If the ship's throttle is set, the ship keeps sailing after everyone leaves the ship. It will probably eventually run into something and stop. Or you might have to chase it down with a faster ship.
If zeppelin mod was any indication it will go until it reaches an inactive chunk and then be in stasis until someone is nearby again.
Cuchaz, will you be able to set the throttle of the ship, so that you don't have to hold down the W?
Also, once again, great job with the mod. You're doing great. Keep on going, you the man.
How will chunk generation be handled? I know if you go to fast, the chunks can't keep up with you and it will kick you out of the world.
Cuchaz already mentioned that yes, you will be able to set throttle on the ship and then run around all willy-nilly (although if you fall off it will keep going haha)
For chunk generation, I'd say that's completely dependent on the quality of computer you're using, there isn't really much that can be done to increase the generation of such a vast game haha. I'd say depending on the type of ship you build it shouldn't be a problem (unless of course you make the fastest ship you can)
Cuchaz if you don't add this to the mod I don't think anyone will. Towable fishing nets. You could place them on the back/sides of the ship and every X blocks you go there is a one in 5 or something chance to catch a fish. A lot of people want ship combat and aren't too excited about exploration, but this could add another practical use to the mod.
That sounds like a fun idea, but I'll leave it to someone else's mod. To the extent I can, I'm going to try to keep the ships mod as basic and "core" as I can. I'd like to have the minimum number to features that make functional ships, and anything else can be added on later by other mods.
In regards to the chunk generation, I imagine it will just lag out until you slow your roll and let it load (and if you fail to do so it'll probably just crash,) but like I said you don't necessarily have to be ripping across the ocean! I think a nice luxurious travel ship would be better suited to coast along and let you enjoy the trip without having to worry about the mind bogglingly tedious effort of continuously holding "w".
Although I guess you'd probably want to keep yourself near the steering wheel, because reenacting the Titanic is only cool if your Leonardo DiCaprio lol.
@Cuchaz, question time! At which point in your progression of this mod do you plan to release it? For beta, anyway? Do you feel that other players testing and reporting bugs would be helpful? Are you focused specifically on entity interactions with vanilla blocks, or do you play on implementing some bug-free interactions between this mod and other mods? When this is finished will you encourage others to expand on this mod by adding what some other players have suggested? There's incredible potential with a mod like this and I'm honestly surprised that so many have been started and scrapped over the years, so I'd like to know how you plan to make this one last
I realize you're busy and I apologize for all my questions, what you are doing has truly captured my undivided attention haha
In regards to the chunk generation, I imagine it will just lag out until you slow your roll and let it load (and if you fail to do so it'll probably just crash,) but like I said you don't necessarily have to be ripping across the ocean! I think a nice luxurious travel ship would be better suited to coast along and let you enjoy the trip without having to worry about the mind bogglingly tedious effort of continuously holding "w".
I prefer going at 150% throttle to get to my destinations. Until I add a pool to my ship, my ships aren't too fun to be on.
Forgot to say this, but Cuchaz, does ship to ship collisions work? They are both entities, and I think minecraft does allow entities to go through each other.
I prefer going at 150% throttle to get to my destinations. Until I add a pool to my ship, my ships aren't too fun to be on.
Forgot to say this, but Cuchaz, does ship to ship collisions work? They are both entities, and I think minecraft does allow entities to go through each other.
Once again, great job Cuchaz.
Fair enough my friend, yeah I guess unless it's a cruise liner it wouldn't be too much fun As for the ship to ship collision I don't believe Cuchaz plans on implementing such a thing, that would fall under the same category as assigning damage to the entity I think. He's making it as efficient and basic as possible, so ship to ship collisions would be something we'd probably have to wait for in a separate mod. He isn't as interested in the physics of ship on ship combat (eg. ramming, cannons, etc.) as he is the physics of drag, size, weight and buoyancy. The whole entity on entity interactions is probably a nightmare to program lol.
At which point in your progression of this mod do you plan to release it? For beta, anyway?
As soon as I get basic collision working again, and I update to the new Minecraft version, and I repackage the mod for client/server deployment, I'll start the beta. =)
Are you focused specifically on entity interactions with vanilla blocks, or do you play on implementing some bug-free interactions between this mod and other mods?
I will support most of the vanilla blocks on ships. I will not specifically support blocks from other mods.
Just realized this after watching a lot of Whale Wars, but I'd suppose until other modders are able to add cannon balls and such once the beta is released, the best weapon to be used in dispensers would probably have to be splash potions. As they can harm and knockback other players, they would do a good job of temporarily getting them off the cannon, harming them so much they need to take time to recover and heal, or kill them. You could do so many things with splashes, such as, make them slow and weak. Sorry for me ramblings. Just thought they were really cool as weapons.
Is it hard on you or the computer to have an entity such as a ship on for a long time? If not, I think it might be a good idea to have ships forever be an entity, unless you dock it on a dock block. I say this because, if you or anyone else decides to add a feature where if a ship collides with something, if the hull is not strong enough, it will break, and there was slow sinking, you could just rejoin the ship to the world, patch up the ship, and go on.
Is it hard on you or the computer to have an entity such as a ship on for a long time? If not, I think it might be a good idea to have ships forever be an entity, unless you dock it on a dock block. I say this because, if you or anyone else decides to add a feature where if a ship collides with something, if the hull is not strong enough, it will break, and there was slow sinking, you could just rejoin the ship to the world, patch up the ship, and go on.
I think that would end up getting very laggy in places with many ships. As cool as that would be, you would need a higher end computer to do it. And if that were to be implemented, I think Cuchaz would also leave it to other modders.
Thanks, your link explains this very clearly. This effect is actually already approximated by my drag force calculations. The shape of the hull and the water line are both considered when computing the magnitude of the drag force. For example, a boat with a large front-profile will have more drag than a long skinny boat of the same mass.
This sounds awesome! Really good that there is more to the speed than just the amount of sails you put on
Cuchaz, I've a question,
How will you deal with bug reports ?
Don't you think it would be simpler to create your website right now, so that you'll have a nice bugsection ?
Supposing that you would release the beta now, where would we post bugs ?
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Cuchaz, I've a question,
How will you deal with bug reports ?
Don't you think it would be simpler to build your web-site right now, so that you'll have a nice bug-section ?
Because, supposing that you would release the beta now, where would we be supposed to post bugs ?
Your English is improving at an exceptional rate, but I do have a few corrections for this:
Cuchaz, I've a question,
How will you deal with bug reports?
Don't you think it would be simpler to build your website right now, so that you'll have a nice bug section?
Supposing that you released the beta now, where would we post bugs?
You don't need to put the hyphens (-) between "web" and "site" (it's one word - website) and you can also do away with the one between "bug" and "section". Also, while you could use "build" when referring to the creation of a website, I would (though, this is a matter of preference, like the Oxford comma that I use) suggest using "create". Lastly, while you could say "...we be supposed to post...", I would suggest simply cutting out "be supposed to", making it "...where would we post bugs?".
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Is it hard on you or the computer to have an entity such as a ship on for a long time?
Yes, and no... The code is rather efficient in some respects. You can probably have lots of small boats in a world without a significant slowdown. But a single sufficiently large ship will definitely cause some lag. Adding optimizations for larger ships is something I plan to do later.
Cuchaz, I've a question, How will you deal with bug reports ? Don't you think it would be simpler to create your website right now, so that you'll have a nice bug-section ? Supposing that you would release the beta now, where would we post bugs ?
Bug reports will be easy. When I start the beta, I will open-source the code for the mod a the same time. The website that is hosting the source code also has a defect tracking system. I'll ask everyone to use that.
http://imgur.com/a/Cutgw
What do you guys think?
If zeppelin mod was any indication it will go until it reaches an inactive chunk and then be in stasis until someone is nearby again.
Like it.
Cuchaz, will you be able to set the throttle of the ship, so that you don't have to hold down the W?
Also, once again, great job with the mod. You're doing great. Keep on going, you the man.
How will chunk generation be handled? I know if you go to fast, the chunks can't keep up with you and it will kick you out of the world.
Cuchaz already mentioned that yes, you will be able to set throttle on the ship and then run around all willy-nilly (although if you fall off it will keep going haha)
For chunk generation, I'd say that's completely dependent on the quality of computer you're using, there isn't really much that can be done to increase the generation of such a vast game haha. I'd say depending on the type of ship you build it shouldn't be a problem (unless of course you make the fastest ship you can)
That sounds like a fun idea, but I'll leave it to someone else's mod. To the extent I can, I'm going to try to keep the ships mod as basic and "core" as I can. I'd like to have the minimum number to features that make functional ships, and anything else can be added on later by other mods.
Yeah, that's entirely possible. If an unmanned ship sails into an unloaded chunk, it think the ship just gets unloaded too.
Ships with helms will have throttles. Ships with paddles will not.
Chunk generation is completely out of the scope of this mod. If you move too fast and sail into an ungenerated chunk, I don't know what will happen.
Although I guess you'd probably want to keep yourself near the steering wheel, because reenacting the Titanic is only cool if your Leonardo DiCaprio lol.
I realize you're busy and I apologize for all my questions, what you are doing has truly captured my undivided attention haha
I prefer going at 150% throttle to get to my destinations. Until I add a pool to my ship, my ships aren't too fun to be on.
Forgot to say this, but Cuchaz, does ship to ship collisions work? They are both entities, and I think minecraft does allow entities to go through each other.
Once again, great job Cuchaz.
Fair enough my friend, yeah I guess unless it's a cruise liner it wouldn't be too much fun As for the ship to ship collision I don't believe Cuchaz plans on implementing such a thing, that would fall under the same category as assigning damage to the entity I think. He's making it as efficient and basic as possible, so ship to ship collisions would be something we'd probably have to wait for in a separate mod. He isn't as interested in the physics of ship on ship combat (eg. ramming, cannons, etc.) as he is the physics of drag, size, weight and buoyancy. The whole entity on entity interactions is probably a nightmare to program lol.
As soon as I get basic collision working again, and I update to the new Minecraft version, and I repackage the mod for client/server deployment, I'll start the beta. =)
YES! Please help beta test the mod once we start the beta phase.
I will support most of the vanilla blocks on ships. I will not specifically support blocks from other mods.
Yes!
Where possible, I'll encourage modders to create their own mod. In cases where that's not possible, I'll suggest modders make a pull request.
Not yet. Ship-to-ship collisions are complicated. I'll probably try to release the beta first and then add in that feature later.
I think that would end up getting very laggy in places with many ships. As cool as that would be, you would need a higher end computer to do it. And if that were to be implemented, I think Cuchaz would also leave it to other modders.
http://www.minecraft...d-mob-spawning/
This sounds awesome! Really good that there is more to the speed than just the amount of sails you put on
How will you deal with bug reports ?
Don't you think it would be simpler to create your website right now, so that you'll have a nice bugsection ?
Supposing that you would release the beta now, where would we post bugs ?
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
Your English is improving at an exceptional rate, but I do have a few corrections for this:
You don't need to put the hyphens (-) between "web" and "site" (it's one word - website) and you can also do away with the one between "bug" and "section". Also, while you could use "build" when referring to the creation of a website, I would (though, this is a matter of preference, like the Oxford comma that I use) suggest using "create". Lastly, while you could say "...we be supposed to post...", I would suggest simply cutting out "be supposed to", making it "...where would we post bugs?".
http://www.minecraft...d-mob-spawning/
I've changed it now.
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
You're welcome!
http://www.minecraft...d-mob-spawning/
Yes, and no... The code is rather efficient in some respects. You can probably have lots of small boats in a world without a significant slowdown. But a single sufficiently large ship will definitely cause some lag. Adding optimizations for larger ships is something I plan to do later.
Bug reports will be easy. When I start the beta, I will open-source the code for the mod a the same time. The website that is hosting the source code also has a defect tracking system. I'll ask everyone to use that.