Also, it sounds like you might be running out of memory. Try giving java a larger max heap size.
- Cuchaz
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Member for 10 years, 8 months, and 27 days
Last active Thu, Jul, 8 2021 08:22:07
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
If it happens with all your mods, then Ships Mod might not be the cause of the problems.
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
Well, you already bought the game, right? You're never going to give Mojang any more money for Minecraft, so there's no economic incentive for Mojang to do what you want now. They can only make more money by attracting new players, not placating existing ones. I think it's remarkable they're putting so much effort into giving new features to existing players, when it might pay off more to just make Minecraft 2 instead and make everyone pay again.
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
Water can get through certain blocks. Make sure you're building the ship's hull out of watertight blocks. Try this handy reference chart.
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
Lol, I know right? They have all the freedom to add things to the game and sometimes the mods are more fun to play. Considering the economics of the situation though, there's very little incentive for them to keep developing Minecraft, so I'd say we're lucky to keep getting updates at all.
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
Yeah, the videos are really old now. There's lots more in the mod now than the videos show.
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: News
Everything looks good here. No sign of a crash. What was the problem?
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Oct 19, 2015Cuchaz posted a message on Mod Spotlight: Ships Mod!Posted in: NewsQuote from SuperArthurBros»
This is very good! You can actually move around the ship while it is moving!
Should this be a signal of hope for the Zeppelin mod?
Airships are coming! Don't worry. =) - To post a comment, please login.
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Of course. There needs to be a way to turn off fancy things on underpowered systems.
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Different colors are indistinguishable by the block properties system. That means yellow wool will have the same properties as red wool. Thrust from sails is not configurable in the block properties system. In the code, the block properties and the propulsion system are completely different. It's possible for other mods to add new propulsion types using an API, but that will require writing code to describe the necessary logic. The idea of a propulsion type is very open-ended in the code, so other modders can dream up all kinds of wild and fantastical systems without too many barriers getting in the way of creativity. It's too big of a job for config files.
I'll raise the block cap to at least 8k in the next version, or possibly more depending on my performance testing.
This bug is fixed in the upcoming v0.9.
We're still a long way from airships, but getting closer all the time. I need to get surface ships working well first. And I need to end this damn beta so I can update to 1.7.x.
These kinds of things should be possible in other mods with the propulsion system API.
Thanks! I'm rather proud of it myself. =)
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Sounds like a good idea for a mod! Someone should give it a shot. Sky lighting might be tricky though.
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Lol!
In other news, we'd like to do something to increase the view distance, but that will come much later.
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The block properties are completely configurable now! You can set the mass, displacement, watertight-ness, and is-part-of-a-ship settings for each block. All of the vanilla blocks are defined by default, and the code makes some attempt to guess properties for mod blocks based on known materials. Mod authors now have an API to define block properties. And server operators can define properties that override everything in a configuration file that looks like this:
Just put the file at: .minecraft/config/shipBlockProperties.cfg
If you want your server to be the uber-cheating central station and make all your iron blocks have negative eleventy billion mass, go for it!
If you want to pretend that things made out of brick are actually ultra light because you think the blocks look pretty on ships, go for it!
Or you can just keep using the defaults which are somewhat reasonable.
It all happens in the upcoming v0.9 beta. =)
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That sounds pretty bad, but without any kind of information about what's causing this, I don't have any way to fix it. Even if I knew what caused it, without a way to reproduce the problem on my computer, I'll never know if I actually fixed it.
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Probably because I won't let anyone add Ships Mod to a mod pack until after the beta. =P
I don't notice any lag when I sail at angles. I can't reproduce the problem, so I have no hope of fixing it. If you gave me more information, that might help. Ideally, you could send a video that clearly shows the lag happens when you sail at angles, and it doesn't happen when you sail straight.
You won't be able to do anything with ships over the block cap. They're not supported.
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Sorry, not going to happen.
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Yeah, it's only 10 times faster since our tick budget is too long right now. Actually, I'll go drop it to 40ms now...
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As far as I know, the lighting engine in this mod should be able to handle lighting correctly (including sky light) at depths below y=0. I posted some screenshots earlier in this thread to show it.
This is basically how our new terrain generator is structured. We re-organized how chunk generation works so that it happens asynchronously instead of synchronously. This lets us distribute the workload of generating cubes over multiple ticks. If we try to do too much work in a single tick, that's what causes the lag spikes on the server. The terrain generation lag spikes are caused by the server trying to do 2s worth of work in a 50ms time slot. Obviously, that's not going to work well. Right now, our new generator pipeline is actually allowed 100ms of time each tick (instead of 1s) to generate cubes, but we should probably lower it to around 40ms. If the server is expected to maintain the usual 20 ticks per second, that only leaves 50ms of processing time per tick.
That's pretty cool. Are these /sec measurements, or are they actually /tick? If you're reading those numbers from the console spam, then they should be /tick measurements, which means converting them to /sec measurements makes them 20 times faster. =)
That's right. At first, I thought this screenshot was a bug in the lighting system, but the more I look at it, it actually seems to be working as intended. As long as the unloaded cubes above the shadowed terrain are a shelf which blocks the sunlight, then this lighting is both awesome-looking and correct.
Inter-mod compatibility is a huge problem with Minecraft mods right now. This is the exact problem my new mod loader, Magic Mojo Mod Loader (or M3L) is trying to solve. Then end goal is to have every mod be compatible with every other mod (to the extent that mods are not mutually exclusive). Making that actually happen requires changes at the mod loader level (ie, M3L) and also requires that modders stop making core mods or otherwise making mod-specific APIs on top of vanilla Minecraft using bytecode transformation tools. Once all the mods are using standard APIs, then we can solve the inter-mod compatibility problems.
We didn't really make chunk generation any faster. We just re-organized how the workload is distributed over time using asynchronous programming tricks so the server doesn't lag.
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Wow, great-looking ship!
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I'm glad you got it working. =)
=D
lol!
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This mod is already an open-source project with multiple developers contributing code.
That's right. Once I do some more work to finish the initial release of M3L, it will be opened up for everyone to use to make mods. It should also be relatively easy to make new hooks and modify the modding API in M3L in response to changes from Mojang, and also modder creativity. =)
Terrain generation is pretty fast. It takes roughly 20 seconds to pre-build the spawn area for a new world on my computer. Also, we've restructured how world generation is executed, so it causes virtually no lag on the server. There shouldn't be any reason to pre-generate large portions of the world, as long as players aren't moving across cubes faster than the terrain generator can generate them.
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For something like this to work, the shape of the world would have to be spherical. Minecraft's chunk loading system right now can only handle planar worlds, so there's basically no way to do this without building a completely new engine.
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I know, right? The email notices are basically useless because they're so delayed.