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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Scope6

    I miss this mod so much it hurts.


    Me too.
    Quote from Elemenstor

    DIS IS COL MOD WHY IT NOT WORK 1.4.2?? UPDATE PLZ!

    Just kidding, I can actually read. Since the search function is broken at the moment, I was wondering if there's any hope for this mod to be included into Technic/Tekkit since it's being moved to the Forge API anyways? Sorry if that question has been asked before, but there are 560 pages to comb through without search. This is more or less the one mod my server is going to revolve around, so it would be super easy for both myself and my users if they didn't have to worry about installing the old fashioned way.

    Awesome work, I love everything about this mod.

    Also, does anyone have any experience running this alongside Technic? I'm curious what works and what doesn't, when an airship is in motion.


    Since the Technic group doesn't ask to put mods in, it probably will if it gets released and stops crashing with random blocks. I think the instability issues with the other mods was the big problem.
    Posted in: WIP Mods
  • 4

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Treewizard648


    Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.


    The rail issue should be fixed now (whenever the next version comes out).

    For everyone: here's a list of things that are still not working:

    -Controlling the ship with commands
    -Moving upwards without falling through
    -Moving upwards without losing camera control
    -Remote controls
    -Breaking blocks or activating redstone does not update other multiplayers
    -Still no proper support for forge textures
    -Probably other things

    So there are still some major blocks I have not been able to get working yet :(

    BUT SMP creation of craft works, everyone can walk around on it, and ship/turntable movements work without issue.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Dodge34

    And the same for doors, floors and walls not working too I guess, just hope you will find a way to fix all of this, can't rely on your awesome mod anymore, was tired of falling off my ship, getting killed and not be able to get back on it since my bed at home was more than 4000 blocks away.


    I actually have fixed that, but it wont show up till the next release :/
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Blockwander

    Wouldn't it make the mod run smoother if all individual block entities were converted to one single (huge) entity? This would (if I understood the posts so far correctly) give a craft one health bar (combined out off all blocks?) and make it possible to kill the entire craft in one hit. I suppose it makes ship vs ship more interesting?


    An entity is only allowed one collision box. So every block has to be an entity or it wouldn't work very well (this is also why stairs don't work properly on the ships).
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from briman0094

    You guys are interpreting this wrong. It's a glitch; the craft turns into an entity (like a creeper, pig, etc.) when you activate the control block. All entities have health and can be killed unless you specify otherwise. If you hit the ship with a bunch of arrows, it could possibly "die". You can't break individual blocks.


    Individual 'blocks' on the ship are entities. They can each die, dropping the appropriate block. You have to constantly attack them like breaking a minecart, not like breaking a block. They have more health based on the type of block. ie Redstone dust has almost no health, and 'dies' in one hit. Obsidian takes much much more damage. The ship by default heals the blocks after a short time, but you can adjust the healing rate in the config. If you make it huge, the ship blocks will sustain damage until you break and replace them, or rejoin the world. This can be fun since skeletons will try to shoot you down. Even more fun when hunting ghasts in the nether (ignoring the major nether bugs >.>)
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from RabidSasquatch0

    hate to whine but god this mod is taking a long time to come out even with them having to start all over and build the mod differently


    There is no 'them', it is just me doing this by myself in spare time (of which I have little).
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Dodge34

    I hate to say that for all the people that want it for 1.3.2 but +1 to this, not sure exactly what will change from 1.3.2 to 1.4 but I hope it won't be totally new from 1.3.x series and require the mod to start from scratch at least....


    Ugh, I will not be happy if 1.4 is that different....
    Posted in: WIP Mods
  • 0

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

    Hrm. I'm not asking when it will be updated, but this is an honest question I can't really get a clear answer from, from all the backseat modding / regular Thread Tomfoolery in the past 3 pages.

    What's happening that's making it take so long? :-/. I'm used to waiting for this particular mod to Update, but I think this is the longest I've ever checked back and not seen it updated.

    Is he needing to re-write it from scratch? Is he working on the much asked for SMP/Multiplay Portion of the mod? Or is Real-Life just a little bit more hectic for Blakmagik than it usually is?

    Honest questions folks, so don't murder me~


    Rewrite, switching to forge, 1.3 requires SMP as well, and PAX was last weekend. So all of the above.
    Posted in: WIP Mods
  • 1

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

    Hey blakmajik, if you don't mind sharing just a bit... I've got a mod I'm thinking about porting fixing etc.... If you don't mind, maybe send me a PM when you find the source of that problem because the mod I'm about to work on has the EXACT same problem (you can't move the camera while the player is moving)! If you don't mind maybe just tell me what class/library the problem is in, or how you fixed it, I would be eternally grateful to you. :-)

    Thanks! :-)
    (I understand you haven't fixed that problem but when you do, if you could share, that would be awesome!)


    For sure, I will let you know.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    I've been at PAX all weekend, so no progress. Current issue, when the craft is moving, the player's camera is locked in position for some reason. I think it's the anti-flying code, so I've gotta dig into that.
    Quote from Bcool25

    Guys, if he is not going to update them in one week, I'll get the source files (I actually already have them) and update them myself. So don't worry...


    Please do not attempt to release your own copy of Zeppelin. The last thing I need is people complaining and posting crash reports for stuff I didn't make.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Had to reinstall everything, and I'm headed off to PAX tomorrow, so don't expect a release in the next week.
    Posted in: WIP Mods
  • 2

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

    My friends and I were wondering if it was legal for me to decompile your mod and for me to add some things on that we wanted, just for me and my friends. I wouldn't be releasing it or anything to anyone but my friends for our use, I just want it for my friends and I. I would appreciate your permission to do so. Thanks.


    Go for it, if you get what you want working, let me know what it was and I might be able to include it in the normal release.
    Posted in: WIP Mods
  • 0

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

    Will the update be able to carry animals? My grandson and I got hooked on this game over the summer. Didn't find this mod til the 1.3.2 update came out. We were wanting to craft a barge-like vessel to import/export cows, pigs and chickens to different areas of the map. thanks so much am really looking forward to getting this mod! :D


    That should work. Any mob should be able to get aboard.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Getting there, I can create craft and walk around on them, and so can other players. They are just white cubes, and I can't control them yet, so lets say, 40% there.
    Posted in: WIP Mods
  • 0

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

    "Create a craft controller block
    Posted Image"

    Uh-hm. Sorry, what was the recipe for the most important block in the mod again? :P


    Weird, why would only one of the images go missing.... I'll fix that, thanks
    Posted in: WIP Mods
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