I loaded Forge (obviously), Optifine, and Small Boats That's it. The boats functioned as intended (I was getting in and out). Except the Hoy. As you said, I think I'm stuck in a collision box. I get stuck on top of it, not far away. I turned on each of my mods one at a time. By that I mean at all times I only had Optifine, Small Boats, and one other mod. I had the original problem with ALL of them. As soon I removed all but Small Boats, it worked fine (except the hoy). I don't know, I'm pretty much done with it right now. It was a nice concept, but I don't know. I'm at a loss.
Getting stuck on the collision box is a relatively easy fix... which should go in this weekend. The errant exit (jumping out of the boat and winding up somewhere else) is slightly more difficult, but I think I have a fix for that as well (I do a lot of "development" work during my 90 minute commute).
It shouldn't have anything to do with the problem you're seeing, but were you running in creative of survival mode? I do all of my testing in creative mode (it's just easier), so it's possible my attempt at duplicating the problem wasn't so... duplicative.
Awger, do you think I could get one of these in here?
*OOF*
Not asking for much, are you?
Seriously though... the only two capabilities needed to build a ship like that are a square rig (easy) and walking on deck (hard). Once walking on deck is working, building that ship will be a very straightforward (albeit time consuming) effort.
Awger, is it possible to have the old (pre 1.6) boat controls for your boats? i personally think wasd is more fitting for a bigger boat than mouse control since is bigger and harder to manouvre.
All the boats use the same control scheme, which is the same control scheme used for the vanilla boat.
Getting stuck on the collision box is a relatively easy fix... which should go in this weekend. The errant exit (jumping out of the boat and winding up somewhere else) is slightly more difficult, but I think I have a fix for that as well (I do a lot of "development" work during my 90 minute commute).
It shouldn't have anything to do with the problem you're seeing, but were you running in creative of survival mode? I do all of my testing in creative mode (it's just easier), so it's possible my attempt at duplicating the problem wasn't so... duplicative.
I try to run in survival, but if I got stuck, I used TMI to switch and fly out. Then I switched back to survival and tried again. I think the link I sent you I left it in creative though. I appreciate all you've done to try to help, I really do wish I could use this mod, it's awesome having storage on a boat!
hey, I have seen your boat models and they are just awesome, and I have a website for you to look at all kinds of ships, it has small ships in the tall ship section, sailboat section, ancient ship section, and pirate ship section: https://modelshipmaster.com/ andi hope this will help you. good luck.
I wasn't terribly concerned about the size (number of items in) the chests. They're split in the Whitehall because I was building out the initial implementation, and it seemed to make sense to have multiple chests if you were carrying multiple people.
I added chests to the Hoy just to make it useful, but it really should have a cargo hold. How do you access the cargo hold? I don't know yet... which is why the Hoy has chests.
There's been some discussion about cargo loading and unloading earlier in this thread, and I have a few ideas, but it's a pretty low priority right now. The basic idea is that chests are accessible as you would expect, but the cargo hold is just for transport; you can load it and unload it, but you can't get at it while underway. Think of it as a manifest: 2 chests of iron ore, 4 chests of coal, 2 chests of dried pork, etc. It's in the hold, but it's all crated up and lashed down, so you can't get at it until you unload it.
WRT chests on warships vs merchants -- warships will have hold space dedicated to powder, shot, and shell, and likely won't have any cargo space to speak of (although there will be a few chests for the officers). Merchants will have cargo space but will have to give up cargo space to store powder and shot.
This is thinking WAY ahead but here are some ideas. You can make a "crane" block to go on the dock. This can transfer your items to and from the ship. Maybe it will have internal storage, or maybe it can access a chest. Like you said, items in the hold are not accessible underway unless they are stored in the "short term" hold, that is much smaller but allows storage of things like food, drinks, and supplies that you may need access to while underway or stopping at an island. (this is like the current chest on the ship). When your ship is within X blocks of the "crane" block, you can load and unload it into the chest or internal storage through some sort of UI.
The crane block could also be used to load and unload ammo / cannon.
No idea how hard something like that would be, but it seems along the lines of what you had in mind.
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Spoiler tags are your friends when posting errors. USE THEM!
Just wanted to say great mod, and I have a quick question: in the latest update has the Punt gotten slower? or is it just me?
No, not just you. When I reworked the Punt to use the framework code, the way its top speed is calculated got changed (it's using the framework formula now, not its own). Same for all the other performance attributes (turn rate, heel, etc). All the calculations are consistent between the boats, but the inputs need some tweaking.
hey, I have seen your boat models and they are just awesome, and I have a website for you to look at all kinds of ships, it has small ships in the tall ship section, sailboat section, ancient ship section, and pirate ship section: https://modelshipmaster.com/ andi hope this will help you. good luck.
Will this eventually support texturepacks like sphax bd craft or summerfields?
Kinda-sorta. The boats use their own textures, so a normal texture pack won't have any affect on them -- but when the code is published you'll have access to everything, textures included.
As new boats are built and released as their own mod, I expect them to use the textures in the base mod, but provide and use their own custom textures where appropriate (ex: transom artwork).
Just letting OP know that in the latest build (as of 6/28/13) the Hoy is uncraftable. This might have already been known, but I just wanted to make sure.
Edit: also, whenever you get out of a ship/boat it spits out out south of the craft, no matter which direction the boat is sailing/anchored. Side note: anchors.
um? why does the hoy have no texture when its in your inventory
Awger's having a contest to vote on a texture. I think he said earlier that he doesn't like to do icons
On another note, I was trying to do some deep sea fishing from the seat of my hoy and the fish i reeled in just flew right over my head, which got me thinking about ship components (for lack of a better word) other than cannons. For example, fishing nets to turn your ship into a trawling vessel.
I think, and I could be completely wrong, that somewhere you mentioned the hoy having so many separate entity parts because you wanted them to be switched out with other parts. Going off of that and the earlier post about having a docking crane to load and unload the cargo hold of a ship, could a similar dock machine be used to modify a ship in port? I just finished defending my island home from pirates who are now sinking to the bottom of the sea. Could I dock my ship, take the guns off and load up fishing nets to go back to my peacetime job? Or would that require two different ships?
(fishing nets used as an example, as far as I know there has been no mention of any other components aside from cannons and carronades)
Awger's having a contest to vote on a texture. I think he said earlier that he doesn't like to do icons
On another note, I was trying to do some deep sea fishing from the seat of my hoy and the fish i reeled in just flew right over my head, which got me thinking about ship components (for lack of a better word) other than cannons. For example, fishing nets to turn your ship into a trawling vessel.
I think, and I could be completely wrong, that somewhere you mentioned the hoy having so many separate entity parts because you wanted them to be switched out with other parts. Going off of that and the earlier post about having a docking crane to load and unload the cargo hold of a ship, could a similar dock machine be used to modify a ship in port? I just finished defending my island home from pirates who are now sinking to the bottom of the sea. Could I dock my ship, take the guns off and load up fishing nets to go back to my peacetime job? Or would that require two different ships?
(fishing nets used as an example, as far as I know there has been no mention of any other components aside from cannons and carronades)
I think varying the charge amount is probably a little more complex than it would need to be. From what I've read, except for long-range, aimed shots, gun crews used a standard weight charge, usually with some made up ahead of time (but in the magazine, not on deck for obvious reasons). The elevation or depression of the gun was significant for range. Part of this was the realities less-than-ideal casting of guns, part of it had to do with lack of education (and trust in) on the part of the ordinary gunner on a tall ship.
Anyway, I can see using the icons to show the different calibers of balls, etc (I still think pounds might be a better way to go rather than calibers), and I can see requiring different powder charges for different gun sizes (so a 4lb cannon might require a single gunpowder to load, while an 9lb might require 2-3x as much), but not different powder charges for the same gun size.
Another idea to help address some of the placement issues with the boats is to possibly allow the boat, when in hand, to be placed on the players targeted spot, so long as the spot is water.
Just letting OP know that in the latest build (as of 6/28/13) the Hoy is uncraftable. This might have already been known, but I just wanted to make sure.
Edit: also, whenever you get out of a ship/boat it spits out out south of the craft, no matter which direction the boat is sailing/anchored. Side note: anchors.
That's the default behavior, same as the regular boat.
I'll be overriding that shortly, to fix the "getting stuck on hitbox when you exit the boat" problem.
Going off of that and the earlier post about having a docking crane to load and unload the cargo hold of a ship, could a similar dock machine be used to modify a ship in port? I just finished defending my island home from pirates who are now sinking to the bottom of the sea. Could I dock my ship, take the guns off and load up fishing nets to go back to my peacetime job? Or would that require two different ships?
(fishing nets used as an example, as far as I know there has been no mention of any other components aside from cannons and carronades)
Technically feasible I suppose, but probably not very useful in practice. Better (and easier) to have warships, merchants, and fishing vessels separate.
I think varying the charge amount is probably a little more complex than it would need to be. From what I've read, except for long-range, aimed shots, gun crews used a standard weight charge, usually with some made up ahead of time (but in the magazine, not on deck for obvious reasons). The elevation or depression of the gun was significant for range. Part of this was the realities less-than-ideal casting of guns, part of it had to do with lack of education (and trust in) on the part of the ordinary gunner on a tall ship.
Quite possibly. I don't really know how useful varying charges would be in practice, will have to see.
Anyway, I can see using the icons to show the different calibers of balls, etc (I still think pounds might be a better way to go rather than calibers), and I can see requiring different powder charges for different gun sizes (so a 4lb cannon might require a single gunpowder to load, while an 9lb might require 2-3x as much), but not different powder charges for the same gun size.
Just to simplify things, I'll assume that shot is shot and shell is shell, regardless of the bore of the cannon it's being loaded into. I don't see any need to keep track of specific sizes of shot or shell, more important to keep track of different types of ordnance.
Same for powder -- you'll have many stacks of gun powder in the magazine, but the guns will be loaded in "charges." The number of gun powder items per bag will vary according to the size of the gun, and be debited from your magazine automagically (no need to craft charges of a particular size).
I expect the loading process will be highly automated.
Another idea to help address some of the placement issues with the boats is to possibly allow the boat, when in hand, to be placed on the players targeted spot, so long as the spot is water.
That's how it works now (minus the water check), but the boats always face west. I'll eventually get around to having the boats spawn in different directions, according to the directions the player is facing.
Quite possibly. I don't really know how useful varying charges would be in practice, will have to see.
Just to simplify things, I'll assume that shot is shot and shell is shell, regardless of the bore of the cannon it's being loaded into. I don't see any need to keep track of specific sizes of shot or shell, more important to keep track of different types of ordnance.
Same for powder -- you'll have many stacks of gun powder in the magazine, but the guns will be loaded in "charges." The number of gun powder items per bag will vary according to the size of the gun, and be debited from your magazine automagically (no need to craft charges of a particular size).
I expect the loading process will be highly automated.
That's how it works now (minus the water check), but the boats always face west. I'll eventually get around to having the boats spawn in different directions, according to the directions the player is facing.
Speak slowly next time, so I can comprehend.
Dumb it down for me: Bigger gun = bigger shot = more creeper dust?
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Want my attention? QUOTE ME
11/5/15
This is the first time I've edited my siggy in 3 Years, 5 Months and 7 days.
1.I know you plan on adding cannons to the mod soon. so I want to say that there should be warships and has health for naval warfare.
2. I believe you should add a boss mob called the kraken, a sea monster that can bring ships to the bottom, here's a part of the movie pirates of the caribbean showing the kraken attacking a ship: http://www.youtube.com/watch?v=Hq8EGbz4Puw
Getting stuck on the collision box is a relatively easy fix... which should go in this weekend. The errant exit (jumping out of the boat and winding up somewhere else) is slightly more difficult, but I think I have a fix for that as well (I do a lot of "development" work during my 90 minute commute).
It shouldn't have anything to do with the problem you're seeing, but were you running in creative of survival mode? I do all of my testing in creative mode (it's just easier), so it's possible my attempt at duplicating the problem wasn't so... duplicative.
*OOF*
Not asking for much, are you?
Seriously though... the only two capabilities needed to build a ship like that are a square rig (easy) and walking on deck (hard). Once walking on deck is working, building that ship will be a very straightforward (albeit time consuming) effort.
How good are you at coding in Java?
All the boats use the same control scheme, which is the same control scheme used for the vanilla boat.
I haven't yet built the advanced control scheme.
I try to run in survival, but if I got stuck, I used TMI to switch and fly out. Then I switched back to survival and tried again. I think the link I sent you I left it in creative though. I appreciate all you've done to try to help, I really do wish I could use this mod, it's awesome having storage on a boat!
me... java.... uhh.... *Dives overboard and swims away quickly*
This is thinking WAY ahead but here are some ideas. You can make a "crane" block to go on the dock. This can transfer your items to and from the ship. Maybe it will have internal storage, or maybe it can access a chest. Like you said, items in the hold are not accessible underway unless they are stored in the "short term" hold, that is much smaller but allows storage of things like food, drinks, and supplies that you may need access to while underway or stopping at an island. (this is like the current chest on the ship). When your ship is within X blocks of the "crane" block, you can load and unload it into the chest or internal storage through some sort of UI.
The crane block could also be used to load and unload ammo / cannon.
No idea how hard something like that would be, but it seems along the lines of what you had in mind.
No, not just you. When I reworked the Punt to use the framework code, the way its top speed is calculated got changed (it's using the framework formula now, not its own). Same for all the other performance attributes (turn rate, heel, etc). All the calculations are consistent between the boats, but the inputs need some tweaking.
Nice resource -- bookmarked. Thanks.
Kinda-sorta. The boats use their own textures, so a normal texture pack won't have any affect on them -- but when the code is published you'll have access to everything, textures included.
As new boats are built and released as their own mod, I expect them to use the textures in the base mod, but provide and use their own custom textures where appropriate (ex: transom artwork).
Edit: also, whenever you get out of a ship/boat it spits out out south of the craft, no matter which direction the boat is sailing/anchored. Side note: anchors.
Awger's having a contest to vote on a texture. I think he said earlier that he doesn't like to do icons
On another note, I was trying to do some deep sea fishing from the seat of my hoy and the fish i reeled in just flew right over my head, which got me thinking about ship components (for lack of a better word) other than cannons. For example, fishing nets to turn your ship into a trawling vessel.
I think, and I could be completely wrong, that somewhere you mentioned the hoy having so many separate entity parts because you wanted them to be switched out with other parts. Going off of that and the earlier post about having a docking crane to load and unload the cargo hold of a ship, could a similar dock machine be used to modify a ship in port? I just finished defending my island home from pirates who are now sinking to the bottom of the sea. Could I dock my ship, take the guns off and load up fishing nets to go back to my peacetime job? Or would that require two different ships?
(fishing nets used as an example, as far as I know there has been no mention of any other components aside from cannons and carronades)
*clears throat*
http://i.imgur.com/nXPjz.png
That was super helpful! thanks for clarifying.
Despite missing the point of the question entirely.
Anyway, I can see using the icons to show the different calibers of balls, etc (I still think pounds might be a better way to go rather than calibers), and I can see requiring different powder charges for different gun sizes (so a 4lb cannon might require a single gunpowder to load, while an 9lb might require 2-3x as much), but not different powder charges for the same gun size.
Another idea to help address some of the placement issues with the boats is to possibly allow the boat, when in hand, to be placed on the players targeted spot, so long as the spot is water.
Works for me...?
That's the default behavior, same as the regular boat.
I'll be overriding that shortly, to fix the "getting stuck on hitbox when you exit the boat" problem.
You can't right now. It's easy for me to change the color in code, but there's no interface for changing color that's accessible to the player yet.
Technically feasible I suppose, but probably not very useful in practice. Better (and easier) to have warships, merchants, and fishing vessels separate.
Quite possibly. I don't really know how useful varying charges would be in practice, will have to see.
Just to simplify things, I'll assume that shot is shot and shell is shell, regardless of the bore of the cannon it's being loaded into. I don't see any need to keep track of specific sizes of shot or shell, more important to keep track of different types of ordnance.
Same for powder -- you'll have many stacks of gun powder in the magazine, but the guns will be loaded in "charges." The number of gun powder items per bag will vary according to the size of the gun, and be debited from your magazine automagically (no need to craft charges of a particular size).
I expect the loading process will be highly automated.
That's how it works now (minus the water check), but the boats always face west. I'll eventually get around to having the boats spawn in different directions, according to the directions the player is facing.
Speak slowly next time, so I can comprehend.
Dumb it down for me: Bigger gun = bigger shot = more creeper dust?
1.I know you plan on adding cannons to the mod soon. so I want to say that there should be warships and has health for naval warfare.
2. I believe you should add a boss mob called the kraken, a sea monster that can bring ships to the bottom, here's a part of the movie pirates of the caribbean showing the kraken attacking a ship: http://www.youtube.com/watch?v=Hq8EGbz4Puw