Wonderful! When might we see an update including the fixed whitehall? The people on the server I host would love it along with the punt! :)And yes, I do believe I see clearly as to why you may not discuss everything that comes to mind. Making something like this is filled with endless series of rabbit holes and stray tangents of ideas, is it not?
But, I have to say, they are certainly ideas worth implementing.
I can't wait for the new boat either. I do worry about adding NPC's to the game though. TBH, I'm all for big multi-block structures, but I hate dealing with Derpy squidwards. I'd rather just build the structures and then get my boat. Maybe you can put some kind of energy and time requirement (kind of like how Steve's Carts Two works) rather than having to "staff" buildings.
Wonderful! When might we see an update including the fixed whitehall? The people on the server I host would love it along with the punt!
Difficult to say. As it stands right now, the code that works with multiple passengers has a nasty habit of crashing worlds when loaded. Obviously that needs to be fixed, but my weekend (and most of next week) is already spoken for, and I don't know that I'll have much time to work on it before February.
And yes, I do believe I see clearly as to why you may not discuss everything that comes to mind. Making something like this is filled with endless series of rabbit holes and stray tangents of ideas, is it not?
But, I have to say, they are certainly ideas worth implementing.
Yes... yes it is, Alice.
Now is probably not a bad time to start that conversation, though... I have some ideas about relative value, usage, balance, and how larger boats come into being, but the community at large likely has different ideas. Some amalgam is in order.
I can't wait for the new boat either. I do worry about adding NPC's to the game though. TBH, I'm all for big multi-block structures, but I hate dealing with Derpy squidwards. I'd rather just build the structures and then get my boat. Maybe you can put some kind of energy and time requirement (kind of like how Steve's Carts Two works) rather than having to "staff" buildings.
I'm not familiar with Steve's Carts, I'll have to look into that. I'm not a fan of derps, either.
Here are my thoughts, in broad strokes:
Boats (being "small," however that is defined) are built on the standard crafting bench, costing 3 to 1 as they get larger (3 vanilla boats for a Punt, 3 Punts for a Whitehall, etc).
Ships (being "large") are built by a shipwright (AI, and having a specific structure/building).
You will have to provide various resources (raw materials) and payment (gold? diamonds?) to activate the shipwright.
Smaller ships will have to be constructed before larger ships become available (achievement system).
The shipwright facility requires other AIs with their own facilities (achievement system).
Ships may require plans (acquired in dungeons?)
Ships should support upgrades/modifications (more/better cannon, etc)
Facilities:
Base facilities are crafted from the bench
The facility comes with an AI
Base facilities will autonomously generate basic goods (coal, wood, bricks, etc)
Combinations of facilities within a locale will cause the establishment (creation) of additional facilities.
It follows that:
Collections of facilities become villages
Players will be able to establish new villages (from scratch)
Villages will have a development tree (settlement -> village -> town -> city)
Some type of "allegiance" or governmental system will need to be developed
Impact to gameplay:
Exploration will have a definite purpose (establishment of new settlements)
Development/expansion and defense of settlements will be important (automated?)
The number, size, and physical dispersion of settlements will affect resource generation
Allegiances will have to be managed (readily identifiable -- flags?)
Trade routes will need to be established (to transport goods to/from -- AI boats)
Outstanding questions:
Are ships owned by a specific player? Group of players?
What happens to a ship when the owner leaves?
Are goods produced by base facilities communal, or individual? (I'm thinking 50/50%)
What I envision is an evolution towards "empire building" instead of building with blocks. Worlds that are more persistent, and more time spent developing them, instead of searching endlessly for basic resources just to build another shack. Economies, allegiances, trade routes, pirates, and battles with economic consequences. These aren't things that will happen unless multiple players are involved and, even then, will require a significant AI presence and involvement.
So basically your aiming towards a giant network of cities (Full of villagers?), with armada's of boat and ships, and also with a light dusting of heavy weaponry. That pretty much covers it. Right ?
So basically your aiming towards a giant network of cities (Full of villagers?), with armada's of boat and ships, and also with a light dusting of heavy weaponry. That pretty much covers it. Right ?
This mod is so awesome!!! I used to go sailing when I was a child and this made me feel quite nostalgic and I'm very much looking forward to all future updates.
1. anchor: unsupervised ships have the annoying tendency to float away when you're not looking, so an anchor would be nice to make them stay in place. The recipe could be 3 iron ingots on the bottom, one stick in the middle and one string above the stick.
I'll be adding anchors "soon." For small boats, I think they'll be automatic (ie when you jump in the anchor is retrieved, when you jump out the anchor is tossed out).
Ships will handle the anchor differently (haven't worked it out yet).
2. You currently have 2 ways of seeing how fast the punt goes: the sail and how far the punt leans to one side. While it makes perfect sense to me that the sail is down while the boat lies still it looks slightly odd IMO when you sail slowly and the sail is only half hoisted. It would look more 'realistic' if the sail was completely down while the boat lies still and the sail is hoisted completely once it picks up speed and the sail stays up until the boat has stopped.
The current control method was intentionally made to be as simple as possible -- I wanted to be able to just jump in and go, using the same controls as the vanilla boat. Future boats will have an "advanced" control scheme that will require raising/lowering sails and setting the boom to control speed, and will be optional for the Punt and Whitehall. Implementation will require a weather mod that keeps track of wind direction et al (initially simplified, could be expanded later to include storms and sea state).
I also very much support the idea of adding a canoe because the punt (like the vanilla nutshell) isn't really made for maneuvering the rivers.
I'd like to do a canoe, but will have to figure out how to handle portage (with a chest). That, and a canoe of any size is going to be too large for most "rivers," which are more like streams.
I'll probably build a dredge first (that can be used to deepen/widen streams). Need to build a small barge, pole-driven, and then add a furnace and some machinery.
That could be cool. If there is an alternative way of obtaining pearls though. Otherwise oyster fishing would become mandatory if you want to obtain larger ships.
Why not? I think it's reasonable to require a schooner before building a ship. If you can't handle something small, you won't be able to handle something larger.
Not sure how difficult this would be (I'm not a programmer), but some mods hook into the villagers system and when you find a village, there is a chance that some villagers will sell their mod items for emeralds (thaumcraft 3, forestry). This could be done with pearls then.
Another way would be to add them to the dungeon loottable too if that is possible. You could expand this with pirate treasure troves etc that your mod would generate:p
I'm pretty sure that any item can be made trade-able from the villagers or added to dungeon chests, but I haven't looked into. The trick is doing it in a way that would work with existing worlds.
If oysters were like fish, and could be obtained from any suitable coastline with the proper equipment, then you wouldn't need an "oyster bed generator."
BACK UP YOUR WORLD! I had a world-crashing problem earlier, and I believe I've squashed it, but it's always better to be safe than sorry.
REQUIRES THE PUNT! I assume you have it already.
Recipe is three Punts across.
Sorry, no colored sails yet
The Whitehall will carry three people (driver plus two passengers). If there are fewer than three people aboard they can change places. Only a single chest at the moment, and you'll need to look directly at it to open it (if you have problems opening the chest, move to a forward seat).
NOTA BENE: The internals will likely be twiddled, and this WILL cause problems with saved worlds. I'm investigating how to work around this but, until I have a solution, understand that you may have to remove all instances of the Whitehall from your world before updating to the release version -- so keep track of where you put them!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/16/2013
Posts:
46
Member Details
I loaded a world with the whitehall, tried to place some boats, but they disappeared. they were levitating, 15 blocks off the ground.
Than I got in a whitehall, and...
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
java.lang.NullPointerException
at awger.mods.whitehall.EntityWhitehall.isRider(EntityWhitehall.java:1860)
at awger.mods.whitehall.EntityBoatPart.a(EntityBoatPart.java:607)
at qx.p(EntityPlayer.java:1203)
at ayo.b(PlayerControllerMP.java:455)
at net.minecraft.client.Minecraft.c(Minecraft.java:1306)
at net.minecraft.client.Minecraft.l(Minecraft.java:1810)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at awger.mods.whitehall.EntityWhitehall.isRider(EntityWhitehall.java:1860)
at awger.mods.whitehall.EntityBoatPart.a(EntityBoatPart.java:607)
at qx.p(EntityPlayer.java:1203)
at ayo.b(PlayerControllerMP.java:455)
at net.minecraft.client.Minecraft.c(Minecraft.java:1306)
So some one early posted that thay thought drag nets would be a cool aditon but you siad no because understanably a sail boat cant run a drag net so I beleave I have a solution.... Cast Nets
you could have them work kind of like fishing poles but have then cover 4 blocks for the first vertion
Ex.
Tier 1
W W W W
W N N W
W N N W
W W W W
W = Water block
N = net on water
Tier 2
W W W W
W N N N
W N N N
W N N N
the nest could have a increased chanse of caching fish and could cach more fish, the tier 1 could have a 10% chanse boost of cashing fish and could cach 0 - 4 fish. Also the way cast nets are made is by weaving them on a loom so you could craft the first tier of two but for hier tier ones you would have to get them or specieal parts for net weavers in vilages like you speculated about with the cannona and forges
to craft them you could use string(S) and iron nuggets(N)
S S S
S S S
N N N
What would REALY improve the mod is Having a slightly pointier Bow (front) and mabie a bowsprit? also making the deck (floor) a bit higher to fix the water cliping through.
- this was me yh it was only an idea but yh i like the thinking it would make it easier to get more fish!, but i also thought by adding one new block that over time collects fish or crab per say, crab pots this could be something like a chest or something but im not sure how hard that would be to script...?
I think that would be realy cool mabey you could make crabs give more hunger points than fish so you cach fish in the cast net to bait the crab trap that way it would make the traps not infinit food sorce without some compinsation
i know this is going a bit of topic but have you ever used the redpower2 mod-well if you have you will know that when you ave a wind generator you have to but a sail in there...but what if you had to do that with boats in order for them to move you have to put a sail in there that have health and when the health goes down you will have to replace the sail and what if you could make better sails in order so you can go further..., for example a cotton sail would have a life time of depending how much you sail-(not long) and then a canvas would have much much more health and strength left in the sail...if you know what i mean?
the water problem could easily be fixed by adding a half translucent bit over the deck so the water doesn't show...like ice does...!
I believe Awger actually decided to leave the water in the boat. I remember a discussion about it a while ago. And I think the result was that he decided to allow the water to show in the boat.
But, I have to say, they are certainly ideas worth implementing.
Difficult to say. As it stands right now, the code that works with multiple passengers has a nasty habit of crashing worlds when loaded. Obviously that needs to be fixed, but my weekend (and most of next week) is already spoken for, and I don't know that I'll have much time to work on it before February.
I hate it when Real Life (tm) intrudes...
Yes... yes it is, Alice.
Now is probably not a bad time to start that conversation, though... I have some ideas about relative value, usage, balance, and how larger boats come into being, but the community at large likely has different ideas. Some amalgam is in order.
Further comment later on.
Agreed, with the caveat that simple things, when taken together, can become quite complicated. Especially where humans are involved.
My inclination is to increase complexity with cost and benefit -- as in, nothing worthwhile comes easy.
I'm not familiar with Steve's Carts, I'll have to look into that. I'm not a fan of derps, either.
Here are my thoughts, in broad strokes:
A double resolution texture pack that stays faithful to the original Minecraft textures.
Well, it's a start.
The Punt is available for MC 1.4.5-7 (download link at top of thread). The Whitehall hasn't been released yet.
Thanks, glad you like it!
I'll be adding anchors "soon." For small boats, I think they'll be automatic (ie when you jump in the anchor is retrieved, when you jump out the anchor is tossed out).
Ships will handle the anchor differently (haven't worked it out yet).
The current control method was intentionally made to be as simple as possible -- I wanted to be able to just jump in and go, using the same controls as the vanilla boat. Future boats will have an "advanced" control scheme that will require raising/lowering sails and setting the boom to control speed, and will be optional for the Punt and Whitehall. Implementation will require a weather mod that keeps track of wind direction et al (initially simplified, could be expanded later to include storms and sea state).
I'd like to do a canoe, but will have to figure out how to handle portage (with a chest). That, and a canoe of any size is going to be too large for most "rivers," which are more like streams.
I'll probably build a dredge first (that can be used to deepen/widen streams). Need to build a small barge, pole-driven, and then add a furnace and some machinery.
Need to add flags as well...
Hmm... oysters. Raw, or cooked. With bacon.
Pearls aren't a bad idea, either. Use them to pay the shipwright?
Why not? I think it's reasonable to require a schooner before building a ship. If you can't handle something small, you won't be able to handle something larger.
I'm pretty sure that any item can be made trade-able from the villagers or added to dungeon chests, but I haven't looked into. The trick is doing it in a way that would work with existing worlds.
If oysters were like fish, and could be obtained from any suitable coastline with the proper equipment, then you wouldn't need an "oyster bed generator."
Yes, most definitely.
How about a sneak-peak of the Whitehall? http://www.mediafire.com/download.php?pmx0yzerqqcs15h
NOTA BENE: The internals will likely be twiddled, and this WILL cause problems with saved worlds. I'm investigating how to work around this but, until I have a solution, understand that you may have to remove all instances of the Whitehall from your world before updating to the release version -- so keep track of where you put them!
Than I got in a whitehall, and...
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 1/28/13 5:52 PM
Description: Unexpected error
java.lang.NullPointerException
at awger.mods.whitehall.EntityWhitehall.isRider(EntityWhitehall.java:1860)
at awger.mods.whitehall.EntityBoatPart.a(EntityBoatPart.java:607)
at qx.p(EntityPlayer.java:1203)
at ayo.b(PlayerControllerMP.java:455)
at net.minecraft.client.Minecraft.c(Minecraft.java:1306)
at net.minecraft.client.Minecraft.l(Minecraft.java:1810)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at awger.mods.whitehall.EntityWhitehall.isRider(EntityWhitehall.java:1860)
at awger.mods.whitehall.EntityBoatPart.a(EntityBoatPart.java:607)
at qx.p(EntityPlayer.java:1203)
at ayo.b(PlayerControllerMP.java:455)
at net.minecraft.client.Minecraft.c(Minecraft.java:1306)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ays['nianor'/53874, l='MpServer', x=-377.45, y=65.20, z=-333.51]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-444,4,-407), Chunk: (at 4,0,9 in -28,-26; contains blocks -448,0,-416 to -433,255,-401), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 7313 game time, 7313 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 59 total; [px['item.item.Punt'/54512, l='MpServer', x=-366.94, y=40.13, z=-332.19], px['item.item.Whitehall'/54469, l='MpServer', x=-350.41, y=38.13, z=-341.34], px['item.item.Punt'/54491, l='MpServer', x=-366.20, y=45.13, z=-326.83], mg['Painting'/53756, l='MpServer', x=-392.94, y=55.50, z=-279.50], mg['Painting'/53755, l='MpServer', x=-392.94, y=55.50, z=-279.50], EntityPunt['entity.awger_Punt.EntityPunt.name'/53747, l='MpServer', x=-387.00, y=60.00, z=-319.72], mg['Painting'/53755, l='MpServer', x=-392.94, y=55.50, z=-279.50], ow['Bat'/53757, l='MpServer', x=-389.92, y=29.16, z=-271.82], mg['Painting'/53756, l='MpServer', x=-392.94, y=55.50, z=-279.50], EntityWhitehall['entity.awger_Whitehall.EntityWhitehall.name'/53759, l='MpServer', x=-379.20, y=64.00, z=-338.99], ow['Bat'/53758, l='MpServer', x=-371.25, y=26.10, z=-394.25], EntityPunt['entity.awger_Punt.EntityPunt.name'/53728, l='MpServer', x=-392.94, y=60.00, z=-341.66], px['item.item.Whitehall'/54457, l='MpServer', x=-343.56, y=34.13, z=-341.94], EntityPunt['entity.awger_Punt.EntityPunt.name'/53737, l='MpServer', x=-394.75, y=61.60, z=-347.69], ow['Bat'/53725, l='MpServer', x=-385.24, y=31.44, z=-369.20], ow['Bat'/54425, l='MpServer', x=-320.82, y=5.89, z=-394.46], ow['Bat'/54424, l='MpServer', x=-323.23, y=5.00, z=-389.79], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53769, l='MpServer', x=-378.41, y=64.00, z=-338.20], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53768, l='MpServer', x=-378.09, y=64.00, z=-339.15], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53771, l='MpServer', x=-377.46, y=64.00, z=-337.89], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53770, l='MpServer', x=-377.14, y=64.00, z=-338.83], px['item.tile.wood.oak'/53773, l='MpServer', x=-371.91, y=40.13, z=-333.47], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53772, l='MpServer', x=-380.15, y=64.00, z=-339.30], px['item.item.stick'/53775, l='MpServer', x=-371.19, y=40.13, z=-332.88], px['item.tile.wood.oak'/53774, l='MpServer', x=-370.22, y=40.13, z=-332.69], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53761, l='MpServer', x=-382.21, y=64.00, z=-339.45], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53760, l='MpServer', x=-381.89, y=64.00, z=-340.40], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53763, l='MpServer', x=-381.26, y=64.00, z=-339.14], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53762, l='MpServer', x=-380.94, y=64.00, z=-340.09], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53765, l='MpServer', x=-380.31, y=64.00, z=-338.83], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53764, l='MpServer', x=-379.99, y=64.00, z=-339.78], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53767, l='MpServer', x=-379.36, y=64.00, z=-338.51], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53766, l='MpServer', x=-379.04, y=64.00, z=-339.46], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53784, l='MpServer', x=-379.56, y=60.80, z=-332.91], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53785, l='MpServer', x=-378.66, y=60.80, z=-334.00], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53786, l='MpServer', x=-378.57, y=60.80, z=-333.01], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53787, l='MpServer', x=-377.67, y=60.80, z=-334.10], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53788, l='MpServer', x=-377.57, y=60.80, z=-333.11], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53789, l='MpServer', x=-380.61, y=60.80, z=-333.31], EntityWhitehall['entity.awger_Whitehall.EntityWhitehall.name'/53776, l='MpServer', x=-379.61, y=60.80, z=-333.41], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53777, l='MpServer', x=-382.64, y=60.80, z=-333.61], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53778, l='MpServer', x=-382.55, y=60.80, z=-332.62], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53779, l='MpServer', x=-381.65, y=60.80, z=-333.71], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53780, l='MpServer', x=-381.55, y=60.80, z=-332.71], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53781, l='MpServer', x=-380.65, y=60.80, z=-333.81], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53782, l='MpServer', x=-380.56, y=60.80, z=-332.81], EntityBoatPart['entity.awger_Whitehall.EntityBoatPart.name'/53783, l='MpServer', x=-379.66, y=60.80, z=-333.91], ow['Bat'/53798, l='MpServer', x=-362.71, y=36.86, z=-411.54], pe['Sheep'/53837, l='MpServer', x=-331.72, y=53.00, z=-285.50], ph['Squid'/53836, l='MpServer', x=-338.50, y=48.00, z=-296.50], oy['Chicken'/53838, l='MpServer', x=-329.59, y=44.00, z=-264.63], ow['Bat'/54105, l='MpServer', x=-305.28, y=23.57, z=-380.25], px['item.item.minecart'/53824, l='MpServer', x=-362.53, y=51.13, z=-271.13], EntityPunt['entity.awger_Punt.EntityPunt.name'/53827, l='MpServer', x=-387.72, y=60.80, z=-351.87], ow['Bat'/54087, l='MpServer', x=-362.03, y=6.10, z=-356.75], ow['Bat'/53844, l='MpServer', x=-300.07, y=17.18, z=-379.19], ow['Bat'/54572, l='MpServer', x=-432.97, y=1.00, z=-264.38], ow['Bat'/53841, l='MpServer', x=-319.35, y=14.74, z=-398.15], ays['nianor'/53874, l='MpServer', x=-377.45, y=65.20, z=-333.51]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:440)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:794)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 173149936 bytes (165 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 930 (52080 bytes; 0 MB) allocated, 14 (784 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 10 mods loaded, 10 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BasicComponents [Basic Components] (BasicComponents_v1.2.4.335.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
AtomicScience [Atomic Science] (AtomicScience_v0.3.4.135.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
FlansMod [Flan's Mod] (Flans Mod 2.1.1 for Minecraft 1.4.6 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
ICBM [ICBM] (ICBM_v1.0.3.131.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
awger_Punt [Punt] (punt.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
awger_Whitehall [Whitehall] (whitehall.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: GeForce 7950 GX2/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 419 (23464 bytes; 0 MB) allocated, 53 (2968 bytes; 0 MB) used
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/
you could have them work kind of like fishing poles but have then cover 4 blocks for the first vertion
Ex.
Tier 1
W W W W
W N N W
W N N W
W W W W
W = Water block
N = net on water
Tier 2
W W W W
W N N N
W N N N
W N N N
the nest could have a increased chanse of caching fish and could cach more fish, the tier 1 could have a 10% chanse boost of cashing fish and could cach 0 - 4 fish. Also the way cast nets are made is by weaving them on a loom so you could craft the first tier of two but for hier tier ones you would have to get them or specieal parts for net weavers in vilages like you speculated about with the cannona and forges
to craft them you could use string(S) and iron nuggets(N)
S S S
S S S
N N N
I think that would be realy cool mabey you could make crabs give more hunger points than fish so you cach fish in the cast net to bait the crab trap that way it would make the traps not infinit food sorce without some compinsation
I believe Awger actually decided to leave the water in the boat. I remember a discussion about it a while ago. And I think the result was that he decided to allow the water to show in the boat.
Get minecraft forge and place the download in the mods folder
I agree.
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/