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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from deus101

    NO NEXT HE'S GONNA GIVE US THRUSTERS WE CAN USE ALONGSIDE WITH BUILDCRAFT AND IC ENGINESD!!!

    KUM ON!

    What would've been really nice is the ability to use Better Than Wolves mechanical power on an activated craft. That would enable some realistic looking steamers (with water wheels) or zeppelins (with windmills). Bonus if they are actually used to propel the craft (one can dream, right?).
    Posted in: WIP Mods
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    posted a message on [Creation] The Earth (Updated - Final)
    Quote from Sergey

    I walked around the huge area on the map in MP mode, and no single city could not find :sad.gif: tell me where to go from the point of spawn?

    This is a terrain heightmap, no buildings.
    Posted in: Maps
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]

    Why bother for a new block to calculate the center? If it's not too much trouble, i think you can make the iron block count as center since it's the heaviest block on the game. Or maybe make it configurable for people that prefer to use iron for actually building stuff.

    Because sometimes you have a lot of block types onboard various ships. A new block (or perhaps a sign with certain text?) would allow all exsisting ships to work with it "as is".

    But, blakmajik, please try keep any new IDs out of used spaces at least with MCForge mods. I'll be trying to convince them to implement some kind of a shared taken ID list which compatible mods will be able to use to avoid conflicts. Your mod is so far fully compatible with anything Forge right away.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from coolomancp

    this needs a lag update... if your ram is lower than 10GB then your huge dream ship may not come...

    This mod only really loads the processor. Your RAM amount does almost nothing. If you have lag even with the default sized craft (up to 1024 blocks) it means you need a CPU upgrade (or need to sort out mod compatibilities).
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from blakmajik

    Hmm, you could try putting 0.7 back on, and deactivating the craft? Or taking zeppelin out entirely and loading the world.


    Yes, I tried loading both with an earlier version and without the mod, but 'saving chunks' persists. Also, there would have been no way to deactivate the craft as it only had one glass block left (despite being saved as full airship), which I then clicked to create this very problem : )
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    I've encountered a problem when upgrading to 0.8 from 0.7. It appears that I had an activated craft in my save at the time of the version change, and once I loaded the new version, I had a single remaining block of that craft still visible in front of me, which I accidentally hit. Then it all fell into 'saving chunks', which now happens every time I load that world. Is there any way to clean up that save?

    And, obviously, everyone should avoid having an active craft during version change.
    Posted in: WIP Mods
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    posted a message on [API] Minecraft Forge
    @ MCForge developers:

    Is there any chance that some collaboration will happen between you and the Bukkit project (which is a widely used server mod) in terms of implementing compatible SMP support?

    Here's their site and their take on universal server/client compatibility:
    Bukkit Site
    Spout/BukkitContrib framework

    This looks quite promising and it would really benefit both parties as well as players/server ops if a common product could be developed.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Zeppelin is also found compatible with:
    • Better than Wolves mod - tested with 2.91. *Minor limitation, perhaps this could be fixed if blakmajik collaborated with FlowerChild: water wheels and windmills deconstruct when the craft is activated/released. It would be really nice to have windmills visible at least on a released craft as they support mechanical power (to make a lift, for example) and also look natural on an airship.
    • Buildcraft - tested with latest 2.* beta
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    @blakmajik

    Some technical questions.
    • Are all activated vehicles forever kept in memory or only ones in loaded chunks?
    • Are they removed altogether after some set distance (in case the player fell off a moving craft)?
    • Could a way to track lost vehicles be added? Perhaps, it could be done via a command that gives you an approximate direction (i.e. north-west) to all currently activated craft.

    And thanks for finally making a viable smooth block vehicle mod.
    Posted in: WIP Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Haven't posted for a while, and not a lot of time right now... but GREAT work with the Black Desert. This is a literal diamond of all the maps, pretty much the right balance. Immense fun assaulting the fortress with TNT cannons.

    Also, on the starting point of the new map (if it hasn't been decided on yet) - it would be nice to use BOTH suggested approaches - have the player start on a wrecked ship and venture into the jungle AND start on a giant tree. The obvious way is to have an AIRSHIP wreck up in the canopy. (This idea happened after an unfortunate accident with a Movecraft airship (60% wool) and lava)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    @ Vechs -- It seems I've misinformed you about the 1-block spawn. I figured we were using the MyHome mod for Bukkit which allows you to respawn at a single block which is set to "home". Default spawn behavior (with disabled mod) hasn't changed, as I tested.

    Being unable to require every user set home to KC spawn point, I did a bit of demolition to make a crater on top of the map above the spawn with a shaft leading to the spawn area. Now everyone visiting that world can respawn in the crater and jump down to start.

    We also have an added goal: users enter a challenge world via a one-way stargate portal (Wormhole Xtreme mod) and to return they have to collect enough obsidian to construct a two-way return gate.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hm, on my server the spawn is constantly the same block (the same as where the spawn point is located in MCedit). However, we used a plugin to move it at some point and in server properties "spawn protection" is set to 0. Perhaps one of these things confines it to single cell. So a well of one block would work in my case (just made it ingame with WorldEdit).
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Great job with the Caverns map! The only one feature that I'd ask for, is out-of-the-box SMP friendliness, i.e. a bit of open sky over the spawn.

    It would also make sense plot-wise... the poor victims did enter the caverns somehow, right?

    You can also put some gravel/lava to prevent players climbing up the shaft.
    Posted in: Maps
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    posted a message on [Surv] Adrift! Challenge Map
    This is one of the most intriguing survival maps out there. Despite the small size, the introduction and the athmosphere of being stranded on a ship make the player explore it to the end. Hope to see more maps from the author, eventually.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Glad you have increased the starting difficulty.
    Sea of Flame is more enjoyable this way. Although some areas still have too much resources.
    Posted in: Maps
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