Has anyone else noticed what is wrong with the fenceposts? Are you using the item drops to generate the entities? Good shortcut, but that would explain the fences, furnaces, chests, and the lighting.
By the way what is the texture of this block supossed to be?
The texture is something I put together in paint in about 10 seconds so it wasnt a solid white block :biggrin.gif: There is a new texture on its way when I get the directional controller implemented.
Has anyone else noticed what is wrong with the fenceposts? Are you using the item drops to generate the entities? Good shortcut, but that would explain the fences, furnaces, chests, and the lighting.
You got it right :wink.gif: I am working on rendering things like fences properly, but for now, they are inventory textures. Metadata is preserved, so colored wool works, and doors and trapdoors maintain their position after you rejoin the world.
got just 1 question.
everything i add On the zeplin. will that also move alongside the ship or will it crash?
They will move alongside it. They may not be visible during flight, but once you rejoin the world, they will come back (and sometimes a few extras will too (working on that)).
So I thought I had a great idea, I can use this as an elevator to go down my mine shaft. But for some reason I keep falling THROUGH the platform (cobble). I'm still checking to see what might be the cause. Has anyone else used this as an elevator?
I played around with this on the first night you released this, and I have to say that it's got some great potential. I also had Mo'Creatures (and maybe Baby Animals, I don't remember) and I can confirm that the two are compatible with each other. The zepplin makes for a great way of transporting tamed mobs. :biggrin.gif: As long as I don't use fences. My horses seemed to phase through the fences...
Anyway, aside from working out the bugs everyone else has mentioned (fences rendering strangely, chests not working, etc), I'd suggest making three different controller blocks: the first would be the one you currently have, one would only move on the surface of water, and one would only move on the y axis (an elevator).
I agree that the recipes should be a lot more expensive, maybe make the elevator require iron ingots (or blocks!) and red stone, in a pattern like this:
IRI
RIR
IRI
And then make the boat replace the iron with gold, and the zepplin/airship should use diamond.
Again, great mod! I look forward to future releases. I'll be building my full-scale Albiore in anticipation. :biggrin.gif:
Got an account here just so I could post. You've basically achieved the impossible - I'm not sure I could add anything to what's been said on how awesome this is. As for bugs, though:
* I set my descend button as shift, which happened to double as my sneak button. It seemed like a logical move. However, upon reaching the ground my character glitched 2 blocks into the soil and was subsequently smothered to death.
* It's been said before, but fences need some work. The problem isn't just that they look wonky - there's no collision detection, and I fell out on at least one occasion putting my faith in them.
* It seems that deactivating the craft also removes the control block, which results in varying degrees of annoyance depending on the altitude you stop at and whether the control block drops outside the craft itself.
* Saving the game while the craft is in motion removes the craft upon loading the save game. I discovered this the hard way.
* This is a design decision, but I for one would prefer player controls disabled while the craft is activated. Yes, this would mean I couldn't walk around my craft like a boss while I'm en route to my destination. Yes, this means I can't play paratrooper. Still, I can think of numerous reasons why you'd want it this way:
* There would be no need to adjust to an alternate set of keys to pilot the craft - the character's controls would double as craft controls.
* Issues with complex blocks (containers, redstone, etc.) are simply less noticeable if the player can't walk right next to them
* There would be no risk of falling out and loosing a craft
As a compromise, perhaps you could disable player controls when the control box is activated, but allow the ship to move at a constant heading when otherwise. You could still move around the craft while it is in motion, but if the user prefers he could stick himself securely to the control box. At the very least, might I suggest the craft stop if the player distances himself from it? Despite all warnings, I still managed to fall out of my balloon on several occasions. It gets very annoying.
Got an account here just so I could post. You've basically achieved the impossible - I'm not sure I could add anything to what's been said on how awesome this is. As for feedback, though:
* I set my descend button as shift, which happened to double as my sneak button. Upon reaching the ground my character falls 2 blocks into soil and is subsequently smothered to death.
* It's been said before, but fences need some work.
* It seems that deactivating the craft also removes the control block, which results in varying degrees of annoyance depending on the altitude you stop at and whether the control block drops outside the craft itself.
* Saving the game while the craft is in motion removes the craft upon loading the save game. I discovered this the hard way.
* This is a design decision, but I for one would prefer player controls disabled while the craft is activated. Yes, this would mean I couldn't walk around my craft like a boss while I'm en route to my destination. Still, I can think of numerous reasons why you'd want it this way:
* There would be no need to adjust to an alternate set of keys to pilot the craft - the character's controls would double as craft controls.
* Issues with complex blocks (containers, redstone, etc.) are simply less noticeable if the player can't walk right next to them
* There would be no risk of falling out and loosing a craft
At the very least, might I suggest the craft stop if the player distances himself from it? Despite all warnings, I still managed to fall out of my balloon on several occasions. It gets very annoying.
No! Don't listen to this guy! I don't want large keyboard controlled vehicles! Redstone all the way!
Rollback Post to RevisionRollBack
The Sun rises in the North!
Now these points of data make a beautiful line...
Modloader
Flan's Mod: Vehicles, Planes, WW2 Guns
Train and Zepplin 1.17
Better Than Wolves Mod
Single Player Commands
TooManyItems
AudioMod
TurboThingyMod
mod-Zepplin-client-1.7.3.0.2
Although, You should allow the user to customize what block types they can and cannot use.
Rollback Post to RevisionRollBack
Proud Member of the VoxelBox Server
I Support a ton of mods and ideas, and I would like if They were added into the game as options that can be turned on or off. I also support a ton of texture packs. I am currently making a full list. (Can help people modding)
Got an account here just so I could post. You've basically achieved the impossible - I'm not sure I could add anything to what's been said on how awesome this is. As for bugs, though:
* I set my descend button as shift, which happened to double as my sneak button. It seemed like a logical move. However, upon reaching the ground my character glitched 2 blocks into the soil and was subsequently smothered to death.
* It's been said before, but fences need some work. The problem isn't just that they look wonky - there's no collision detection, and I fell out on at least one occasion putting my faith in them.
* It seems that deactivating the craft also removes the control block, which results in varying degrees of annoyance depending on the altitude you stop at and whether the control block drops outside the craft itself.
* Saving the game while the craft is in motion removes the craft upon loading the save game. I discovered this the hard way.
* This is a design decision, but I for one would prefer player controls disabled while the craft is activated. Yes, this would mean I couldn't walk around my craft like a boss while I'm en route to my destination. Yes, this means I can't play paratrooper. Still, I can think of numerous reasons why you'd want it this way:
* There would be no need to adjust to an alternate set of keys to pilot the craft - the character's controls would double as craft controls.
* Issues with complex blocks (containers, redstone, etc.) are simply less noticeable if the player can't walk right next to them
* There would be no risk of falling out and loosing a craft
As a compromise, perhaps you could disable player controls when the control box is activated, but allow the ship to move at a constant heading when otherwise. You could still move around the craft while it is in motion, but if the user prefers he could stick himself securely to the control box. At the very least, might I suggest the craft stop if the player distances himself from it? Despite all warnings, I still managed to fall out of my balloon on several occasions. It gets very annoying.
dont listen to this guy, because doing cool **** in ssp would suck without a crew. manning tnt cannons to destroy mountains in ssp for target practice on a flying ship would be impossible. its a little more bearable if you have a ship crew on smp, but it would still suck ****. if you fall, build a window with walls, have you ever seen an airship in minecraft tht doesn't have railgaurds or something like it to prevent falling. if you do, its your own fault
Built a ship of glass + iron, placed the controller block, left click. Minecraft goes to a screen that says saving chunks.... (like when you load or quit the game) and then goes black. Get back on, my whole ship is gone. Ideas?
By the way what is the texture of this block supossed to be?
[SSSS]
The texture is something I put together in paint in about 10 seconds so it wasnt a solid white block :biggrin.gif: There is a new texture on its way when I get the directional controller implemented.
You got it right :wink.gif: I am working on rendering things like fences properly, but for now, they are inventory textures. Metadata is preserved, so colored wool works, and doors and trapdoors maintain their position after you rejoin the world.
They will move alongside it. They may not be visible during flight, but once you rejoin the world, they will come back (and sometimes a few extras will too (working on that)).
The game will stop while it is generating, and you'll never actually reach un-generated terrain.
you just lag as the terrain generates O_O
Anyway, aside from working out the bugs everyone else has mentioned (fences rendering strangely, chests not working, etc), I'd suggest making three different controller blocks: the first would be the one you currently have, one would only move on the surface of water, and one would only move on the y axis (an elevator).
I agree that the recipes should be a lot more expensive, maybe make the elevator require iron ingots (or blocks!) and red stone, in a pattern like this:
IRI
RIR
IRI
And then make the boat replace the iron with gold, and the zepplin/airship should use diamond.
Again, great mod! I look forward to future releases. I'll be building my full-scale Albiore in anticipation. :biggrin.gif:
* I set my descend button as shift, which happened to double as my sneak button. It seemed like a logical move. However, upon reaching the ground my character glitched 2 blocks into the soil and was subsequently smothered to death.
* It's been said before, but fences need some work. The problem isn't just that they look wonky - there's no collision detection, and I fell out on at least one occasion putting my faith in them.
* It seems that deactivating the craft also removes the control block, which results in varying degrees of annoyance depending on the altitude you stop at and whether the control block drops outside the craft itself.
* Saving the game while the craft is in motion removes the craft upon loading the save game. I discovered this the hard way.
* This is a design decision, but I for one would prefer player controls disabled while the craft is activated. Yes, this would mean I couldn't walk around my craft like a boss while I'm en route to my destination. Yes, this means I can't play paratrooper. Still, I can think of numerous reasons why you'd want it this way:
* There would be no need to adjust to an alternate set of keys to pilot the craft - the character's controls would double as craft controls.
* Issues with complex blocks (containers, redstone, etc.) are simply less noticeable if the player can't walk right next to them
* There would be no risk of falling out and loosing a craft
As a compromise, perhaps you could disable player controls when the control box is activated, but allow the ship to move at a constant heading when otherwise. You could still move around the craft while it is in motion, but if the user prefers he could stick himself securely to the control box. At the very least, might I suggest the craft stop if the player distances himself from it? Despite all warnings, I still managed to fall out of my balloon on several occasions. It gets very annoying.
No! Don't listen to this guy! I don't want large keyboard controlled vehicles! Redstone all the way!
The Sun rises in the North!Now these points of data make a beautiful line...
Modloader
Flan's Mod: Vehicles, Planes, WW2 Guns
Train and Zepplin 1.17
Better Than Wolves Mod
Single Player Commands
TooManyItems
AudioMod
TurboThingyMod
mod-Zepplin-client-1.7.3.0.2
Although, You should allow the user to customize what block types they can and cannot use.
I Support a ton of mods and ideas, and I would like if They were added into the game as options that can be turned on or off. I also support a ton of texture packs. I am currently making a full list. (Can help people modding)
dont listen to this guy, because doing cool **** in ssp would suck without a crew. manning tnt cannons to destroy mountains in ssp for target practice on a flying ship would be impossible. its a little more bearable if you have a ship crew on smp, but it would still suck ****. if you fall, build a window with walls, have you ever seen an airship in minecraft tht doesn't have railgaurds or something like it to prevent falling. if you do, its your own fault
That is coming, it should be ready soon.
Currently using the following mods, not including this one:
TooManyItems
SinglePlayerCommands
Modloader
ModLoaderMP
Built a ship of glass + iron, placed the controller block, left click. Minecraft goes to a screen that says saving chunks.... (like when you load or quit the game) and then goes black. Get back on, my whole ship is gone. Ideas?