If your still in development of future updates, do ya think you could try to extend the craft size by alot please??? I have a huge mothership with working escape pods that are re-dockable and its an amazing craft! :smile.gif: Id be soo greatful.
How big is a lot? You can change the max limit yourself in the config file. See op.
I've had a small problem with this mod- every so often, my flying rectangle (couldn't think of what to call it) will shift direction for no reason whatsoever. And no, I'm not looking at it from an odd angle,as the controller is embedded into the wall.
Redstone:
- Duplicated when the ship rejoins with the world
- Does not transmit power during movement
- Counts as a connected block (See )
- If the craft is rotated 90/270 degrees from it's departure angle, all items (redstone, ladders, switches) will keep the original angle and if there are no blocks supporting them at the new angle, they will fall off.
**This may also happen with stairs and the controller itself. To keep from having to replace the controller, place 4 in a '+' pattern so that you always have 1 pointing in the proper direction. (You can also use the one pointing backwards to drive backwards, or the other two to slide sideways!)
Workbenches will come along for the ride but are unusable as workbenches while the craft is in motion. Any containers will empty themselves although due to the nature of how the airship moves, these items may 'stick' to it and move with the ship like the player does.
Pistons that are facing directly up or down will always be pointing in the proper direction as they simple rotate down the middle :smile.gif:
Can you tell I'm having fun with this? :smile.gif:
This is a great mod! I'd like to report an issue, though.
I was attempting to build a submarine (!), but found that as soon as the bottom of the craft is below water level, I fall through the floor. Also, the air within enclosed spaces is flooded.
I've had a small problem with this mod- every so often, my flying rectangle (couldn't think of what to call it) will shift direction for no reason whatsoever. And no, I'm no looking at it from an odd angle,as the controller is embedded into the wall.
Like, everything twitches for a second then goes back to normal?
- If the craft is rotated 90/270 degrees from it's departure angle, all items (redstone, ladders, switches) will keep the original angle and if there are no blocks supporting them at the new angle, they will fall off.
**This may also happen with stairs and the controller itself. To keep from having to replace the controller, place 4 in a '+' pattern so that you always have 1 pointing in the proper direction. (You can also use the one pointing backwards to drive backwards, or the other two to slide sideways!)
That should be fixed in 0.6... is it still broken?
Can you tell I'm having fun with this? :smile.gif:
Yes :wink.gif: A suggestion, add the detector rail to the disallowed blocks list, and use it as the interface between the elevator rail and the normal rail. Then you won't have to break the rail to use the elevators.
If your still in development of future updates, do ya think you could try to extend the craft size by alot please??? I have a huge mothership with working escape pods that are re-dockable and its an amazing craft! :smile.gif: Id be soo greatful.
As blakmajik himself said, you can modify the config file to allow any size craft you want. However, the larger the vehicle is the laggier the game becomes. I built a ship 1100+ blocks big and the moment I tried to move it, my framerate dropped into the single-digits.
Rollback Post to RevisionRollBack
If at first you don't succeed, get a bigger starshiplocomotive castle and try again.
place the zip file you downloaded into your mods folder into the .minecraft folder
also my crash dump. i placed it into the mods folder loaded it and got black screen + crash
Minecraft: Minecraft Beta 1.7.3
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4600 Series version 3.3.10750 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoClassDefFoundError: BaseModMp
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: BaseModMp
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT d02854d1 ----------
The way you install this mod and make it work is place the Zeppelin mod and the .class file below in the minecraft.jar otherwise if place in mods your game will crash since even if drag zeppelin folder in your game will crash for some reason and just dragging it there is bad idea since minecraft when starting doesn't compress files or open compressed files so people to save alot of stress, just install it like most other mods and have fun and remember use the number pad thats to right of your control arrows or the numbers on farthest most right of most people's keyboards
The way you install this mod and make it work is place the Zeppelin mod and the .class file below in the minecraft.jar otherwise if place in mods your game will crash since even if drag zeppelin folder in your game will crash for some reason and just dragging it there is bad idea since minecraft when starting doesn't compress files or open compressed files so people to save alot of stress, just install it like most other mods and have fun and remember use the number pad thats to right of your control arrows or the numbers on farthest most right of most people's keyboards
That error report was from version 0.1 in regards to minecraft not having ModLoaderMp installed. Which you already responded to a few pages ago.
Only ModLoader needs to be in the minecraft.jar.
You don't need to put the zeppelin class files in the minecraft.jar, you just put the whole zip file in your .minecraft/mods folder. Don't unzip it. That way you can remove it by deleting the file, or upgrading by replacing the file.
That is why ModLoader is called mod loader. You don't have to touch the jar, it loads the mod for you, from the mods folder. *
*Unless the mod alters base classes. Which Zeppelin doesn't.
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e9df3db --------
Generated 8/1/11 7:18 PM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.8
Java: 1.6.0_26, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.0 APPLE-1.6.36, Intel Inc.
java.lang.NoClassDefFoundError: IllegalName: mod_Zeppelin-client-1/Zeppelin/RenderCraftEntity
at java.lang.ClassLoader.preDefineClass(ClassLoader.java:476)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:625)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT d1a6bfff ----------
How big is a lot? You can change the max limit yourself in the config file. See op.
click on my eggs!
Redstone:
- Duplicated when the ship rejoins with the world
- Does not transmit power during movement
- Counts as a connected block (See )
- If the craft is rotated 90/270 degrees from it's departure angle, all items (redstone, ladders, switches) will keep the original angle and if there are no blocks supporting them at the new angle, they will fall off.
**This may also happen with stairs and the controller itself. To keep from having to replace the controller, place 4 in a '+' pattern so that you always have 1 pointing in the proper direction. (You can also use the one pointing backwards to drive backwards, or the other two to slide sideways!)
Workbenches will come along for the ride but are unusable as workbenches while the craft is in motion. Any containers will empty themselves although due to the nature of how the airship moves, these items may 'stick' to it and move with the ship like the player does.
Pistons that are facing directly up or down will always be pointing in the proper direction as they simple rotate down the middle :smile.gif:
Can you tell I'm having fun with this? :smile.gif:
just tried that, still didnt work. idk
I was attempting to build a submarine (!), but found that as soon as the bottom of the craft is below water level, I fall through the floor. Also, the air within enclosed spaces is flooded.
Thanks for all your hard work! Its awesome!
Like, everything twitches for a second then goes back to normal?
That should be fixed in 0.6... is it still broken?
Yes :wink.gif: A suggestion, add the detector rail to the disallowed blocks list, and use it as the interface between the elevator rail and the normal rail. Then you won't have to break the rail to use the elevators.
As blakmajik himself said, you can modify the config file to allow any size craft you want. However, the larger the vehicle is the laggier the game becomes. I built a ship 1100+ blocks big and the moment I tried to move it, my framerate dropped into the single-digits.
starshiplocomotivecastle and try again.The way you install this mod and make it work is place the Zeppelin mod and the .class file below in the minecraft.jar otherwise if place in mods your game will crash since even if drag zeppelin folder in your game will crash for some reason and just dragging it there is bad idea since minecraft when starting doesn't compress files or open compressed files so people to save alot of stress, just install it like most other mods and have fun and remember use the number pad thats to right of your control arrows or the numbers on farthest most right of most people's keyboards
That error report was from version 0.1 in regards to minecraft not having ModLoaderMp installed. Which you already responded to a few pages ago.
Only ModLoader needs to be in the minecraft.jar.
You don't need to put the zeppelin class files in the minecraft.jar, you just put the whole zip file in your .minecraft/mods folder. Don't unzip it. That way you can remove it by deleting the file, or upgrading by replacing the file.
That is why ModLoader is called mod loader. You don't have to touch the jar, it loads the mod for you, from the mods folder. *
*Unless the mod alters base classes. Which Zeppelin doesn't.
I cant test it yet since I am at school.
Have you put Netherrack and soulsand in the blacklist? I don't want to have a over9000 block
ship when I use that in the nether
i can do everything but backwards plz post help.
It doesn't go backwards yet :wink.gif:
ModLoader Beta 1.7.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e9df3db --------
Generated 8/1/11 7:18 PM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.8
Java: 1.6.0_26, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.0 APPLE-1.6.36, Intel Inc.
java.lang.NoClassDefFoundError: IllegalName: mod_Zeppelin-client-1/Zeppelin/RenderCraftEntity
at java.lang.ClassLoader.preDefineClass(ClassLoader.java:476)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:625)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT d1a6bfff ----------
oh noes
It cant go backwards. Its not implemented yet. You can only go left,right,forward.
by the way majik, Torches still become invisible and duplicate it self, when i downloaded 0.6 same goes with doors.
Fences changes direction, stairs messes up, obsidian portals stops functioning(even after rejoining world), Doors and beds disappears, redstone dusts breaks.
These are some stuff I have found, hope this helps?