Putting it bluntly I've been programming Physics into Minecraft for the past few months. Basically this:
[Latest]
The idea is that you can build airships that use Real Physics Modelling, and you can fly these around by controlling forces being applied in different locations of a ship.
My hope is to get something like a Minecraft factions server except with factions of Skypirates or something that go around killing eachother for scarce resources. Basically factions but with Skypirates. My request here is for weapons design and creation, I'm a pretty decent programmer so I can get that work done myself.
Is there a limitation of subworld size? Ships could easy be cities that fly around and bomb each other. Kinda like Avatar world with its flying rocks, but in our case we control these rocks like aircrafts.
Why would we fight each other? Maybe there is a certain new mineral (or existing) that you can mine and that allows the cities to float. You mine it , make blocks out of it and add it to your city. The more blocks, the bigger floating city you can build. You can spend time getting these minerals or you can attack another base and steal theirs. If you steal all mineral blocks from the base - the base will land and stop moving. A lot of drama, networks of spies, diversion teams, overnight raids on large bases and violent wars guaranteed (To bring balance, the large cities could move slower and be vulnerable to raider’s attacks with smaller cities/ ships).
Personally I would not change Minecraft world much by adding laser guns, cannons or something like that. I played some mods that did that and to me the game lost all its charm and flexibility. There is a 100 creative ways to blow something up with existing in the game blocks of TNT but there is only one way to shoot a canon. Idea of subworlds is powerful and great in its purity. It already adds a whole new dimension to the game. Just figure out how to drop a block of TNT from one world to the other so there is damage and make the community think of the rest.
It is just my opinion though. Maybe you see your mod as StarWars of sort and it is totally fine with me. As long as you release it. It would be nice to test the physics. You can make placeholders of important blocks (block of the new world creation and block of controls for starters) and roughly explain how to play it so others can share their feedback on how to make it better.
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I personally don't think it's needed to force players to fight or force a certain gameplay for that mater.
Every time I host a server for my friends I build a personalised collection of mods that makes for a thrilling world to explore with new mobs, new structure, dungeons and epic items.
Some people are interested in fighting others not so much and as the only mod that allow for moving bases and having functional blocks on them going the forced gameplay route would be sort of a let down. Maybe enable some gameplay mode that allow either battle modes or keep the vanilla one.
I still have a couple suggestions.
Since we need engines to make this thing fly I would personally see those as multi-blocks structure with injectors combustion chambers rotors exhaust etc and a multi-block structure that has no defined good configuration so there would be many ways to assemble reactors thrusters etc each with differing quality and efficiency. That would have as a side effect to make the oh crap we took a hit to the left thruster fix it more interesting then go there and place 1 block.
Allow a ship to "jump" to a new dimension I personally would have loved to be able to explore the nether or the end with my ship and when I was playing with galacticraft do I need to say how much I waned to explore those worlds with my ship.
For weapons there I would really love to be able to build my own people have made incredible things with tnt canons perhaps allow some way to make sub ships that are attached to the main one to make turrets that can swing but are built with blocks thus can be disassembled through hits. Also supporting other mods would allow people who would like to see auto refill cannon use mods block like the placer or anything to make auto refilling canons.
Engines are critical because this uses real physics, so you'd need to place them in a way that gets "work" done, otherwise you're just wasting energy.
As for "jumping" , it seems very possible. At the moment the data files for a ship are saved in a custom folder, so there's really nothing binding a ship to any particular world besides its XYZ and pitch/yaw/roll .
Onto weapons this is where it gets tricky , mounting things like a cannon that has independence but is attached to another world is very possible. I can treat the mounts as just a single block by transforming all of its forces onto the main Ship. The tricky part is I have no modelling talent , I'm still searching for an artist at the moment.
All of these ideas are amazing, but I can't hope to implement them until Christmas break because of finals.
I can't wait to see this mod out, Nice work theBest I salute you! I've been waiting for a great ship mod since 1.2.5's ships and boats mod, the Archimedes' ships mod just didn't do it for me. (No offense to the modder its a great mod) I do like Cuchaz's Ships mod but I'm really impressed by what you came up with.
So I'm curious on what your ideas are. Aside from engine blocks have you considered incorporating blocks necessary for lift mechanics and for steering like boilers, balloons and rudders? I could imagine having your rudder destroyed in the heat of battle would be a turn for the worst, and if you use boilers for hot air lift and it explodes that things would start to heat up. Especially with your physics system because designing a ship for maximum effect will be fun an every hit to your craft will matter because it would throws the steering off. I could also imagine you will eventually make surface ships and sails or propellers will come into play. Maybe even Harpoons and other utility blocks. And what about AI ships that spawn for the monsters I don't envision many Skyrates in single player. What are your thoughts?
I wish I did have modeling talent or I would help you sorry. I will sadly have to wait until this mod takes off.
As cool as all of that sounds, I'm strictly focusing on the technical side of things at the moment. Once I finish World on World collisions, then I'll be able to start working on stuff like that. The end goal for this is to have Skypirates servers with actual Skypirates! I've always been obsessed with the idea, and 2 years ago I tried using movecraft and Hamachi to make it happen (XD it really sucked).
As for sails and rudders, those could be difficult unfortunately. Calculating drag forces on such a complex shape would take an insane amount of time , but I'll be asking some physics teachers what they know.
The problem with every other ship mod is they lack utility, like other than being cool you can't do anything with your ships. Archimedes ships takes the **** by giving you something that only looks like a ship. Ships and Boats is a lot better, but there isnt any world interaction and you can only turn left and right. :\
I'm sorry that I still haven't gotten a release yet, its just I've seen so many amazing mods die before they ever got finished, I'm afraid the same will happen to me if people burn out on Ships&Physics before its reached its potential.
Do you think this might help at all? I'm looking into modeling to see if I could help at all. I have no Idea what I'm doing its great , but this seems to be really simple to use. I don't know if it helps you.
People getting bored with this??? What are you kidding this is a great mod from what you have showed us. We are not going to burn out on physics as long as the mod is functional and stable. Also try to Remember this is not the only mod we will install so we won't get bored just building ships. And considering I've been looking for a good ship mod for years now as have others this is clearly in demand and will be for a while. You're more likely to get bored making it than we are playing it.
As far as all the ships/moving block mods that I've tried (basically all of them) yours looks like one of the better ones, really the only competition you have right now is from Cuchaz's Ships mod and you've out done him with the physics. I can only imagine the how long it took to get that to work. I'm also glad to see your focused on your ships being useful weapon platforms. When it comes to ships in minecraft I use them as a mobile base to explore and need be to fight battles. Though I did lose a dogfight to a Ghast one time, I was literally shot out of the sky in 1.2.5.
Anyway I was just curious to see what your intent for the mod is and that's basically Guns of Icarus. Its a great game if you haven't played it already.
Do you think this might help at all? I'm looking into modeling to see if I could help at all. I have no Idea what I'm doing its great , but this seems to be really simple to use. I don't know if it helps you.
People getting bored with this??? What are you kidding this is a great mod from what you have showed us. We are not going to burn out on physics as long as the mod is functional and stable. Also try to Remember this is not the only mod we will install so we won't get bored just building ships. And considering I've been looking for a good ship mod for years now as have others this is clearly in demand and will be for a while. You're more likely to get bored making it than we are playing it.
As far as all the ships/moving block mods that I've tried (basically all of them) yours looks like one of the better ones, really the only competition you have right now is from Cuchaz's Ships mod and you've out done him with the physics. I can only imagine the how long it took to get that to work. I'm also glad to see your focused on your ships being useful weapon platforms. When it comes to ships in minecraft I use them as a mobile base to explore and need be to fight battles. Though I did lose a dogfight to a Ghast one time, I was literally shot out of the sky in 1.2.5.
Anyway I was just curious to see what your intent for the mod is and that's basically Guns of Icarus. Its a great game if you haven't played it already.
Good Luck
Well, what kind of physics would you put in Sky Pirates? Cuchas focused specifically on ships, sails and how they interact with water. It is highly realistic approach. But we are talking about sky ships here. Before any physics talk we must figure out what makes the ships fly: technology (engines, air balloons, anti-gravity plantforms etc.) or magic (some sort of enchanted block maybe?). Or do we have a Peter Pan flying ships in mind? Once we know what it is we can talk about physics of it.
The only thing I think would be a mistake is to restrict the flying objects to just one-two "suitable" materials, like Cuchaz did. I was dreaming about actual floating islands made of stone and dirt and stuff like that for a long time.
What would be really awesome regarding physics - if you could wreck your ship against the other ship and destroy a few block like that. I do not know if it is possible though. It is to the talk about world on world collision. Collision is very poorly done in every single ships mode. Most of the time a ship simply becomes unusable after a collision. But if you could ram the enemy's ships - oh boy imagine that! Or if you could accidentally run your ship into the mountain and break half the hull while cursing your skills in a fake pirate voice. XD
As cool as all of that sounds, I'm strictly focusing on the technical side of things at the moment. Once I finish World on World collisions, then I'll be able to start working on stuff like that. The end goal for this is to have Skypirates servers with actual Skypirates! I've always been obsessed with the idea, and 2 years ago I tried using movecraft and Hamachi to make it happen (XD it really sucked).
As for sails and rudders, those could be difficult unfortunately. Calculating drag forces on such a complex shape would take an insane amount of time , but I'll be asking some physics teachers what they know.
The problem with every other ship mod is they lack utility, like other than being cool you can't do anything with your ships. Archimedes ships takes the **** by giving you something that only looks like a ship. Ships and Boats is a lot better, but there isnt any world interaction and you can only turn left and right. :\
I'm sorry that I still haven't gotten a release yet, its just I've seen so many amazing mods die before they ever got finished, I'm afraid the same will happen to me if people burn out on Ships&Physics before its reached its potential.
To prevent your mod from dying before release date I think you should make a simple version with simple physics first so we can try it. It will be very easy to loose yourself in engine physics or sail drag force and never release anything. You should not try to make a perfect product with the first attempt with everything figured out. After all, you are just one person and not a gaming company. Remember Minecraft Alpha? It had nothing, not even caves! Just a plain of grass and very basic stuff. But it got people super excited nevertheless.
Just like we are excited about your idea and the progress you have made so far. Personally, I would not care if the alpha had a purple dummy box as a ship starter. Engine physics, sails, cannons - all of it can come in updates. Just like Notch did with Minecraft. It was beta, like, forever.
In conclusion, just try to release some sort of playable alpha. Without any extra stuff, just with ability to make a ship, control it and collide it with something without crashing the game. Once the community can play with that - they will provide you with a mountain of ideas and directions to push it forward.
I agree the Great Wall of China was not built in a day. I know I always think to far into the future but your right this is going to take time and a playable version will get more people on board. It will also be easier to find modelers and designers to help once the mod is more popular.
As far as the physics I was talking about. when comparing to Cuchaz's mod is the fact that the craft suffers from weight distribution is awesome and not in the sense that it just sits lower in the water I mean it actually tilts with the weight. I haven't seen much of that in the other ship mods and the ones that have a system like that are gone or abandoned never the less it is a nifty thing. As far as getting things to function I would love to go with steam power and all sort of cool ways to control a craft. Yep SOOOOooooo I'll get right on that. I wouldn't recommend holding your breath or checking up on the status. I'll leave that choice to thebest because I'm not the one who has to toil over it.
So yeah a playable Alpha is definitely the best way to go as of now. After that the Sky's the limit! (unless an altitude cap is coded into the mod)
Wreaking colliding ships? Huh Ships that collide...... Triremes? In the Sky? Sky + Trireme = Skyreme! Supernova the Math adds up!!! I want one
0_0... I almost find it hard believing that is real... Anyway I heard you needed a 3d modeler? I think I can help with that, although atm I simply don't have the time. Perhaps later on I may have time for it, however I do know some modelers who would love to help with this. And I'm sure you could find plenty by looking around the forums and what not. I do hope to see a demo or alpha download soon good sir! I wish you the best with this project, and I hope it goes far!
I agree the Great Wall of China was not built in a day. I know I always think to far into the future but your right this is going to take time and a playable version will get more people on board. It will also be easier to find modelers and designers to help once the mod is more popular.
As far as the physics I was talking about. when comparing to Cuchaz's mod is the fact that the craft suffers from weight distribution is awesome and not in the sense that it just sits lower in the water I mean it actually tilts with the weight. I haven't seen much of that in the other ship mods and the ones that have a system like that are gone or abandoned never the less it is a nifty thing. As far as getting things to function I would love to go with steam power and all sort of cool ways to control a craft. Yep SOOOOooooo I'll get right on that. I wouldn't recommend holding your breath or checking up on the status. I'll leave that choice to thebest because I'm not the one who has to toil over it.
So yeah a playable Alpha is definitely the best way to go as of now. After that the Sky's the limit! (unless an altitude cap is coded into the mod)
Wreaking colliding ships? Huh Ships that collide...... Triremes? In the Sky? Sky + Trireme = Skyreme! Supernova the Math adds up!!! I want one
LOL I'm calling a shotgun on Fus Ro Dah battlecry. And if in the later versions the ship can travel across dimensions - we can even fight a dragon! Imagine the degree of drama when you are not quick enough and the dragon goes right through your ship annihilating the big part of it. XD I wish I could do that one day.
As a player of Archimedes' Ships, I greatly value the prospect of your mod (which is 1000 times better) and cannot wait to play it. I have no special skills but I will talk your mod up to all my artsy friends and hopefully someone will be able to help.
Alright: A quick update; so I've finally managed to get World on World collision mostly working, and I've implemented some dynamic lighting too. I have also added a basic implementation of engines and can hopefully have a combat demo sometime next week!
However, this week is finals week so I'll be Internet dead for the next 5 days. See you all on Friday.
Alright: A quick update; so I've finally managed to get World on World collision mostly working, and I've implemented some dynamic lighting too. I have also added a basic implementation of engines and can hopefully have a combat demo sometime next week!
However, this week is finals week so I'll be Internet dead for the next 5 days. See you all on Friday.
Are you going to create a separate topic for SkyPirates?
At the moment my priority is getting everything in a state where I can make a combat demo. It's best I don't make any promises though, I can never tell how these things will go :/
I just dont want to rush into fun ideas, I've seen too many similar projects die on empty promises and disappointment. Believe me, I'm the biggest SkyPirate enthusiast on the planet! (*Insert failed project here: http://www.planetminecraft.com/server/vanilla-smp-ops-and-builders-needed/ ), and there isn't a moment I don't spend considering my next move.
Quantum API is interesting, switching from Forge to Quantum would require me to change the parts of my code that hook into Minecraft, which isn't that big of a change. However, I'm fully focused on getting this released and I can't spend any extra time converting (development is slow enough!).
That said, I like the idea of Quantum API because it would make additions to my mod much easier to do. I might release a Quantum version in future, but my current priority is just releasing a version.
Putting it bluntly I've been programming Physics into Minecraft for the past few months. Basically this:
[Latest]
The idea is that you can build airships that use Real Physics Modelling, and you can fly these around by controlling forces being applied in different locations of a ship.
My hope is to get something like a Minecraft factions server except with factions of Skypirates or something that go around killing eachother for scarce resources. Basically factions but with Skypirates. My request here is for weapons design and creation, I'm a pretty decent programmer so I can get that work done myself.
Comment if you want the Skypirates dream real.
Is there a limitation of subworld size? Ships could easy be cities that fly around and bomb each other. Kinda like Avatar world with its flying rocks, but in our case we control these rocks like aircrafts.
Why would we fight each other? Maybe there is a certain new mineral (or existing) that you can mine and that allows the cities to float. You mine it , make blocks out of it and add it to your city. The more blocks, the bigger floating city you can build. You can spend time getting these minerals or you can attack another base and steal theirs. If you steal all mineral blocks from the base - the base will land and stop moving. A lot of drama, networks of spies, diversion teams, overnight raids on large bases and violent wars guaranteed (To bring balance, the large cities could move slower and be vulnerable to raider’s attacks with smaller cities/ ships).
Personally I would not change Minecraft world much by adding laser guns, cannons or something like that. I played some mods that did that and to me the game lost all its charm and flexibility. There is a 100 creative ways to blow something up with existing in the game blocks of TNT but there is only one way to shoot a canon. Idea of subworlds is powerful and great in its purity. It already adds a whole new dimension to the game. Just figure out how to drop a block of TNT from one world to the other so there is damage and make the community think of the rest.
It is just my opinion though. Maybe you see your mod as StarWars of sort and it is totally fine with me. As long as you release it. It would be nice to test the physics. You can make placeholders of important blocks (block of the new world creation and block of controls for starters) and roughly explain how to play it so others can share their feedback on how to make it better.
I personally don't think it's needed to force players to fight or force a certain gameplay for that mater.
Every time I host a server for my friends I build a personalised collection of mods that makes for a thrilling world to explore with new mobs, new structure, dungeons and epic items.
Some people are interested in fighting others not so much and as the only mod that allow for moving bases and having functional blocks on them going the forced gameplay route would be sort of a let down. Maybe enable some gameplay mode that allow either battle modes or keep the vanilla one.
I still have a couple suggestions.
Since we need engines to make this thing fly I would personally see those as multi-blocks structure with injectors combustion chambers rotors exhaust etc and a multi-block structure that has no defined good configuration so there would be many ways to assemble reactors thrusters etc each with differing quality and efficiency. That would have as a side effect to make the oh crap we took a hit to the left thruster fix it more interesting then go there and place 1 block.
Allow a ship to "jump" to a new dimension I personally would have loved to be able to explore the nether or the end with my ship and when I was playing with galacticraft do I need to say how much I waned to explore those worlds with my ship.
For weapons there I would really love to be able to build my own people have made incredible things with tnt canons perhaps allow some way to make sub ships that are attached to the main one to make turrets that can swing but are built with blocks thus can be disassembled through hits. Also supporting other mods would allow people who would like to see auto refill cannon use mods block like the placer or anything to make auto refilling canons.
Engines are critical because this uses real physics, so you'd need to place them in a way that gets "work" done, otherwise you're just wasting energy.
As for "jumping" , it seems very possible. At the moment the data files for a ship are saved in a custom folder, so there's really nothing binding a ship to any particular world besides its XYZ and pitch/yaw/roll .
Onto weapons this is where it gets tricky , mounting things like a cannon that has independence but is attached to another world is very possible. I can treat the mounts as just a single block by transforming all of its forces onto the main Ship. The tricky part is I have no modelling talent , I'm still searching for an artist at the moment.
All of these ideas are amazing, but I can't hope to implement them until Christmas break because of finals.
I can't wait to see this mod out, Nice work theBest I salute you! I've been waiting for a great ship mod since 1.2.5's ships and boats mod, the Archimedes' ships mod just didn't do it for me. (No offense to the modder its a great mod) I do like Cuchaz's Ships mod but I'm really impressed by what you came up with.
So I'm curious on what your ideas are. Aside from engine blocks have you considered incorporating blocks necessary for lift mechanics and for steering like boilers, balloons and rudders? I could imagine having your rudder destroyed in the heat of battle would be a turn for the worst, and if you use boilers for hot air lift and it explodes that things would start to heat up. Especially with your physics system because designing a ship for maximum effect will be fun an every hit to your craft will matter because it would throws the steering off. I could also imagine you will eventually make surface ships and sails or propellers will come into play. Maybe even Harpoons and other utility blocks. And what about AI ships that spawn for the monsters I don't envision many Skyrates in single player. What are your thoughts?
I wish I did have modeling talent or I would help you sorry. I will sadly have to wait until this mod takes off.
Anyway Good luck on your finals
As cool as all of that sounds, I'm strictly focusing on the technical side of things at the moment. Once I finish World on World collisions, then I'll be able to start working on stuff like that. The end goal for this is to have Skypirates servers with actual Skypirates! I've always been obsessed with the idea, and 2 years ago I tried using movecraft and Hamachi to make it happen (XD it really sucked).
As for sails and rudders, those could be difficult unfortunately. Calculating drag forces on such a complex shape would take an insane amount of time , but I'll be asking some physics teachers what they know.
The problem with every other ship mod is they lack utility, like other than being cool you can't do anything with your ships. Archimedes ships takes the **** by giving you something that only looks like a ship. Ships and Boats is a lot better, but there isnt any world interaction and you can only turn left and right. :\
I'm sorry that I still haven't gotten a release yet, its just I've seen so many amazing mods die before they ever got finished, I'm afraid the same will happen to me if people burn out on Ships&Physics before its reached its potential.
Do you think this might help at all? I'm looking into modeling to see if I could help at all. I have no Idea what I'm doing its great , but this seems to be really simple to use. I don't know if it helps you.
People getting bored with this??? What are you kidding this is a great mod from what you have showed us. We are not going to burn out on physics as long as the mod is functional and stable. Also try to Remember this is not the only mod we will install so we won't get bored just building ships. And considering I've been looking for a good ship mod for years now as have others this is clearly in demand and will be for a while. You're more likely to get bored making it than we are playing it.
As far as all the ships/moving block mods that I've tried (basically all of them) yours looks like one of the better ones, really the only competition you have right now is from Cuchaz's Ships mod and you've out done him with the physics. I can only imagine the how long it took to get that to work. I'm also glad to see your focused on your ships being useful weapon platforms. When it comes to ships in minecraft I use them as a mobile base to explore and need be to fight battles. Though I did lose a dogfight to a Ghast one time, I was literally shot out of the sky in 1.2.5.
Anyway I was just curious to see what your intent for the mod is and that's basically Guns of Icarus. Its a great game if you haven't played it already.
Good Luck
Well, what kind of physics would you put in Sky Pirates? Cuchas focused specifically on ships, sails and how they interact with water. It is highly realistic approach. But we are talking about sky ships here. Before any physics talk we must figure out what makes the ships fly: technology (engines, air balloons, anti-gravity plantforms etc.) or magic (some sort of enchanted block maybe?). Or do we have a Peter Pan flying ships in mind? Once we know what it is we can talk about physics of it.
The only thing I think would be a mistake is to restrict the flying objects to just one-two "suitable" materials, like Cuchaz did. I was dreaming about actual floating islands made of stone and dirt and stuff like that for a long time.
What would be really awesome regarding physics - if you could wreck your ship against the other ship and destroy a few block like that. I do not know if it is possible though. It is to the talk about world on world collision. Collision is very poorly done in every single ships mode. Most of the time a ship simply becomes unusable after a collision. But if you could ram the enemy's ships - oh boy imagine that! Or if you could accidentally run your ship into the mountain and break half the hull while cursing your skills in a fake pirate voice. XD
To prevent your mod from dying before release date I think you should make a simple version with simple physics first so we can try it. It will be very easy to loose yourself in engine physics or sail drag force and never release anything. You should not try to make a perfect product with the first attempt with everything figured out. After all, you are just one person and not a gaming company. Remember Minecraft Alpha? It had nothing, not even caves! Just a plain of grass and very basic stuff. But it got people super excited nevertheless.
Just like we are excited about your idea and the progress you have made so far. Personally, I would not care if the alpha had a purple dummy box as a ship starter. Engine physics, sails, cannons - all of it can come in updates. Just like Notch did with Minecraft. It was beta, like, forever.
In conclusion, just try to release some sort of playable alpha. Without any extra stuff, just with ability to make a ship, control it and collide it with something without crashing the game. Once the community can play with that - they will provide you with a mountain of ideas and directions to push it forward.
Good luck!
I agree the Great Wall of China was not built in a day. I know I always think to far into the future but your right this is going to take time and a playable version will get more people on board. It will also be easier to find modelers and designers to help once the mod is more popular.
As far as the physics I was talking about. when comparing to Cuchaz's mod is the fact that the craft suffers from weight distribution is awesome and not in the sense that it just sits lower in the water I mean it actually tilts with the weight. I haven't seen much of that in the other ship mods and the ones that have a system like that are gone or abandoned never the less it is a nifty thing. As far as getting things to function I would love to go with steam power and all sort of cool ways to control a craft. Yep SOOOOooooo I'll get right on that. I wouldn't recommend holding your breath or checking up on the status. I'll leave that choice to thebest because I'm not the one who has to toil over it.
So yeah a playable Alpha is definitely the best way to go as of now. After that the Sky's the limit! (unless an altitude cap is coded into the mod)
Wreaking colliding ships? Huh Ships that collide...... Triremes? In the Sky? Sky + Trireme = Skyreme! Supernova the Math adds up!!! I want one
0_0... I almost find it hard believing that is real... Anyway I heard you needed a 3d modeler? I think I can help with that, although atm I simply don't have the time. Perhaps later on I may have time for it, however I do know some modelers who would love to help with this. And I'm sure you could find plenty by looking around the forums and what not. I do hope to see a demo or alpha download soon good sir! I wish you the best with this project, and I hope it goes far!
LOL I'm calling a shotgun on Fus Ro Dah battlecry. And if in the later versions the ship can travel across dimensions - we can even fight a dragon! Imagine the degree of drama when you are not quick enough and the dragon goes right through your ship annihilating the big part of it. XD I wish I could do that one day.
You can have Unrelenting Force, Bend Will is my favorite shout.
As a player of Archimedes' Ships, I greatly value the prospect of your mod (which is 1000 times better) and cannot wait to play it. I have no special skills but I will talk your mod up to all my artsy friends and hopefully someone will be able to help.
Keep up the good work and good luck.
Alright: A quick update; so I've finally managed to get World on World collision mostly working, and I've implemented some dynamic lighting too. I have also added a basic implementation of engines and can hopefully have a combat demo sometime next week!
However, this week is finals week so I'll be Internet dead for the next 5 days. See you all on Friday.
Are you going to create a separate topic for SkyPirates?
At the moment my priority is getting everything in a state where I can make a combat demo. It's best I don't make any promises though, I can never tell how these things will go :/
I just dont want to rush into fun ideas, I've seen too many similar projects die on empty promises and disappointment. Believe me, I'm the biggest SkyPirate enthusiast on the planet! (*Insert failed project here: http://www.planetminecraft.com/server/vanilla-smp-ops-and-builders-needed/ ), and there isn't a moment I don't spend considering my next move.
You might be interested in this, http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2344753-the-quantum-api-a-better-alternative-to-forge-and?page=4#c76 After all you seem to be THE best modder I've seen imo.
Quantum API is interesting, switching from Forge to Quantum would require me to change the parts of my code that hook into Minecraft, which isn't that big of a change. However, I'm fully focused on getting this released and I can't spend any extra time converting (development is slow enough!).
That said, I like the idea of Quantum API because it would make additions to my mod much easier to do. I might release a Quantum version in future, but my current priority is just releasing a version.
This mod looks really good and I can't wait for its release
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/forums/mapping-and-modding/minecraft-mods/2466806-farlands-bringing-back-the-far-lands-250-downloads
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445830-wip-path-of-a-hero-superhero-mod-alpha-v0-3-2