Will the area of a ship impact on how it is submerged? For example, if I put 1 block of quartz in the middle of a 25 by 25 raft, would it submerge below the water as much as a quartz block in the middle of a 5 by 5 raft?
Yes! The heavy block on the 25x25 raft will float higher than the heavy block on the 5x5 raft.
I've got 1 unimportant question: When will it be done? (Estimated/approximated)
I still need to finish the core features. I don't know how long it will take, but I'm making great progress on getting tile entities like treasure chests working.
Tbh. I expected more from your promised water displacement... This way, it doesn't look very nice. If I understand it, you just remove/readd the water around the ship...
Sorry to disappoint. I think it's the best you can do in a voxel-based world. One can only displace water a single block at a time. And I'm not going to get into the business of rendering portions of blocks. That's far too much work and very un-minecrafty.
Coming up next in the pipeline is getting tile entities to work on ships. Tile entities are the generic category for blocks like chests, furnaces, hoppers, etc. They are being SUPER tricky to get working so I've had to pull out my book of hax to make any progress. Right now, you can put a chest on a ship and when it's launched, you can interact with it normally. Getting items in the chest to transfer correctly between ship mode and block mode is still a work in progress. When I finally get it working though, I'll post another video. =)
There's no technical limit for the size of the ships. The only obstacle now is that larger ships have more special cases (ie, could be glitchy), and they take more time to process (might cause lag). The goal is to allow much larger ships (thousands of blocks), but I want to test it heavily first. I might also have to optimize the code more to keep the lag down. Other than that, there's no reason ships are limited to a specific size.
Coming up next in the pipeline is getting tile entities to work on ships. Tile entities are the generic category for blocks like chests, furnaces, hoppers, etc. They are being SUPER tricky to get working so I've had to pull out my book of hax to make any progress. Right now, you can put a chest on a ship and when it's launched, you can interact with it normally. Getting items in the chest to transfer correctly between ship mode and block mode is still a work in progress. When I finally get it working though, I'll post another video. =)
Two questions this time...
1): Tile Entity as in everything or just vanilla?
2): Could you make a pool in a ship that'll fly with it? I'm thinking like a giant zeppelin-style fortress that floats and has a pool with a bar, a line of lava along the edges, really fancy shtuff. (If no and too complex, don't strain yourself. I know there are limits to the capabilities of Minecraft code.)
The answer is slightly more complicated than everything or vanilla. I'll do my best to get all the vanilla tile entities working. At least the ones that don't change blocks. For instance, I may never get pistons working because I don't allow block changes to ships. If there's a mod tile entity that behaves like a vanilla tile entity, there's a chance it will automatically work. The less a mod tile entity behaves like vanilla tile entity, the less likely it will work on a ship without me having to specifically write code to support it.
Could you make a pool in a ship that'll fly with it? I'm thinking like a giant zeppelin-style fortress that floats and has a pool with a bar, a line of lava along the edges, really fancy shtuff. (If no and too complex, don't strain yourself. I know there are limits to the capabilities of Minecraft code.)
Right now, I'm assuming water can never be part of a ship. It's an assumption that makes my life a LOT easier right now. However, I think it would be really cool to have a pool on a large ship. I may try to relax that assumption in the distant future.
The answer is slightly more complicated than everything or vanilla. I'll do my best to get all the vanilla tile entities working. At least the ones that don't change blocks. For instance, I may never get pistons working because I don't allow block changes to ships. If there's a mod tile entity that behaves like a vanilla tile entity, there's a chance it will automatically work. The less a mod tile entity behaves like vanilla tile entity, the less likely it will work on a ship without me having to specifically write code to support it.
So Tile Entities that work more like vanilla entities in what way? I understand the no-block-change limitation, that'd be a fun issue later. While I understand that part, I'm confused on what kind of Tile entity would theoretically work, such as industrial craft generators and wires and, maybe (fingers crossed) BuildCraft pipes?
(Sorry if I'm jumping the gun on these, but I got to say this look like it will be the best mod I've had since the original Zeppelin. Party on the yacht in the sky!)
So Tile Entities that work more like vanilla entities in what way? I understand the no-block-change limitation, that'd be a fun issue later. While I understand that part, I'm confused on what kind of Tile entity would theoretically work, such as industrial craft generators and wires and, maybe (fingers crossed) BuildCraft pipes?
It's hard to give more details without boring everyone with technobabble. Here's an attempt.
That basic idea is, I have to do a lot of work to make a tile entity on a ship think that nearby entities in the world are actually on the ship too. This involves intercepting and editing communication between tile entities and entities. It also means I have to know where to go looking for where this communication happens. Since I have the source to all the vanilla tile entities, I have all the info I need to find the lines of communication. If mod tile entities use the same lines of communication, then those lines already been tapped, so to speak. But if the mod tile entities communicate with entities in some new way, I couldn't have possibly known and the tile entities won't work on ships.
It's hard to give more details without boring everyone with technobabble. Here's an attempt.
That basic idea is, I have to do a lot of work to make a tile entity on a ship think that nearby entities in the world are actually on the ship too. This involves intercepting and editing communication between tile entities and entities. It also means I have to know where to go looking for where this communication happens. Since I have the source to all the vanilla tile entities, I have all the info I need to find the lines of communication. If mod tile entities use the same lines of communication, then those lines already been tapped, so to speak. But if the mod tile entities communicate with entities in some new way, I couldn't have possibly known and the tile entities won't work on ships.
Hopefully that makes sense.
Makes perfect sense to me. And it wasn't overly techno-babbley. Thank you!
Makes perfect sense to me. And it wasn't overly techno-babbley. Thank you!
Can't wait for the first release of this mod...
Awesome. =) I left out all the technical terminology, but that's the basic idea.
By way of a status update, I have chests mostly working now except for a few cosmetic details. Once I get those fixed, I'll get some of the other basic tile entites working (furnaces at a minumum), and then it's on to building real propulsion and navigation systems. In other words, I'll finally build that helm everyone's been asking for. =P
The first release will just be water-based ships I think. And it's likely to be buggy as hell since the mod is so damn complicated. I'm considering doing a beta release first if there are any among you who want to help find bugs before I do a real release. Then after the water ships are running smoothly, I'll add on airships and submarines. Both of those shouldn't be too hard to add on to the existing code as it stands now.
Since you don't have an FAQ, Planned Features, or a Features section, I have to ask here:
Will we be able to walk around on the boat while it's moving, and will the boat be able to turn on the x y and z axis so the bobbing is more realistic?
And I love detail, so feel free to explain in as much of it as you want.
If you want beta testers, I'll be happy to volunteer.
Yeah. I'm thinking I'll do a beta release. This mod is very complicated and I'll want some help finding all the bugs. I'll put out a call for testers in the OP when the time comes. Feel free to volunteer then. =)
I feel like some kind of huge Minecraft nerd to be this excited over a mod but It really does look awesome. As much as I love the Archimedes ship mod and the zepplin mod, they are both missing things. The Archimedes mod does have multiplayer but, the multiplayer seems a bit useless considering friends can't ride with you because they can't walk around on the ship while it is driving. In the zepplin mod you can move around freely on the ship but it was never updated for multiplayer compatibility. Your mod has multiplayer as well as walking around on ships in motion, combine that with the realistic boat physics and you have an all around great mod. All I can say is that I hope you continue working on it. I hate to see mods out there that could have been really great but, instead, got abandoned. In short: Keep up the good work!
This is... one of the greatest mods/wips I have EVER seen.
I have a couple of questions
1. How will this work with technical things like redstone, lighting, and so on?
1.5. How will this work with things added by other mods (ie, a chest from Iron Chests mod)?
2. How will this work with passengers (mobs, animals, & SMP)?
Also, after you finish making boats, you have to do other vehicles (airships in particular). I highly doubt that there can be anything be more awesome or badass than an airship.
As a side note, would it be possible to simply make redstone triggered blocks work with levers and buttons? That way, redstone lamps could be used as lighting, disco music could be played, and additionally, dispensers could be used in place of cannons.
How will this work with technical things like redstone, lighting, and so on?
Technical things are hard. Right now, I'm just trying to get chests to work. I'm almost done and I hope to post a new video about it soon. Lighting is also something I should do, but I'm putting that off until later. Right now, lighted blocks on ships won't work. Ship are currently lit the way mobs are lit. It works well enough for small ships, but as I get bigger ships, I'll have to come up with something better. Redstone is hard. I'd like to support it, but I'm not even sure how much work that is right now. It's on the todo list, but much much later.
How will this work with things added by other mods (ie, a chest from Iron Chests mod)?
I've addressed this is more detail in an older post, but the short version is this: Mod blocks that are similar to vanilla blocks will be automatically supported. Mod blocks that are different might not work automatically. If there is enough of an outcry to support Amazing Mod's Most Amazing Block X, I'll consider adding special support.
How will this work with passengers (mobs, animals, & SMP)?
Passengers will work exactly the way you would want them to. =) Ships work in SP and MP. Players can walk around freely. The only problem might me AI-controlled mobs. The mobs will have no problem physically walking on a ship, but I'm guessing the mod AI doesn't know that's even possible. I'll have to fix that eventually, but it's far down on the todo list.
Also, after you finish making boats, you have to do other vehicles (airships in particular). I highly doubt that there can be anything be more awesome or badass than an airship.
Airships and submarines are on the short list of upcoming features.
As a side note, would it be possible to simply make redstone triggered blocks work with levers and buttons? That way, redstone lamps could be used as lighting, disco music could be played, and additionally, dispensers could be used in place of cannons.
If I get redstone working at all, all the buttons and levers will work too.
I've got 1 unimportant question: When will it be done? (Estimated/approximated)
Yes! The heavy block on the 25x25 raft will float higher than the heavy block on the 5x5 raft.
I still need to finish the core features. I don't know how long it will take, but I'm making great progress on getting tile entities like treasure chests working.
Sorry to disappoint. I think it's the best you can do in a voxel-based world. One can only displace water a single block at a time. And I'm not going to get into the business of rendering portions of blocks. That's far too much work and very un-minecrafty.
Two questions this time...
1): Tile Entity as in everything or just vanilla?
2): Could you make a pool in a ship that'll fly with it? I'm thinking like a giant zeppelin-style fortress that floats and has a pool with a bar, a line of lava along the edges, really fancy shtuff. (If no and too complex, don't strain yourself. I know there are limits to the capabilities of Minecraft code.)
The answer is slightly more complicated than everything or vanilla. I'll do my best to get all the vanilla tile entities working. At least the ones that don't change blocks. For instance, I may never get pistons working because I don't allow block changes to ships. If there's a mod tile entity that behaves like a vanilla tile entity, there's a chance it will automatically work. The less a mod tile entity behaves like vanilla tile entity, the less likely it will work on a ship without me having to specifically write code to support it.
Right now, I'm assuming water can never be part of a ship. It's an assumption that makes my life a LOT easier right now. However, I think it would be really cool to have a pool on a large ship. I may try to relax that assumption in the distant future.
HOORAY! =D
So Tile Entities that work more like vanilla entities in what way? I understand the no-block-change limitation, that'd be a fun issue later. While I understand that part, I'm confused on what kind of Tile entity would theoretically work, such as industrial craft generators and wires and, maybe (fingers crossed) BuildCraft pipes?
(Sorry if I'm jumping the gun on these, but I got to say this look like it will be the best mod I've had since the original Zeppelin. Party on the yacht in the sky!)
It's hard to give more details without boring everyone with technobabble. Here's an attempt.
That basic idea is, I have to do a lot of work to make a tile entity on a ship think that nearby entities in the world are actually on the ship too. This involves intercepting and editing communication between tile entities and entities. It also means I have to know where to go looking for where this communication happens. Since I have the source to all the vanilla tile entities, I have all the info I need to find the lines of communication. If mod tile entities use the same lines of communication, then those lines already been tapped, so to speak. But if the mod tile entities communicate with entities in some new way, I couldn't have possibly known and the tile entities won't work on ships.
Hopefully that makes sense.
Makes perfect sense to me. And it wasn't overly techno-babbley. Thank you!
Can't wait for the first release of this mod...
Awesome. =) I left out all the technical terminology, but that's the basic idea.
By way of a status update, I have chests mostly working now except for a few cosmetic details. Once I get those fixed, I'll get some of the other basic tile entites working (furnaces at a minumum), and then it's on to building real propulsion and navigation systems. In other words, I'll finally build that helm everyone's been asking for. =P
The first release will just be water-based ships I think. And it's likely to be buggy as hell since the mod is so damn complicated. I'm considering doing a beta release first if there are any among you who want to help find bugs before I do a real release. Then after the water ships are running smoothly, I'll add on airships and submarines. Both of those shouldn't be too hard to add on to the existing code as it stands now.
Will we be able to walk around on the boat while it's moving, and will the boat be able to turn on the x y and z axis so the bobbing is more realistic?
And I love detail, so feel free to explain in as much of it as you want.
Yes, you'll be able to. You can view this by watching his videos.
As much as I realistically can. See a few posts up for a more detailed explanation.
Maybe it's about time I added one of those. I'm starting to see some repeat questions. =)
Yup! As long as you're not currently piloting the ship.
No. Currently, rotations are only allowed around the y axis. It just makes my life so much easier to not have to deal with full rotations.
Yeah. I'm thinking I'll do a beta release. This mod is very complicated and I'll want some help finding all the bugs. I'll put out a call for testers in the OP when the time comes. Feel free to volunteer then. =)
I have a couple of questions
1. How will this work with technical things like redstone, lighting, and so on?
1.5. How will this work with things added by other mods (ie, a chest from Iron Chests mod)?
2. How will this work with passengers (mobs, animals, & SMP)?
Also, after you finish making boats, you have to do other vehicles (airships in particular). I highly doubt that there can be anything be more awesome or badass than an airship.
As a side note, would it be possible to simply make redstone triggered blocks work with levers and buttons? That way, redstone lamps could be used as lighting, disco music could be played, and additionally, dispensers could be used in place of cannons.
Anyway, this looks absolutely amazing
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Wow, thanks! =D I'll do my best to answer all your questions.
Technical things are hard. Right now, I'm just trying to get chests to work. I'm almost done and I hope to post a new video about it soon. Lighting is also something I should do, but I'm putting that off until later. Right now, lighted blocks on ships won't work. Ship are currently lit the way mobs are lit. It works well enough for small ships, but as I get bigger ships, I'll have to come up with something better. Redstone is hard. I'd like to support it, but I'm not even sure how much work that is right now. It's on the todo list, but much much later.
I've addressed this is more detail in an older post, but the short version is this: Mod blocks that are similar to vanilla blocks will be automatically supported. Mod blocks that are different might not work automatically. If there is enough of an outcry to support Amazing Mod's Most Amazing Block X, I'll consider adding special support.
Passengers will work exactly the way you would want them to. =) Ships work in SP and MP. Players can walk around freely. The only problem might me AI-controlled mobs. The mobs will have no problem physically walking on a ship, but I'm guessing the mod AI doesn't know that's even possible. I'll have to fix that eventually, but it's far down on the todo list.
Airships and submarines are on the short list of upcoming features.
If I get redstone working at all, all the buttons and levers will work too.