Thing is, Iron must be hollow cause It only took 9 ingot of it to make.
Here is an image of some ingots. (These are aluminium, but that doesn't matter. Iron would be the same size as well.) *Image*
9 of those makes a meter thick cube... I highly doubt it. It would have to be rather hollow, which would explain why it's just as easy to destroy with some TNT.
I think hybrids would be the best bet: A Iron front and rear, or maybe just front would protect it from cannon fire when approaching the vessel or harbour.
Some flaws in this system: regarding the buoyancy bit, if a entity goes underwater, it fill up with water. If one were to bucket the water out of the boat, you would just be bucketing the sea, which will replicate more springs. To get a good, sectioned ship you need to have water not 'flood' into the ship when it's underwater, as everything inside the ship will technically be inside water blocks, making them drown.
If one makes the air inside a ship part of it's design, you might be able to counter this. But again, to make water flood into the ship like on land will require the ship itself to change and make Entity grid water springs and all sorts of drama, but the water will be bucket-able.
I think a simple (in my eyes) system would be to have the Entity air blocks to override spring blocks, except when there is a leak. Then you'll need a system for checking what parts of the ship are leaky, and making them lose their buoyancy, then allow the water to override the air, giving a natural feel as the ship sinks don and fluently floods up.
However, you can't bucket the water out.
So now that my bucket rant is over, I praise you! This system is good, and even allows for Non-boat structures, like a... well....
Maybe a custom minecart? :\
Water flooding the ship would probably not be the actual sea; the water flooding in would become part of the Block-grid entity. This would need slightly altered rules. This does not require a different block, just altered water physics when the water block is on a Block-grid. Rules for water flooding in are fairly simple.
I really like the idea, but have my questions, as do most people.
after you get a decent sized ship, will you be able to run around on it. because after a certain time the ship will be much bigger than the one man dingy we have. so will there be a steering column that you can add on to ships which will allow one person to have control over the ship, while others can store items or hide. you can also put chests or blocks on the ship before you get moving., maybe even being able to add on parts to your ship for repairs, or new innovations in boat technolpgy
I really like the idea, but have my questions, as do most people.
after you get a decent sized ship, will you be able to run around on it. because after a certain time the ship will be much bigger than the one man dingy we have. so will there be a steering column that you can add on to ships which will allow one person to have control over the ship, while others can store items or hide. you can also put chests or blocks on the ship before you get moving., maybe even being able to add on parts to your ship for repairs, or new innovations in boat technolpgy
You, and any other person or mob, will be able to walk around on the ship. There will probably be a steering column that gives you control, which may or may not be required.
Chests and other blocks would be valid to add to your ship; you could include a complete smelting/crafting room. You would also be able to repair/alter your ship on the fly. This is encompassed in the Block-grid acting like a normal gird part.
There's some more pictures of ingots and ingot molds. These ones happen to be huge.
Anyway, the one actual issue I have with this suggestion is how to work out exactly how to cut a hole in water in the appropriate shape (for rendering purposes). Since a block entity will obviously be able to sit in between grid positions (and we'd probably also like to let them rotate arbitrarily), Notch will have to be able to chop blocks into smaller pieces that may not be convex or even connected.
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
Anyway, the one actual issue I have with this suggestion is how to work out exactly how to cut a hole in water in the appropriate shape (for rendering purposes). Since a block entity will obviously be able to sit in between grid positions (and we'd probably also like to let them rotate arbitrarily), Notch will have to be able to chop blocks into smaller pieces that may not be convex or even connected.
He has a 3D engine, its not hard to arbitrarily reshape them to match. Everything boils down to polygons, not blocks.
One that I presume is strongly designed around the block concept. Yeah, it's OpenGL and can technically display arbitrarily shaped polygons (so long as it's convex). But Notch would probably have to spend a considerable amount of time actually digging into the rendering code. It makes the geometry much more dynamic since it now has to respond to specific entities in the world and updates with their movement where the block based rendering only changes when blocks are changed.
its not hard to arbitrarily reshape them to match
You can't guarantee that those polygons will be convex. Polygon decomposition isn't trivial. Specifically it's a matter of decomposing a polygon with a hole in it (which can be turned into the problem of decomposing a concave polygon).
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
It doesn't have to match it exactly, just not go through to the other side of the block. That is a much easier problem. In any case, it is the intersection of two cubes, which is a much simpler problem than matching arbitrary shapes. Since you have the leeway of the entire block, a simplified version of truncating the part that sticks through is fine.
One way to deal with the problem of detecting that you need to do this is to have the entity override the grid in the local area; it could remove the blocks from the main world and keep track of them itself, and handle the rendering of them, so there is no visual distinction between the actual grid and what it is handling. It can use that to render the water however it wants to, be that truncating cubes to match it, or just rendering it as a surface, or anything else.
Another way is to have a chunk-level encoding marking whether or not it needs to worry about it. If it does, will perform the extra checks needed in that chunk only, so the majority of the world is unaffected. It may be possible to further optimize how that works, depending on the details.
hmmm... I still don't understand how water will work.
-Oh flip it. I just realised part way through my argument what you meant. The water becomes part of the grid, flooding into the ship as flowing water. When the hole becomes big enough for spring generation to occur, you end up with enough water to make an unprepared ship sink.
Wow, I need more sleep. TO stop making mistakes like that.
Also, I got an idea for a sub: use lava and water to create stone, weighing the boat down. Then delete the stone to raise it again. Another idea is simply to place blocks inside the boat (like logs, wood, cloth, junk ect) to weight the boat down, then rise it up again. These ideas assume that changes to the block-grid entity are aloud in mid sail, and that items in the inventory have no weight.
Heh, and furnaces need to be used as steam motors somehow...
Oh yeah, I was taking a three hour course in mechatronics and they talked about vehicles which move foreword without a motor, as they were so aerodynamic, they went forward as they sunk in water/rose up again with compressed air. They could last for hours and didn't use any combustion.
I updated the original post; I included the basic idea of the water re-rendering, and I added a section about other uses for block-grids. Hopefully this makes the challenge of adding block-grids seem more worthwhile.
I like the idea for other uses for the block grid array. The tree would be a funny one, as the crumby small trees would all just fall straight down, whilst the better looking trees would fall to one side because the leaves would provide drag.
A draw bridge (retractable or up/down) although some sort of mechanism would be required to move it. Right now, water, lava and other entities effect entities, so a water based retractable draw bridge is possible, if easy to sabotage. The elevator idea is also interesting, although ladders and anti-grav boats would probably be faster.
Both draw bridge and elevator ideas would benefit from some sort of pulley. Maybe a pulley block with an entity of rope?
Airships would work. If a material exists that is lighter than air. If obsidian has super light properties, then i'd think it would be more useful in ships. Until a suitable material exists (feathers block?) then airships would more likely be long range gliders (one time use at that.)
When blocks explode, a whole load of grid entities might cause lag. Maybe they could just convert to normal entities that are pickupable like normal, although that's just an option.
Massive golems would be... interesting.
This just reeks of alchemy (Make your own golem!)
By the blocks exploding, I meant that blocks around the outside of the explosion radius might fall in chunks, not that exploded blocks get thrown around.
Block-grids would only be a potential component of a mechanism system, pulleys and such are likely to be other components.
Should I send this to notch, or is there anything else I should add first?
im thinking that some people might find the point of build a ship with sails to be ugly so i think it would to be good with lets say a engine kinda like a steam engine but water from the sea would be made to steam in the "chamber" that the wood* would be below to make steam and a thing to balance to it out a bit the bigger/more engine aboard would create drag (if it is implented) and would consume enourmos amouts of wood* so a smaller engine would need less wood* but beeing slower kinda like 1 engine would have 100 in speed valvue and if you had another engine on the boat it would only end up with the two engines making 175 in speed valvue for example
sorry for my english and i must say that this is very very very good idea kudos to you and i got to go now so i cant write more in detail but atleast your idea is perfect
and ask him to remove slimes im even more afraid for digging then i was before but your idea is brilliant
Am I the only one who doesn't like this?
You are talking about building a giant ship from different parts, and it just starts to get too complicated for Minecraft.
I suggest something more simple, but balanced. Like you just craft multiple boats together, over and over, for as big as you like, unless you want some limit. Then you can just put stuff on the boats or something. Just an alternate, more simple and efficient suggestion.
Am I the only one who doesn't like this?
You are talking about building a giant ship from different parts, and it just starts to get too complicated for Minecraft.
I suggest something more simple, but balanced. Like you just craft multiple boats together, over and over, for as big as you like, unless you want some limit. Then you can just put stuff on the boats or something. Just an alternate, more simple and efficient suggestion.
The fundamental concept of minecraft revolves around building things with blocks. Why does making it so the things you make with blocks move suddenly get too complicated? From a players perspective, this is very simple; you build a bout out of wood and go sailing, just as you expect. You just keep all of the inherent flexibility and creativity that is at the heart of minecraft, instead of being limited to creating a specific set of ships. You don't build a generic fort; you can make it out of any material you want, with whatever layout you want, wherever you want, with whatever defenses you want, landscaped how you want. Why shouldn't ships follow the same philosophy?
Am I the only one who doesn't like this?
You are talking about building a giant ship from different parts, and it just starts to get too complicated for Minecraft.
I suggest something more simple, but balanced. Like you just craft multiple boats together, over and over, for as big as you like, unless you want some limit. Then you can just put stuff on the boats or something. Just an alternate, more simple and efficient suggestion.
The fundamental concept of minecraft revolves around building things with blocks. Why does making it so the things you make with blocks move suddenly get too complicated? From a players perspective, this is very simple; you build a bout out of wood and go sailing, just as you expect. You just keep all of the inherent flexibility and creativity that is at the heart of minecraft, instead of being limited to creating a specific set of ships. You don't build a generic fort; you can make it out of any material you want, with whatever layout you want, wherever you want, with whatever defenses you want, landscaped how you want. Why shouldn't ships follow the same philosophy?
I'm not saying they shouldn't. I'm just saying they should follow the pattern thus far. I'm applying a more simple method to do exactly what you want with boats.
I don't understand what you are saying then. Are you objecting to determining the ships properties based on its structure? Are you objecting to the variable stats period?
Water flooding the ship would probably not be the actual sea; the water flooding in would become part of the Block-grid entity. This would need slightly altered rules. This does not require a different block, just altered water physics when the water block is on a Block-grid. Rules for water flooding in are fairly simple.
after you get a decent sized ship, will you be able to run around on it. because after a certain time the ship will be much bigger than the one man dingy we have. so will there be a steering column that you can add on to ships which will allow one person to have control over the ship, while others can store items or hide. you can also put chests or blocks on the ship before you get moving., maybe even being able to add on parts to your ship for repairs, or new innovations in boat technolpgy
No, THIS IS PATRICK
You, and any other person or mob, will be able to walk around on the ship. There will probably be a steering column that gives you control, which may or may not be required.
Chests and other blocks would be valid to add to your ship; you could include a complete smelting/crafting room. You would also be able to repair/alter your ship on the fly. This is encompassed in the Block-grid acting like a normal gird part.
No, THIS IS PATRICK
You know ingots don't have a standardized size, right? An ingot is just a cast piece of metal that's intended to be processed.
http://chestofbooks.com/crafts/mechanic ... ngots.html
There's some more pictures of ingots and ingot molds. These ones happen to be huge.
Anyway, the one actual issue I have with this suggestion is how to work out exactly how to cut a hole in water in the appropriate shape (for rendering purposes). Since a block entity will obviously be able to sit in between grid positions (and we'd probably also like to let them rotate arbitrarily), Notch will have to be able to chop blocks into smaller pieces that may not be convex or even connected.
He has a 3D engine, its not hard to arbitrarily reshape them to match. Everything boils down to polygons, not blocks.
One that I presume is strongly designed around the block concept. Yeah, it's OpenGL and can technically display arbitrarily shaped polygons (so long as it's convex). But Notch would probably have to spend a considerable amount of time actually digging into the rendering code. It makes the geometry much more dynamic since it now has to respond to specific entities in the world and updates with their movement where the block based rendering only changes when blocks are changed.
You can't guarantee that those polygons will be convex. Polygon decomposition isn't trivial. Specifically it's a matter of decomposing a polygon with a hole in it (which can be turned into the problem of decomposing a concave polygon).
One way to deal with the problem of detecting that you need to do this is to have the entity override the grid in the local area; it could remove the blocks from the main world and keep track of them itself, and handle the rendering of them, so there is no visual distinction between the actual grid and what it is handling. It can use that to render the water however it wants to, be that truncating cubes to match it, or just rendering it as a surface, or anything else.
Another way is to have a chunk-level encoding marking whether or not it needs to worry about it. If it does, will perform the extra checks needed in that chunk only, so the majority of the world is unaffected. It may be possible to further optimize how that works, depending on the details.
-Oh flip it. I just realised part way through my argument what you meant. The water becomes part of the grid, flooding into the ship as flowing water. When the hole becomes big enough for spring generation to occur, you end up with enough water to make an unprepared ship sink.
Wow, I need more sleep. TO stop making mistakes like that.
Also, I got an idea for a sub: use lava and water to create stone, weighing the boat down. Then delete the stone to raise it again. Another idea is simply to place blocks inside the boat (like logs, wood, cloth, junk ect) to weight the boat down, then rise it up again. These ideas assume that changes to the block-grid entity are aloud in mid sail, and that items in the inventory have no weight.
Heh, and furnaces need to be used as steam motors somehow...
Oh yeah, I was taking a three hour course in mechatronics and they talked about vehicles which move foreword without a motor, as they were so aerodynamic, they went forward as they sunk in water/rose up again with compressed air. They could last for hours and didn't use any combustion.
A simple suggestion on geology here.
~~~
Slaves of the Coal Mine
An interesting Novel to pass the time.
A draw bridge (retractable or up/down) although some sort of mechanism would be required to move it. Right now, water, lava and other entities effect entities, so a water based retractable draw bridge is possible, if easy to sabotage. The elevator idea is also interesting, although ladders and anti-grav boats would probably be faster.
Both draw bridge and elevator ideas would benefit from some sort of pulley. Maybe a pulley block with an entity of rope?
Airships would work. If a material exists that is lighter than air. If obsidian has super light properties, then i'd think it would be more useful in ships. Until a suitable material exists (feathers block?) then airships would more likely be long range gliders (one time use at that.)
When blocks explode, a whole load of grid entities might cause lag. Maybe they could just convert to normal entities that are pickupable like normal, although that's just an option.
Massive golems would be... interesting.
This just reeks of alchemy (Make your own golem!)
A simple suggestion on geology here.
~~~
Slaves of the Coal Mine
An interesting Novel to pass the time.
Block-grids would only be a potential component of a mechanism system, pulleys and such are likely to be other components.
im thinking that some people might find the point of build a ship with sails to be ugly so i think it would to be good with lets say a engine kinda like a steam engine but water from the sea would be made to steam in the "chamber" that the wood* would be below to make steam and a thing to balance to it out a bit the bigger/more engine aboard would create drag (if it is implented) and would consume enourmos amouts of wood* so a smaller engine would need less wood* but beeing slower kinda like 1 engine would have 100 in speed valvue and if you had another engine on the boat it would only end up with the two engines making 175 in speed valvue for example
sorry for my english and i must say that this is very very very good idea kudos to you and i got to go now so i cant write more in detail but atleast your idea is perfect
and ask him to remove slimes im even more afraid for digging then i was before but your idea is brilliant
You are talking about building a giant ship from different parts, and it just starts to get too complicated for Minecraft.
I suggest something more simple, but balanced. Like you just craft multiple boats together, over and over, for as big as you like, unless you want some limit. Then you can just put stuff on the boats or something. Just an alternate, more simple and efficient suggestion.
The fundamental concept of minecraft revolves around building things with blocks. Why does making it so the things you make with blocks move suddenly get too complicated? From a players perspective, this is very simple; you build a bout out of wood and go sailing, just as you expect. You just keep all of the inherent flexibility and creativity that is at the heart of minecraft, instead of being limited to creating a specific set of ships. You don't build a generic fort; you can make it out of any material you want, with whatever layout you want, wherever you want, with whatever defenses you want, landscaped how you want. Why shouldn't ships follow the same philosophy?
I'm not saying they shouldn't. I'm just saying they should follow the pattern thus far. I'm applying a more simple method to do exactly what you want with boats.