• 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
  • 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
  • 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
  • 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
  • 1

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

    You have to put the zepplin mod .zip in your mods folder, don't unzip it. and then you have to open the zepplin .zip and move the wu.class to your minecraft.jar

    Blakmajik, can I get a percentage of how much the mod update is done? I'm not demanding or anything I just like when mod authors post there progress :3


    Maybe 20% :/ Switching to forge is taking a lot of extra time.
    Posted in: WIP Mods
  • 4

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from jdiger101

    The only reason I will not download this mod is because it uses the number pad. I don't CARE if I can change it. You should change it not me. More people are getting laptops and normal laptops do NOT have num pads. Just a suggestion. (One that would really benefit you. More accessibility = more people using it.)



    I don't understand why people think "more people using it = benefit to me". The benefit to me is that I get to play my own mod, and I release it because I think other people will enjoy it. I don't continue to maintain this because it benefits me.

    If you want to change the controls, there are in game options for you. You don't even have to leave the game, thats how easy it is. If you decide to buy a laptop as a gaming PC (are you playing minecraft with a touchpad??) that's your decision.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from George3rd

    Please feel free to read back through any of the last few pages for the answer to that.

    @Blak- any progress from 3 seconds of flying and lots of crashes? Thanks again for your hard work, can't wait to see the result.


    Sort of, I think I am going to have to wait for the ModloaderMP overhaul to do it properly before release... but in the meantime development is going ahead. Less crashes, still lots of invisible ships.
    Posted in: WIP Mods
  • 3

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

    Hello, blakmajik, I have an idea how to implement submarine/partially submerged ship. If it is not too difficult to program, and if it wouldn't hurt fps too much, you could make that ship/submarine destroys all water blocks that it passes through, and they are restored automatically by including this mod, which fixes that annoying water bug which doesn't allow water to repopulate in lakes/oceans which are more than 1 block deep. Combining these two things should be enough to makes zeppelin crafts to work underwater. It may not look nice, but it would be functional. Also, it would work with craft rejoining world easily.

    Have you considered this idea?


    I had not, that is significantly easier than what I had planned to do >.> I will look into it, thanks!

    On a different note, 1.3.1 changes are progressing, slowly. I can fly a craft now, for about 3 seconds until the server pukes concurrent modification errors all over the place. But better than yesterday!
    Posted in: WIP Mods
  • 1

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

    update the mod to 1.3 plzz


    Nah
    Posted in: WIP Mods
  • 518

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Zeppelin

    News!
    4/17/2012
    0.31 released! Leaves work again!
    668,116 downloads! Woot!

    Description

    Zeppelin is a mod you can use to fly ships around in the Minecraft world. It is not limited to the world grid, but can move freely in space.

    An awesome runthrough by GNS.

    My old, very old video:



    Videos!

    New Zeppelin video from BigFatPolarBear

    Aether compatible (was) - Watch Neth's awesome video

    Install video brought to us by Mine123Crafter!

    Nice video from Neth!

    A great video brought to us by The Original Minecraft Mod Showcase (with some unfortunate crashes (which are now fixed!))

    A nice video by thinwhiteduke89, shows how to craft the controller and steer a ship around.

    Video from robbaz :

    An interview (of me) done by killthenrun1

    Banners!


    Courtesy of KensukeNL:

    [URL=http://www.minecraftforum.net/topic/488434-17308-zeppelin-wip/][IMG]http://i.imgur.com/BCOCi.png[/IMG][/URL]



    [URL=http://www.minecraftforum.net/topic/488434-17308-zeppelin-wip/][IMG]http://i.imgur.com/YuTCi.png[/IMG][/URL]



    [URL=http://www.minecraftforum.net/topic/488434-17308-zeppelin-wip/][IMG]http://i.imgur.com/yoTil.png[/IMG][/URL]


    From dotsnake:

    [url=http://www.minecraftforum.net/topic/488434-17308-zeppelin-wip/][img]http://img836.imageshack.us/img836/7865/zeppelin.png[/img][/url]


    From Something37:

    [url=http://www.minecraftforum.net/topic/488434-17308-zeppelin-wip/][img]http://mag.racked.eu/cimage/1002bbd/Blakmajik%B4s+Zeppelin!/Fly+it+YOUR+way!/mca.png[/img][/url]


    Note: This mod is BETA - There is a good chance it will crash, but is stable enough for people to use now. If you get a crash dump, please post what you were doing, and the crash log in this thread.


    Usage

    The Controller
    Create a craft controller block


    Airship moves forward/back, up/down, and can turn. Ship moves forward/back and can turn. Elevator only goes up/down. Turntable only rotates.

    Place this block on your 'ship'. The direction you place the block will determine the forward direction for the craft. Right click the block. The craft will be determined. If it is too large, you will get an error. Default max size is 1024 blocks.

    Blocks that will not be accepted as part of a ship by default (you can change this - see configuration section):
    • Air
    • Stone
    • Grass
    • Dirt
    • Bedrock
    • Water
    • Lava
    • Sand
    • Gravel
    • Snow
    • Ice
    • A few more random things like flowers and mushrooms
    All other blocks are allowed, but they may not all work!

    The following blocks will be included, but will not chain to other blocks when detecting a ship (you can change this - see configuration section):
    • Beds
    • Ladders
    • Plants
    • Minecart Rails
    • Signs
    • Redstone Wire
    • Torches
    • Buttons/Levels/Plates
    • Redstone Repeaters
    • Trapdoors
    • Melon/Pumpkin Stem
    • Lilly Pad
    • Nether Wart
    • *See config for exact list
    Controls for the ship are on the number pad by default.
    8 Increase speed
    2 Decrease speed
    4 Rotate left
    6 Rotate right
    5 Stop
    + Ascend
    - Descend
    * Align to grid

    You can configure the controls in your options.txt, see below.

    You can control the ship as long as you are standing on it (or near it in some cases).

    If you jump off while the ship is in motion, wave goodbye.

    Right clicking the controller block will cause the ship to stop, realign to the world grid, and rejoin the world.

    The Compass
    Create a compass block!


    This compass is placed like a regular block, and will point Notch-North (towards the rising sun, at +X)

    The Instrumentation
    Any sign on an active craft will have the following string transforms done to each line.

    #X# - The current X position of the controller.
    #Y# - The current Y position of the controller.
    #Z# - The current Z position of the controller.

    #S# - The forward speed of the craft.
    #A# - The current ascent rate of the craft.
    #R# - The current rotation rate of the craft.
    #H# - The current heading of the craft.
    #C# - The ID of the craft.

    Additional ideas for this are welcome!


    The Remote
    A remote control for the Zeppelin controllers!
    • Link a remote to a controller via right-clicking it when active.
    • Right clicking anything else will tell you the craft it is linked to (message shown in screenshot above).
    • If you have a remote in your hand, you can control the remote ship with the normal controls.
    • If you are on a ship, and have a remote in your hand, you control the remote ship, and not then ship you are on, so you can make hanger doors and stuff without giving commands to both ships at once.
    • #C# sign will tell you the ID of the ship.
    • Remote linkages persist across saves.
    • You can have multiple remotes for one craft.
    You can use it to create giant hanger doors!


    Download
    mod_Zeppelin-client-1.2.5.0.31.zip (Adfly) MD5 A34F100C426EBA6711B6B20CDAE69C1D
    *Installation of 0.31 requires you to extract wu.class from the mod_Zeppelin-client-1.2.5.0.31.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.2.5.0.31.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4

    mod_Zeppelin-client-1.2.5.0.30.zip (Adfly) MD5 4E0CE98C9F8769FD3CE2831B94DA6694
    *Installation of 0.30 requires you to extract wu.class from the mod_Zeppelin-client-1.2.5.0.30.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.2.5.0.30.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4

    mod_Zeppelin-client-1.2.4.0.29.zip (Adfly) MD5 D9FE5CB97EA6208ECCE4CFC3FA91900E
    *Installation of 0.29 requires you to extract wu.class from the mod_Zeppelin-client-1.2.4.0.29.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.2.4.0.29.zip (optional) (Adfly) MD5 5AF28E882A912B9625DD4F7BCF10D5DE


    mod_Zeppelin-client-1.2.3.0.28.zip (Adfly) MD5 4567EFD6A9716E4A3FB688089F69A2BF
    *Installation of 0.28 requires you to extract wq.class from the mod_Zeppelin-client-1.2.3.0.28.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.2.3.0.28.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC

    mod_Zeppelin-client-1.2.3.0.27.zip (Adfly) MD5 2DF0D9F80D24A933B9118AD303AD1344
    *Installation of 0.27 requires you to extract wq.class from the mod_Zeppelin-client-1.2.3.0.27.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.2.3.0.27.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC

    mod_Zeppelin-client-1.1.0.0.26.zip (Adfly) MD5 5132FC0B102D6545B836F2F04F029FF8
    *Installation of 0.26 requires you to extract vi.class from the mod_Zeppelin-client-1.1.0.0.26.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.1.0.0.26.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89

    mod_Zeppelin-client-1.1.0.0.25.zip (Adfly) MD5 F0503DE667229A1C3DA9753BC95D5A23
    *Installation of 0.25 requires you to extract vi.class from the mod_Zeppelin-client-1.1.0.0.25.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.1.0.0.25.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89

    mod_Zeppelin-client-1.1.0.0.24.zip (Adfly) MD5 B1A18BB21672F88A2FCE23AB9E165B02
    *Installation of 0.24 requires you to extract vi.class from the mod_Zeppelin-client-1.1.0.0.24.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.1.0.0.24.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89

    mod_Zeppelin-client-1.0.0.0.23.zip (Adfly) MD5 C8313329348F64E31C7465981A16D1B0
    *Installation of 0.23 requires you to extract c.class from the mod_Zeppelin-client-1.0.0.0.23.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.0.0.0.23.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94

    mod_Zeppelin-client-1.0.0.0.22.zip (Adfly) MD5 70F3FC8A28E563EB6381740CE16C96A9
    *Installation of 0.22 requires you to extract c.class from the mod_Zeppelin-client-1.0.0.0.22.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.0.0.0.22.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94

    mod_Zeppelin-client-1.0.0.0.21.zip (Adfly) MD5 732AEDF971AD0780C4650714021BD5E1
    *Installation of 0.21 requires you to extract c.class from the mod_Zeppelin-client-1.0.0.0.21.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.0.0.0.21.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94

    mod_Zeppelin-client-1.0.0.0.20.zip (Adfly) MD5 6B5ED7A456330ABA9ACA5D0C73B98BAC
    *Installation of 0.20 requires you to extract c.class from the mod_Zeppelin-client-1.0.0.0.20.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.0.0.0.20.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94

    mod_Zeppelin-client-1.0.0.0.19.zip (Adfly) MD5 392803DB9E5AEAA1827E562F740A709A
    *Installation of 0.19 requires you to extract c.class from the mod_Zeppelin-client-1.0.0.0.19.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.0.0.0.19.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94

    mod_Zeppelin-client-1.8.1.0.18.zip (Adfly) MD5 3A4867EEC6B203D9333BB28FDD90C9A8
    *Installation of 0.18 requires you to extract rp.class from the mod_Zeppelin-client-1.8.1.0.18.zip and place it in your minecraft.jar.
    mod_Zeppelin-guiControls-1.8.1.0.18.zip (optional) (Adfly) MD5 E04CA4B70F36FC5D8185D31BDBCFEC57

    mod_Zeppelin-client-1.8.1.0.17.zip (Adfly) MD5 E80F8CF16555FC3DF8F8D34538633E92
    *Installation of 0.17 requires you to extract rp.class from the mod_Zeppelin-client-1.8.1.0.17.zip and place it in your minecraft.jar.

    mod_Zeppelin-client-1.8.1.0.16.zip (Adfly) MD5 33BA77CE12C5B5089F720CA6191D4C4B
    *Installation of 0.16 requires you to extract rp.class from the mod_Zeppelin-client-1.8.1.0.16.zip and place it in your minecraft.jar.

    mod_Zeppelin-client-1.8.1.0.15.zip (Adfly) MD5 0F83936FF5E089BF72113ECCD3EB8FF3
    *Installation of 0.15 requires you to extract rp.class from the mod_Zeppelin-client-1.8.1.0.15.zip and place it in your minecraft.jar.

    mod_Zeppelin-client-1.8.1.0.14.zip (Adfly) MD5 EBBDD154AE97A3545DDA47287A45C148
    *Installation of 0.14 requires you to extract rp.class from the mod_Zeppelin-client-1.8.1.0.14.zip and place it in your minecraft.jar.

    mod_Zeppelin-client-1.7.3.0.13.zip (Adfly) MD5 5CB7DAECC9482C2904D3335F49541BC6

    mod_Zeppelin-client-1.7.3.0.12.zip (Adfly) MD5 BEAF37139A090E5ED119BDC9A3E86AEA

    mod_Zeppelin-client-1.7.3.0.11.zip (Adfly) MD5 CCDB6AFA0D4FAA84F6176FFB0822DF77

    mod_Zeppelin-client-1.7.3.0.10.zip (Adfly) MD5 E6CE76FD85D45F5A367E06DD78252EE8

    mod_Zeppelin-client-1.7.3.0.9.zip (Adfly) MD5 49AEAA09FE98279772BD4B6DEE6DE698

    mod_Zeppelin-client-1.7.3.0.8.zip (Adfly) MD5 B2177D110C2DA1CCD5977E457FA22ACF

    mod_Zeppelin-client-1.7.3.0.7.zip (Adfly) MD5 FE7091A1C52261DEC30D1252423114C3

    mod_Zeppelin-client-1.7.3.0.6.zip (Adfly) MD5 3AC37D4A1C7B84FA48E3A54B99FA1C23

    mod_Zeppelin-client-1.7.3.0.5.zip (Adfly) MD5 A209D259BB7AB1055605219CE5BA0871

    mod_Zeppelin-client-1.7.3.0.4.zip (Adfly) MD5 7B0C974BC4997E75CD179502354D2B71

    mod_Zeppelin-client-1.7.3.0.3.zip (Adfly) MD5 B424D36B6516DC2C86F032D49465A808

    mod_Zeppelin-client-1.7.3.0.2.zip (Adfly) MD5 BCBB86C34DAD8481C23DB83718CC0516

    mod_Zeppelin-client-1.7.3.0.1.zip (Adfly) MD5 34900889907507B3D327B420DD328124

    Installation
    This mod requires ModLoader!
    • Install ModLoader
    • Place Zeppelin-client-&--#60;version&--#62;.zip in the /mods/ folder.
    • (0.14+ only) Extract the specified class from mod_Zeppelin-client.zip, and put it in your minecraft.jar
    • Done!
    Installation videos:
    • (1.0.0 for Mac)
    • (old)
    • (old)
    • (old)
    Compatibility
    Known Working
    Known Issues
    • CCTV (craft controls will fail)
    Configuration
    The configuration file can be found in your minecraft folder under /config/mod_Zeppelin.cfg. If it does not exist it will be created at runtime. These configuration settings are currently implemented, along with their defaults:

    block.controller.id = 195
    This is the controller block ID

    block.compass.id = 196
    This is the compass block ID

    zeppelin.max_craft_size = 1024
    This is the maximum size the controller will attempt to detect. Larger craft are slower, so this depends on how fast your computer is.

    zeppelin.disallowed_blocks = 1,2,3,8,9,10,11,12,13,30,31,32,37,38,39,40,51,52,59,78,79,87,88,90
    A comma separated list of blocks the controller will skip when searching for a craft. See wiki for ID listing. Air and Bedrock are always skipped.

    zeppelin.nofollow_blocks = 6,27,28,30,31,32,50,51,55,59,63,65,66,68,69,70,72,75,76,77,93,94,96,104,105,111,115
    A comma separated list of blocks the controller will include, but not continue searching past. (think minecart rails on an elevator, you dont want to pick up the whole track, just the part on the elevator).

    zeppelin.diagonal_connections = false
    Allows diagonal search for the controller block. Do not connect your floors diagonally, you can fall out.

    zeppelin.render_distance = 128
    Max distance for rendering the ship. Do not increase unless you have a good reason.

    zeppelin.accurate_player_on_craft = true
    Selection of player detection method. True = new accurate method. False = old box method.

    zeppelin.update_properties_on_mod_update = true
    If true, config file will be updated when the mod updates.

    zeppelin.print_flight_text = true
    This can be used to disable the in-flight status text, if you only want to use the instrumentation signs.

    zeppelin.keyboard_repeat_rate = 150
    This is the value in milliseconds for the keyboard repeat rate (how often it presses when you hold it down). If you set this to 0, it works like it did prior to 0.22.

    zeppelin.dynamic_lighting = false
    Enable this for full lighting effects (light in real world will light up Zeppelin craft, Zeppelin will darken when entering caves)

    zeppelin.minimal_sprites = false
    Enable this so Zeppelin only uses 1 terrain sprite index for the controller.

    Meta Rotation
    The block rotation database is located in /config/MetaRotation/Vanilla.meta. If you would like to add rotation support for another block (ie buildcraft) you can create another .meta file in this directory, and it will be automatically included. If you create entries, please post them and I will add them to the section here so we can get a nice database going.

    The following spoiler contains any MetaRotation data that people create for other mods. If you change the block ID, you will have to update it. But the : meta numbers will be the same. Take the chunks you want, and put them in a .meta file in your /config/MetaRotation/ directory.

    ;;;; AdvancedMaps
    ; Map frame.
    201:2 -&--#62; 201:4 -&--#62; 201:3 -&--#62; 201:5 -&--#62; 201:2


    Release Notes
    1.2.5.0.31
    • Fixed crash with leaves and a few other blocks from 0.30
    1.2.5.0.30
    • 1.2.5 support!
    1.2.4.0.29
    • 1.2.4 support!
    • Fixed dispensers firing fireballs sideways
    • Fixed world height &--#62; 128 bug.
    1.2.3.0.28
    • Better dispenser action! Doesn't fire sideways anymore!
    • Turrets and other 'stationary' entities should stop floating upwards.
    • Works much better with Djoslin's cannonpowder mod.
    • You can now set the compass or remote ID to -1 to disable them (therefore consuming no block IDs or sprites)
    • Added minimal_sprites option for people strapped for terrain sprites.
    • Signs rotate properly again.
    1.2.3.0.27
    • 1.2.3 support!
    • Fixed crashes when removing blocks from bottom of craft.

    1.1.0.0.26
    • Added Netherrack and Soul Sand to default disallowed list.
    • No more getting pulled off the ship.
    • Lighting!
    • Readdition of the dynamic_lighting config option. Enable this to get full lighting effects (torches/etc in the world will light up Zeppelins as they move past).
    • Some alignment issues fixed.
    • Several optimizations for large craft.
    1.1.0.0.25
    • Redstone signals should propagate better on ships.
    • Rejoining world should no longer drop you through the floor.
    1.1.0.0.24
    • 1.1 Support!
    • Fixed grabby ships (accurate player detection)
    1.0.0.0.23
    • Dispensers fire! But dispensers can't be broken in flight, and you can't use their inventory in flight.
    • Improved world faking.
    • Fixed keypresses incrementing by 2 when first pressing.
    • You can now hold down multiple keys.
    • You should no longer get a broken stack in your inventory when placing the last item in a stack.
    • You should no longer be able to place a block where there is already a smaller block.
    • Dispensers should no longer fire two items at once. This should also fix some other bugs with pistons.
    1.0.0.0.22
    • You can now hold down keys instead of having to press every time.
    • Added configurable repeat rate for keys.
    • Huge mushrooms actually work this time.
    1.0.0.0.21
    • Fixed vines and leaves crashing ship.
    • Fixed buttons not rotating
    • Fixed player moving too fast when ship is in motion.
    • Fixed player moving slow and wierd when ship is in motion.
    • Fixed some disappearing (I hope).
    • Added huge mushroom rotation data.
    1.0.0.0.20
    • Fixed torches and doors crashing ship.
    • Fixed signs not rendering.
    • Fixed some of TMI's issues (still has extra Unnamed blocks)
    • Fixed stack overflow when placing items sometimes.
    • Added config option for remote item ID.
    1.0.0.0.19
    • 1.0.0 support!
    1.8.1.0.18
    • Remote control added. See OP for details.
    • Several crashes fixed.
    • Added #C# for identification of craft.
    • Optional guiControls download to fix the "Done" button in controls. (NOT REQUIRED to play zeppelin)
    1.8.1.0.17
    • Sounds work again.
    • You should no longer get glued to blocks.
    • Controller should no longer get stuck activated.
    • Sign instrumentation panels added! See op.
    • Config added to turn off in flight text if you only want to use instrumentation.
    • Compass block added! See op.
    • Several acheivements and statistics added.
    • Y_limit removed and detected automatically instead.
    • Crafts are more 'grabby' and should prevent you from falling off as much.
    • Craft will no longer align to grid if this would cause them to clip inside other blocks.
    • Furnaces work.
    • Pistons work as long as they are above the controller Y.
    • Many other mod blocks will maintain state now, but are non-interactable.
    1.8.1.0.16
    • Ships should no longer disappear.
    • Saplings and other small objects should no longer crash the game when attached to a craft.
    • Redstone breaks in one hit, no longer shows tnt texture.
    • Craft can be deactivated with redstone.
    • All .meta files in /.minecraft/ are now found and included.
    • .meta entries found in files override vanilla ones.
    • Clicking on a ship with no item in your hand will no longer crash the game.
    • Improved rotation collisions
    • Added vanilla rotation for rails and vines
    1.8.1.0.15
    • Fixed issue with blocks forgetting metadata when destroyed
    • No-follow blocks config introduced.
    • Correct amount of items is dropped when destroying a block.
    • Chests now have 1.8 animations, and no longer lose contents.
    • Signs keep text
    • New turntable controller added!
    • Crafts now collide when rotating instead of noclipping into objects.
    • Fixed crash with saplings/grass/mushrooms
    • Support for custom rotation data
    1.8.1.0.14
    • 1.8.1 support!
    • You can place blocks on active craft
    • Craft no longer twitches
    • Paintings don't fall off
    • Improved collisions and general position detection for many things
    1.7.3.0.13
    • Major FPS improvements
    • Craft which are too large now say how many blocks were detected (up to 8*max size)
    1.7.3.0.12
    • Redstone support!
    • Cakes, beds, slowsand and farmland collide (almost) correctly. Beds and cakes now work.
    • Block max damage now based on hardness (and breaking animations!)
    • Improved craft detect option
    • Added config option for craft detect method
    • Improved grabbing and collision.
    • Visible selection box
    • Sounds
    • Most tile entities will retain their data now
    1.7.3.0.11
    • Added render distance config option.
    • Rewrote render class to use built in minecraft calls.
    • Pistons and dispensers now retain their orientation and inventory (dispensers) during flight.
    • Craft-Craft collisions disabled in favour of faster game. This will be fixed in the future.
    • Half-bed and Half-door bug should be fixed.
    • Craft duplication should be fixed.
    • "Craft Controller" split into three blocks. Airship Controller, Ship Controller, Elevator Controller. See recipes above.
    • New crafting recipes for the three blocks.
    1.7.3.0.10
    • Added reverse speed of -1.
    • Speed changed to range from -1 to 20 (old 10 is the new 20).
    • Workbenches work during flight.
    • Chests work during flight, and across saves.
    • Fixed stair direction rendering.
    • Fixed fence rendering thanks to nudurandal!
    • Added / to beginning of texture path to support re-texturing.
    • Align to grid no longer stops the craft.
    • Added config option for diagonal connections.
    • Added config option for upper Y limit.
    1.7.3.0.9
    • TNT no longer crashes the game.
    • Align to grid will now align entities on the ship as well.
    1.7.3.0.8
    • Players should no longer fall through the blocks.
    • Items should no longer duplicate.
    • Stairs collide like slabs for now.
    • The controller will no longer cause a stack overflow if it hits lava.
    1.7.3.0.7
    • Craft will now ascend with items on board (dropped items or minecarts/boats)
    • Craft are less 'grabby' about players near them.
    • Controller block rotation fixed (again).
    • Controller block can be activated via redstone signals.
    • Blocks on active craft can be attacked and destroyed. This means they are vulnerable to all attacks, player, TNT, arrows, etc.
    • TNT can be activated with right click when part of a craft.
    1.7.3.0.6
    • Slabs work
    • Rotation of blocks! The following blocks rotate correctly:
      • Controller
      • Stairs (wrong while flying, correct when reentering the world)
      • Torches
      • Ladders
      • Levers
      • Doors
      • Buttons
      • Pumpkins
      • Signs (on walls) (still get erased)
      • Beds
      • Redstone repeaters
      • Trapdoors
    • Holes should no longer appear in craft when returning to the grid &--#62;.&--#62;
    • Configuration option - zeppelin.default_lighting - can be used to disable lighting on craft to speed up rendering. See op.
    1.7.3.0.5
    • Active craft now save across sessions! Yay!
    • Controller block is activated and deactivated with right click. It no longer auto-destroys.
    • Default block ID changed to 195 to better fit with Aether.
    1.7.3.0.4
    • Fixed the player shifting when ship is rotating.
    1.7.3.0.3
    • Implemented directional controller block. The placement of the block determines the front of the craft.
    • New controller block texture, brough to us by Aoefanatic! Thanks!
    • Some optimizations to make things a bit faster
    • Configuration file for settings now in /config/mod_Zeppelin.cfg. See configuration section for details.
    1.7.3.0.2
    • Removed cobblestone from disallowed list
    • Fixed renderCraftEntity:28 crashes
    • Removed ModLoaderMP requirement
    • Increased maximum craft size to 1024
    • Torches/Doors/Ladders etc no longer crash. They are invisble and non-collidable on active craft, but successfully reintegrate when the craft rejoins the world.
    1.7.3.0.1
    • Initial release

    Known Issues
    • You can walk through walls sometimes
    • Pistons only work if they are higher than the controller.
    • Torches emit no light, neither does glowstone.
    • Players can sometimes fail to collide horizontally with blocks when the ship is rotating
    • Bounding boxes are grid aligned even during rotation.
    • Water is crazy. Stay away from it. Submarines are not possible yet.
    • Pressure plates do not power redstone.
    • Controller disappears randomly. Placing a block causes it to reappear.
    • Ship can vanish and disappear at a previous location.
    • Signs not rotating properly.
    • Issues with redstone signal propagation through repeaters
    • Creative doesn't work properly.
    Future Plans
    • SMP!!!!!
    • Ships consume fuel (configurable)
    • Crashing the ship at high speed will cause blocks to break
    • Larger ships are slower to accelerate and turn (configurable?)
    • More complicated (and expensive) recipe
    • Momentum
    Frequently Asked Questions
    Q: What is the block ID for the controller?
    A: Block ID 195 by default in version 0.5 and higher (165 for 0.1 through 0.4).

    Q: How can I change the controls?
    A: Either use the in game control editor, or edit the options.txt in your .minecraft folder (Start-&--#62;Run-&--#62;%appdata%/.minecraft/). The numbers for the keys are scancodes, which you can find here. Minecraft's config.txt requires DECIMAL scancodes. NOT hex. Picture!

    Here's a different control scheme based on arrow keys, pgup/pgdn, home/end.

    key_craft.right:205
    key_craft.stop:207
    key_craft.backward:208
    key_craft.down:209
    key_craft.forward:200
    key_craft.left:203
    key_craft.align:199
    key_craft.up:201

    Q: But the "Done" button is in the way! How can I change the controls in game?
    A: Download the guiControls fix in the Downloads section. Put the file in your minecraft.jar, and then the "Done" button will move when you resize the window.

    Q: I can only move up and down! Help!
    A: Make sure your NUMLOCK is on! If you don't know what that is, google it!

    Q: I get a black screen and no crash dump, what can I do?
    A: If you get the black screen with no error, create the following batch file file (or put it in your start-&--#62;run)

    java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\minecraft.jar;%APPDATA%\.minecraft\bin\jinput.jar;%APPDATA%\.minecraft\bin\lwjgl.jar;%APPDATA%\.minecraft\bin\lwjgl_util.jar" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft

    You should now get a command prompt with all the java messages, and minecraft should start. When it crashes, this window should have your stacktrace.

    Q: Why can't I use block X?
    A: You can try! See the configuration section above.

    Q: Aether/modblah doesn't work!
    A: Check for a block ID conflict in your modloader.txt

    Q: I have an error report that says "avax.imageio.IIOException: Error reading PNG metadata"
    A: Make sure you have the latest version of java. If that still doesn't fix it, post the error report.

    Q: Can you make a Bukkit / Spout version?
    A: No. SMP will be ModloaderMP.

    Q: Can you make this compatible with MineCraft Forge?
    A: It is compatible! Zeppelin is not dependent on forge, but will work alongside any forge mod you have.

    Q: Where is OPTIONS.txt?
    A: In the %APPDATA%/.minecraft/ folder on windows, or in &--#60;user&--#62;/Library/Application Support/minecraft for OS X.

    Q: I can't find the controller in creative mode!
    A: Creative is not supported yet. You can probably craft the controller like normal, but I don't know if it will fly.

    Q: My question wasn't in here!
    A: Make a post! Start it with 'I read the OP but...' and please state what version of the mod you are having issues with. If you ask a question that was answered in this post, I will not answer you!

    Mod License


    Zeppelin ( "the software" )
    Copyright © 2011, Patrick "blakmajik" Wilkerson ( "the copyright holders" )
    All rights reserved.

    Contact:
    E-Mail: &--#60;[email protected]&--#62;
    Minecraftforum.net: &--#60;blakmajik&--#62;
    Minecraft.net: &--#60;blakmajik&--#62;

    Note:
    Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as long as you don´t mark original modified or non modified minecraft files as your own.
    See also: http://minecraft.net/copyright.jsp

    Terms:
    "Decompilation" means the translation of binary forms of the software into source forms of the software with or without the help of programs (including, but not limited to, decompilers).

    1. The use of the software in binary forms without any modification is permitted.
    1.1 Copying the software in binary forms without any modification for private purposes is permitted. Do not publish without a written permission of the copyright holders.
    2. Redistribution of the software in source or binary forms, with or without modification, is only permitted with a written permission by the copyright holders.
    3. Modification of the software in source or binary forms is only permitted with a written permission by the copyright holders.
    4. Reading the source code of the software is only permitted with a written permission by the copyright holders or a special permission.
    4.1 A special permission is automatically achieved, when the usage of the source code of the software is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
    4.2 Copying the source code of the software is only permitted with a written permission by the copyright holders.
    5. Decompilation of the binary files of the software is only permitted with a written permission by the copyright holders or a special permission.
    5.1 A special permission is automatically achieved, when the usage of the decompiled source code is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
    ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
    WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
    DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
    LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
    ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
    SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


    Posted in: WIP Mods
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