boat it just a boat with a few holes and tons of zombies and skeletons and attack you with in 100 meters. (blocks)
I've been away from the forums for a while, and even haven't been playing Minecraft recently, due to time and unforeseen occurrence. (Family issues to deal with, but I won't clog up the thread by going off-topic. Does my sister having a painful condition and saying she wants to die count as off-topic? Um, yeah; but only a bit, maybe...) Well, I'm hoping to get back into the swing of things in the near future.
So I'm thinking about what aspect to start with, if I could release a mod. Here are some thoughts, more or less orderly, starting with a bare-bones mod that contains the crafting recipes for the components of a boat-builder's yard or shipyard. (I imagine the follow-up thoughts would suggest what these recipes would be.)
A better storehouse for materials. Something that goes beyond the vanilla double-block storage chests? I'm thinking something that holds maybe twice as many stacks of items.
A number of bookshelves of collected shipbuilding practices. It might allow "better" or "improved" stats for the ships created.
A shipbuilder's planning or drafting table; similar to a crafting or enchanting table but only for making blueprints. This would be for creating the blueprints used for building and fitting the ships.
A shipyard or dock which is used to build the ships, possibly using aforementioned hired labor (I'm guessing, non-union, so use and abuse them at will, Captain!).
A friendly mob (hirable?) that can be found all over the world but only function as dock-workers and shipwright's assistants. (Similar to Little Maid Mobs but will only work at your shipyard and might be hired away by multiplayer opponents; offer them the "Tools of the Trade" and they're yours, though somehow I don't think they'd take kindly to offers of sugar *wink*....).
Another friendly or neutral mob that might also be found all over the world (but more likely to be within a certain range of built shipyards and stuff) which could be the hirable "sailors" for your completed
A semi-friendly mob (optional: friendly, unfriendly, or neutral) which is a "pirate", roaming the coastlines looking for a ship to steal...
Recipes for the ship components. I would like to break this into at least three types: recipes for hull and outer plating; recipes for the ship internals (often unseen, esp. in bigger ships); and recipes for functional additions to the ships (the above-decks gear, weapons, etc.).
Recipes for the blueprints which will use the above components. Only half the components are consumed at this phase (a cost of doing business, or wasted due to "prototyping") but the rest are returned to storage; a baseline blueprint is created and added to the user's "catalog" (not sure if desired that they can be sold or traded to others?). Blueprints are "enhanced" by taking the base blueprint and adding further components to increase the stats just slightly (at some point each line of blueprints will be maxed out for that design).
Recipes for the ships' equippable objects (did someone say CANNON? No? Okay, guess not... Haha, gotcha... ... ).
Recipes for the ships, using the aforementioned blueprints and components.
And almost finally, the logic that defines them working together as one module.
Oh boy, the forethought that goes into planning and developing a mod; it's not quite overwhelming but definitely not a simple thing. I'm probably forgetting one or two things here and there, and I'll be back to it as soon as things get settled here, but further discussion should help with this list.
Factions have now discovered a new frontier: the high seas.
Rollback Post to RevisionRollBack
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
I've been away from the forums for a while, and even haven't been playing Minecraft recently, due to time and unforeseen occurrence. (Family issues to deal with, but I won't clog up the thread by going off-topic. Does my sister having a painful condition and saying she wants to die count as off-topic? Um, yeah; but only a bit, maybe...) Well, I'm hoping to get back into the swing of things in the near future.
So I'm thinking about what aspect to start with, if I could release a mod. Here are some thoughts, more or less orderly, starting with a bare-bones mod that contains the crafting recipes for the components of a boat-builder's yard or shipyard. (I imagine the follow-up thoughts would suggest what these recipes would be.)
A better storehouse for materials. Something that goes beyond the vanilla double-block storage chests? I'm thinking something that holds maybe twice as many stacks of items.
A number of bookshelves of collected shipbuilding practices. It might allow "better" or "improved" stats for the ships created.
A shipbuilder's planning or drafting table; similar to a crafting or enchanting table but only for making blueprints. This would be for creating the blueprints used for building and fitting the ships.
A shipyard or dock which is used to build the ships, possibly using aforementioned hired labor (I'm guessing, non-union, so use and abuse them at will, Captain!).
A friendly mob (hirable?) that can be found all over the world but only function as dock-workers and shipwright's assistants. (Similar to Little Maid Mobs but will only work at your shipyard and might be hired away by multiplayer opponents; offer them the "Tools of the Trade" and they're yours, though somehow I don't think they'd take kindly to offers of sugar *wink*....).
Another friendly or neutral mob that might also be found all over the world (but more likely to be within a certain range of built shipyards and stuff) which could be the hirable "sailors" for your completed
A semi-friendly mob (optional: friendly, unfriendly, or neutral) which is a "pirate", roaming the coastlines looking for a ship to steal...
Recipes for the ship components. I would like to break this into at least three types: recipes for hull and outer plating; recipes for the ship internals (often unseen, esp. in bigger ships); and recipes for functional additions to the ships (the above-decks gear, weapons, etc.).
Recipes for the blueprints which will use the above components. Only half the components are consumed at this phase (a cost of doing business, or wasted due to "prototyping") but the rest are returned to storage; a baseline blueprint is created and added to the user's "catalog" (not sure if desired that they can be sold or traded to others?). Blueprints are "enhanced" by taking the base blueprint and adding further components to increase the stats just slightly (at some point each line of blueprints will be maxed out for that design).
Recipes for the ships' equippable objects (did someone say CANNON? No? Okay, guess not... Haha, gotcha... ... ).
Recipes for the ships, using the aforementioned blueprints and components.
And almost finally, the logic that defines them working together as one module.
Oh boy, the forethought that goes into planning and developing a mod; it's not quite overwhelming but definitely not a simple thing. I'm probably forgetting one or two things here and there, and I'll be back to it as soon as things get settled here, but further discussion should help with this list.
I like everything about that mod except the sailor mob, but if you take the core components of this idea and make it into a mod, I could really careless whether a sailor mob was or was not added.
Before these large "adventure" boats can be added, there must be a reason to USE them. A couple years ago, when minecraft was young, i saw a mod called "realistic ore disruption. It made ores extremely common in some places, wile they literary don't exist in others. And this was not random, ores would be grouped in certain corners or spots in the world map, ex:
current coal generation:
......................
......................
......................
......................
With the mod:
............
........
...
.
And this was for every ore. With this, in SP exploration would be encouraged to find the perfect mine, in SMP trading would be more common. Just my two cents, enjoy~
I am loving this! I thought it was going to be one of those boat posts that a lot of people put. But this is awesome! I didn't look at the other comments because I didn't want them to influence me. This is an awesome idea. I can see you put a lot of work into this, and I hope this gets put in-game. +1 support!
I will be very happy if they put this in, though I probably wouldn't waste my Time, and Iron on a galleon, except on multiplayer, as there's nothing big enough to fight with one in the ocean, just those derpy excuses for squids. Though on Multiplayer I'd love to dominate with a galleon (Greifers better run). It'd be cool if it was made alongside the mod below
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I freaking love this idea! Full support! It would seriously increase the fun of crossing oceans. I'd absolutely love to gather a crew of other players on my server, build a large ship, and go exploring out in the ocean.
But! If these were to be added I'd also expect for there to be some hostile ocean mobs. Maybe pirate ships loaded with pirates that, when spotted, will attempt to board your ship and take over? I'd love that as a possibility.
i suggest making submarines along with the ships as another evolutinary branch
A lot of people will be against this (including me).
I feel submarines won't add anything special as we now has enchants that will enhance underwater exploring.
Also, maybe you should get together with the guy that did this topic and the people that made the above mods and collaborate - maybe you can come up with a really, really phenomenal idea altogether.
Already discussed today. I'm not about to 'merge' the two ideas together, as I enjoy diversity between threads so people can like what they want, but we may definitely be helping to improve each other's ideas!
Very nice job with this post! Full support! I do think that there should be different types of cannon balls though, like one that is a weaker form of TNT, one that could penetrate a couple of blocks more, like being arrow shaped witha harder tip, one that just set things in an area on fire, nothing else, and maybe one that only did more damage to mobs, like having spikes all over it.
I didn't read the 60 pages of responses, so sorry if you've been asked this, but maybe you could consider naturally spawning boats that have things like merchants, pirates, and stuff like that? Maybe even naturally spawning cities with boats carrying resources between them, that you can guard for prizes by the city, or sink and loot yourself before other pirates do it for you? Then again, this is a boat mod idea, and I may be asking for an ocean based RPG game.
Otherwise, this is an amazing idea that ive wanted for ages. Good job!
I thought about it, especially about 'enslaving' natives to work as your crewmen, or being given special ship blueprints by villagers
What about a multiplayer ship? One that could carry more than one. One player could be captain, others could be passengers. needs an anchor, so the captain can stop the ship to sleep. It should come in 5 sizes:
I think since this whole better boats thing seems "over-powered?" to some of you guys, there should be some valuable things used to make the parts, as listed:
So, if you have to use VALUABLE items, then it shouldn't be so over-powered, like using everyday stuff...
Like my idea?
I think that a compass to point to beacons/markers would be very helpful! (random gold pickaxes)
Interesting!
I should note that the engine and turbine of the steam engine are basically the same. And how I have it set up in my idea is that you have a basic craftable piece (e.g sail), and just 1 of a Sail would work on a Dinghy, but as you get higher up you would need to make more parts and install that into a giant ship. Therefore, for a steam engine on a big ship, you just craft some engines, and install an engine, and install an engine...until the bar fills up all the way.
Its freaking awesome!!!
Bit wait, wooden hull? I WANT DIAMOND(not plank but diamond block) GALLEON WITH MOUNTED NETHER PORTAL ON IT AND CANNON WITH THE FLAME ENHANCEMENT(using enchanting books) AND WITH WATER HYDROGEN JETS!!! AND MOUNTED LARGE TNT CANNON WITH HUGE DAMAGE AND ENDER CHEST AS BANK TO MY ITEMS!!! AND AS WELL WITH DISPENSER ARRAYS AND BED! wow u found that I am really spoiled if I want such. Or simple, make hull out of dispensers(wow, vast array of dispensers instead of planks!!!)That would be awesome and magnificient!
But what about size and maximum capacity of players on the boat?
Anybody can jump up and walk around on the ship, there is no size limit. There is however the option for a player to take up a mob slot to anchor themselves in. This allows the captain to move them around to different slots, or evict them.
What about Ironclads? They can probably withstand quite a beating.
Powered by the steam engine/funace, and made from solid iron blocks, and cannot have sails, as it is too heavy. Rather slow, and very expensive to build, but has a tremendous amount of health compared to a wooden ship. Also can take larger, more powerful kinds of cannons. Has about 1 or 2 decks, and a back cabin for the captain. It CAN be plated with more armor, but it is rather unnessary and wasteful, as its already made of iron.
Heres a photo of an American Civil War-Era Ironclad:
I know Minecraft has no theme, but I tried to keep things going no further than the Victorian age. I do have iron plated boats, however.
If you look in the sketch up models posted with this idea, ThesaurusRex84 does include some gold plated boats, but not any iron ones. I like the idea of iron plated ships, but not those resembling an ironclad.
I've been away from the forums for a while, and even haven't been playing Minecraft recently, due to time and unforeseen occurrence. (Family issues to deal with, but I won't clog up the thread by going off-topic. Does my sister having a painful condition and saying she wants to die count as off-topic? Um, yeah; but only a bit, maybe...) Well, I'm hoping to get back into the swing of things in the near future.
So I'm thinking about what aspect to start with, if I could release a mod. Here are some thoughts, more or less orderly, starting with a bare-bones mod that contains the crafting recipes for the components of a boat-builder's yard or shipyard. (I imagine the follow-up thoughts would suggest what these recipes would be.)
A better storehouse for materials. Something that goes beyond the vanilla double-block storage chests? I'm thinking something that holds maybe twice as many stacks of items.
A number of bookshelves of collected shipbuilding practices. It might allow "better" or "improved" stats for the ships created.
A shipbuilder's planning or drafting table; similar to a crafting or enchanting table but only for making blueprints. This would be for creating the blueprints used for building and fitting the ships.
A shipyard or dock which is used to build the ships, possibly using aforementioned hired labor (I'm guessing, non-union, so use and abuse them at will, Captain!).
A friendly mob (hirable?) that can be found all over the world but only function as dock-workers and shipwright's assistants. (Similar to Little Maid Mobs but will only work at your shipyard and might be hired away by multiplayer opponents; offer them the "Tools of the Trade" and they're yours, though somehow I don't think they'd take kindly to offers of sugar *wink*....).
Another friendly or neutral mob that might also be found all over the world (but more likely to be within a certain range of built shipyards and stuff) which could be the hirable "sailors" for your completed
A semi-friendly mob (optional: friendly, unfriendly, or neutral) which is a "pirate", roaming the coastlines looking for a ship to steal...
Recipes for the ship components. I would like to break this into at least three types: recipes for hull and outer plating; recipes for the ship internals (often unseen, esp. in bigger ships); and recipes for functional additions to the ships (the above-decks gear, weapons, etc.).
Recipes for the blueprints which will use the above components. Only half the components are consumed at this phase (a cost of doing business, or wasted due to "prototyping") but the rest are returned to storage; a baseline blueprint is created and added to the user's "catalog" (not sure if desired that they can be sold or traded to others?). Blueprints are "enhanced" by taking the base blueprint and adding further components to increase the stats just slightly (at some point each line of blueprints will be maxed out for that design).
Recipes for the ships' equippable objects (did someone say CANNON? No? Okay, guess not... Haha, gotcha... ... ).
Recipes for the ships, using the aforementioned blueprints and components.
And almost finally, the logic that defines them working together as one module.
Oh boy, the forethought that goes into planning and developing a mod; it's not quite overwhelming but definitely not a simple thing. I'm probably forgetting one or two things here and there, and I'll be back to it as soon as things get settled here, but further discussion should help with this list.
Hey hey, long time no see DiggingStraightDown! Really hope your sister gets better.
- Why a bigger chest? I don't understand.
- Shipbuilding improvement books? Sounds veerry interesting...if they can't be applied to the player, they could probably be applied to the shipwright block.
- As for the shipwright blocks and blueprints...these are kind of already explained in the idea. Your normal blueprints can be built by first building a Dinghy and putting that in the Shipwright block for 'studying', thus yielding blueprints. And then those blueprints can be studied as well. All the other blueprints can be found in dungeons and strongholds (and perhaps even traded!).
- Nah, Minecraft's always been DIY. I'm not sure how popular a slave building workforce could be. Fun idea though.
- Hirable sailors, pirates? Fun to consider...might actually fit in!
- I originally left recipes open for Mojang to make themselves, as they like to come up with their own ideas themselves and having something -too- specific leaves the fun out of it. But if we were making this a mod, this may come into consideration...
- I'd greatly prefer to use my simplified method of shipbuilding, if that's alright. But it's your call.
Take care of your sister -- I have a cousin who's been going through the same stuff lately!
Before these large "adventure" boats can be added, there must be a reason to USE them. A couple years ago, when minecraft was young, i saw a mod called "realistic ore disruption. It made ores extremely common in some places, wile they literary don't exist in others. And this was not random, ores would be grouped in certain corners or spots in the world map, ex:
current coal generation:
......................
......................
......................
......................
With the mod:
............
........
...
.
And this was for every ore. With this, in SP exploration would be encouraged to find the perfect mine, in SMP trading would be more common. Just my two cents, enjoy~
I LOVE IT. It's what I've-a been sayin' all along!
But without all that, big ships can be used in SSP for nomadic exploration and 'conquest' (plus being able to quest for strongholds), and SMP ships can be used for large-scale factionwide trading.
I fully support the idea.Another idea would be to have components of the ship breaking separately,I.E:sail stops movement,hull sinks ship.There could also be different cannonballs for different uses.Regular for hull,chain shot for sail,grapeshot for mobs/players.
also,I think that mine carts could be used to tow boats into a dry dock for maintenance.Keep up the good work!
Already in there -- at least, for the propulsion systems!
Whew, that was a mouthful. Thanks again, everyone, for all your kind compliments and support -- this idea wouldn't have gotten this far without you
Rollback Post to RevisionRollBack
Check out Boats Evolved; the fancy huge customizable boats Notch tweeted about brought to life!
So I'm thinking about what aspect to start with, if I could release a mod. Here are some thoughts, more or less orderly, starting with a bare-bones mod that contains the crafting recipes for the components of a boat-builder's yard or shipyard. (I imagine the follow-up thoughts would suggest what these recipes would be.)
Factions have now discovered a new frontier: the high seas.
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
http://www.chickenonaraft.com/
Please quote me so i can know you responded. Thanks!
I like everything about that mod except the sailor mob, but if you take the core components of this idea and make it into a mod, I could really careless whether a sailor mob was or was not added.
current coal generation:
......................
......................
......................
......................
With the mod:
............
........
...
.
And this was for every ore. With this, in SP exploration would be encouraged to find the perfect mine, in SMP trading would be more common. Just my two cents, enjoy~
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
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My profile picture is from http://www.cachemonet.com, I'm an admin on the Minecraft Fanon Wiki
"The good you do today will be forgotten tomorrow; do good anyways" ~Abel Muzorewa

But! If these were to be added I'd also expect for there to be some hostile ocean mobs. Maybe pirate ships loaded with pirates that, when spotted, will attempt to board your ship and take over? I'd love that as a possibility.
A lot of people will be against this (including me).
I feel submarines won't add anything special as we now has enchants that will enhance underwater exploring.
http://clccharter.or...RiverMuseum.jpg
Already discussed today. I'm not about to 'merge' the two ideas together, as I enjoy diversity between threads so people can like what they want, but we may definitely be helping to improve each other's ideas!
Already in the idea, as an amendment
https://twitter.com/notch/status/13314124024909824
I thought about it, especially about 'enslaving' natives to work as your crewmen, or being given special ship blueprints by villagers
I'm not sure if you read through the whole idea, but any amount of players can ride on any walkable ship. Seating in a mob slot is just optional.
Interesting!
I should note that the engine and turbine of the steam engine are basically the same. And how I have it set up in my idea is that you have a basic craftable piece (e.g sail), and just 1 of a Sail would work on a Dinghy, but as you get higher up you would need to make more parts and install that into a giant ship. Therefore, for a steam engine on a big ship, you just craft some engines, and install an engine, and install an engine...until the bar fills up all the way.
Elaborate, please?
Nope.
Anybody can jump up and walk around on the ship, there is no size limit. There is however the option for a player to take up a mob slot to anchor themselves in. This allows the captain to move them around to different slots, or evict them.
I know Minecraft has no theme, but I tried to keep things going no further than the Victorian age. I do have iron plated boats, however.
Uhh, what? Yes I do!
Third boat from the left!
Hey hey, long time no see DiggingStraightDown! Really hope your sister gets better.
- Why a bigger chest? I don't understand.
- Shipbuilding improvement books? Sounds veerry interesting...if they can't be applied to the player, they could probably be applied to the shipwright block.
- As for the shipwright blocks and blueprints...these are kind of already explained in the idea. Your normal blueprints can be built by first building a Dinghy and putting that in the Shipwright block for 'studying', thus yielding blueprints. And then those blueprints can be studied as well. All the other blueprints can be found in dungeons and strongholds (and perhaps even traded!).
- Nah, Minecraft's always been DIY. I'm not sure how popular a slave building workforce could be. Fun idea though.
- Hirable sailors, pirates? Fun to consider...might actually fit in!
- I originally left recipes open for Mojang to make themselves, as they like to come up with their own ideas themselves and having something -too- specific leaves the fun out of it. But if we were making this a mod, this may come into consideration...
- I'd greatly prefer to use my simplified method of shipbuilding, if that's alright. But it's your call.
Take care of your sister -- I have a cousin who's been going through the same stuff lately!
I LOVE IT. It's what I've-a been sayin' all along!
But without all that, big ships can be used in SSP for nomadic exploration and 'conquest' (plus being able to quest for strongholds), and SMP ships can be used for large-scale factionwide trading.
If you check out the first 'glamour pic' I posted in the OP, there's an easter egg somewhere...
Already in there -- at least, for the propulsion systems!
Whew, that was a mouthful. Thanks again, everyone, for all your kind compliments and support -- this idea wouldn't have gotten this far without you