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    posted a message on Ships Mod - Build sailable ships out of blocks



    Solid fuel burners mostly work :D

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from jmpatag1»

    Any updates coming to this mod?



    Sooon, sooon.

    (actually, quite soon. I've spent the past couple of days clearing my head with Ships Mod, but I've learned a couple of things from that repo which might help with fixing lighting in RFO. This is why it's good to take a breather when you get stuck lol).

    Posted in: WIP Mods
  • 1

    posted a message on Ships Mod - Build sailable ships out of blocks

    The first airship, 100% physics!


    Now for redoing basically all of the GUIs and a heap of launching stuff so that it all works properly with the new buoyancy calculations. Then I can add blocks to control the airships better. Then I can update the ShipWorld and block management stuff (though first I might add in just added the ability to update ship geometry properly when blocks are changed)

    Also, given the size of the balloon required for this tiny ship (and this is after increasing air density x10, making it 10x easier to generate positive buoyancy) I think it's clear that super-magic flight blocks will be pretty much a necessity for doing anything particularly fancy.

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from drkoaeg»

    Wouldn't it be clever, if the proper water mechanic would work in a sphere around the player with let's say 15 blocks? Further away it would only calculate for the total difference of the dynamic system and adapt in one step instant.





    It would be very clever.

    Unfortunately, way more clever than anything that I am capable of doing :'(

    Quote from Keybounce»

    doors and a not-flowing-block


    Doors come in two parts. Firstly, ASM hacks to make them throw block updates when opened and shut. Secondly, in the flow algorithm, it steps past open doors to the block behind them, thus allowing water to pass through. I remember you changed lots of stuff with how fluids interact with other blocks, so I'd start by looking at that stuff.

    Re not-flowing-block. This will only work efficiently if you use a unique non-air block in the space, then make fluids treat it as a solid block.

    Posted in: WIP Mods
  • 1

    posted a message on Ships Mod - Build sailable ships out of blocks

    I can finally sit down properly and play with this :D

    Firstly, since you made it all physics based, it looks like I can just twiddle your physics and allow any and all ships to fly provided the correct conditions are met, which is pretty cool. Secondly, I think I can fix your ShipWorld a little bit as well (mostly a matter of time) to make TE's and so on work a bit better, maybe also dynamic block changes (physics systems allowing, ofc).

    I do need a smidge of advice, however, in two areas;

    Firstly, with your folder structure, where do I put access transformers? Do I just treat the /src/assets as /src/main/resources or whatever?

    Secondly, since I'm a rendering noob; when I end up chunking ships, I'm assuming I can just render 16x16x16 areas into glCallLists and render those whenever I want/need?

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from titanicman3»

    This is an excellent mod, I truly love it. My one suggestion would be to better the physics slightly. So when there is a hole in a building and the water reaches the height of the hole where the water if flowing in it stops. This would not happen in regular physics. Is there any way this could be changed?




    I think you mean... something like this?



    If so, I added that to the rewrite :) (adding to the old version is a bit harder, pressure is a bit complicated).

    Posted in: WIP Mods
  • 1

    posted a message on These forums are almost unusable, why is that?

    It lags very badly when typing. Specifically, there is some restyling that freezes the entire browser for about 250-500ms at a time while typing in the editor (only when actually pressing keys and changing the text in the box).

    To provide some quantitative evidence, here is the result of some hasty profiling while typing a few letters into the editor;
    http://puu.sh/ouLW4/9948253c84.png
    (in Firefox, this is in Menu [those three horizontal lines] -> Developer -> Performance)


    EDIT: As a side note, that doesn't seen to happen to me when editing posts, only when typing in the "Reply to this Topic" box.

    Posted in: Forum Discussion & Info
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Barteks2x»

    And it used 17GB RAM. So it was nowhere near cubic chunks.


    Even with the existing linear chunk system with 512-tall worlds and a 32-64 chunk view radius, you should really only need 1-2gb to store all the blocks.

    To use 17gb, there's got to be something else going on there (i.e, memory leak, really massive heap = lazy GC, etc).

    Posted in: WIP Mods
  • 2

    posted a message on Ships Mod - Build sailable ships out of blocks

    There might be some command or something for destroying ships easily... Let me just check the source... Yeah, these 2-3 commands may be helpful;

    /ships list => lists all active ships by ID

    /ships dock {ID} OR /ships kill {ID} => docks/removes the ship

    So you just use the first command to find the ID, and the second command to kill the ship.


    You also *might* be able to delete the entity with a map or NBT editor (MCEdit or something).


    If none of that works, well... yeah...

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from Death25565»

    -

    Pretty much this.

    1.8 made a looooot of changes.

    For most mods, the biggest changes are with regards to the handling of coordinates and metadata. In 1.7, metadata is handled as an integer and x/y/z coordinates are handled as 3 separate integers. In 1.8, metadata uses a custom immutable object called a BlockState, while x/y/z are wrapped in a custom immutable object called BlockPos. Long story short, and a few other things aside; integers and custom immutable objects are incompatible. IIRC, the original version of RFO threw 600-700 errors when I tried loading it up for 1.8 :)

    The bad news is that the only worthwhile way of making it work is to rewrite everything.

    The good news is that I kept this in mind when I rewrote everything, so updating will be a lot easier :)

    Posted in: WIP Mods
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