Description
Adds ships to the world generation, a new mob (Piranha, currently not in v2.0.0 for MC 1.11.2 and 1.12.2 but still available with older versions), and a diving suit. Currently adds rowboats, sailboats (upright and sideways), sloops, schooners, and the Waverunner to oceans and beaches.
Installation
More info on the mod below (and screenshots) but I figure this is what you are here for!
First get minecraft forge here
Then get:
v2.0.0 for Minecraft 1.11.2+ is on curse
v1.7.0 for Minecraft 1.8 direct
or
v1.7.0 for Minecraft 1.7.x direct
or
v1.7.0 for Minecraft 1.6.4 direct
Features
Random generation for each ship. A config with options for ship material, rarity, and min/max distance between ships.
The larger the ship the better the loot (rowboats have nothing, they are purely cosmetic).
The sloop and next ships I plan to add were designed by MCElex. You can check out more of his ships here.
New to v1.6.0, the Piranha! A hostile mob that will swim in a school. They are quite weak (a diamond sword kills in 1 hit) and dont do much damage on their own. But large shipwrecks can have 20+ piranhas swimming around.
A Diving Suit! The full suit adds waterbreathing. It will also slow you down on land.
Shipwrecks
Sailboat
Other Structures
Stone Spire. These generate in areas when the ocean is deep enough. In the version for Minecraft 1.8, the spires can also generate with ore and different types of stone as seen in the screenshot.
Items
Recipe
Chest
Legs
Boots
Mobs
Old Versions:
v1.7.0 for Minecraft 1.8 direct
v1.7.0 for Minecraft 1.7.x direct
v1.7.0 for Minecraft 1.6.4 direct
v1.6.3 for Minecraft 1.8 direct
v1.6.3 for Minecraft 1.7.x direct
v1.6.3 for Minecraft 1.6.4 direct
v1.6.2 for Minecraft 1.7.x direct
v1.6.2 for Minecraft 1.6.4 direct
v1.6.1 for Minecraft 1.6.4 direct
v1.5.2 for Minecraft 1.5.2 direct
Compatibility
Should be compatible with most mods. Any mod that overwrites vanilla Ocean and Beach biome generation is currently incompatible. This mod will not work with Better World Generation 4 or Terrafirmacraft (nothing will crash but no shipwrecks will appear in any of the biomes). It will work with Biomes OPlenty, ATG, and Extrabiomes XL (but only in vanilla biomes, no mod-created biomes will have shipwrecks).
Changelog
v1.7.1, 6/13/2015
- Fixed a few texture bugs.
- Removed code that could cause crashes when using multiple mods with custom mobs. Spawn eggs for Piranhas removed as part of the fix.
v1.7.0, 6/4/2015
- Fixed a bug that prevented Piranhas from generating more than one time.
- Improved the generation code to prevent having massive areas without wrecks.
- Changed the ship rarity from a straight percent chance using nested if statements to a weighted list (basically, cleaned up the code a massive amount).
- Changed the default ship rarity (50% rowboat, 20% sailboat, 15% stone spires, 10% sloop, 4% schooner, and 1% waverunner).
- Changed the default min/max distance between ships (min 4, max 8).
- Added fire arrows and charges to the Waverunner for Minecraft 1.7 and 1.8.
- Finished the last pages of the Zebrina's Captain's Log. Find out what actually happened to the crew!
v1.6.3, 11/12/2014
- Fixed a bug that caused an Entity ID conflict (a better way this time).
v1.6.2, 4/9/2014
- Updated the mod to 1.7.2
- Increased attack speed of Piranhas from every 20 sec to every 3 sec.
- Increased damage of Piranhas from 1/2 a heart to 1.5 hearts (unarmored).
- Added an option in the config to disable the Diving Suit.
- Shipwrecks will now appear in Deep Oceans, Frozen Oceans, and on Cold Beaches.
v1.6.1, 1/20/2014
- Fixed a bug that would cause the game to crash when killed by Piranhas.
- Removed the mob ID conflict.
v1.6.0, 1/16/2014
- Added a new ship, the Waverunner! This is the largest ship to date. You will drown if you dont prepare correctly.
- Added the first hostile mob, a Piranha! These nasty fish swim in schools. A single fish wont do much damage, but in groups they can kill you in a matter of seconds. Luckily 1 hit with a diamond sword, or 2 with a stone or better sword will kill these fish. They can swim faster than you, so be prepared to fight them.
- Added custom armor, the diving suit! Wearing the helmet will give you nightvision. This armor provides the same protection as iron armor, but is slightly more durable. The armor will also add slowness if worn outside of the water, note that this effect will occur if you are bobbing on top of the water (when you hold space, you clear the top water block completely). Each piece of armor worn will add 1 level of slowness, to a max of slowness 4.
- Added an option to the config to remove dispensers from ships. As dispensers are tileEntities, they can cause a large amount of lag (especially in large groups).
- Config files have been renamed. Im using better code to generate the config files. As a result, config files for FTB should now appear in the config folder of the associated modpack.
- Increased default rarity of shipwrecks.
- Some minor performance fixes.
- Full changelog available here.
Progress on Next Update (most recent update 6/2/2015)
- I've been working on adding mod support. I've figured out detecting other mods, but I need to work on exactly what I want to do with it (will not be in v1.7 of the mod).
- Finalized the longboat design and how it looks wrecked against the stone spire. Also included some sea lanterns in the design (will be glowstone for pre-1.8 releases). Now I just need to code the new wrecks.
Plans for the Future
- Adding support for other mods.
- Adding more ships of course.
- Adding more hostile mobs. Sharks, pirate zombies and skeletons...living pirates? Not sure what is next.
- Improving on the Diving Suit. The suit will eventually have an energy level that will constantly drain when providing water breathing and nightvision. I also want to keep working on the texture, I hit a wall and decided to release it unfinished to an extent. Once I figure out what to do with it I will finish it. The chest needs the most work, as it is large and boring looking. The suit will also need to be compatible with other energy systems, most likely RF.
- Adding a scuba suit. This will provide nightvision and waterbreathing like the diving suit does, but it will also increase your swim speed. However, it will not be armored at all.
- Adding a harpoon gun. essentially a bow that does more damage to fish. Would be useful against any strong underwater mobs I add in the future.
- Improving underwater movement of mobs. Making them more likely to stay within a certain area, or move towards points of interest like actual animals do. The code I have allows for this, just need to see if minecraft is capable of handling it. Preventing them from running into obstacles would also be nice.
- Finishing the currently unfinished captains log and creating new ones.
Want to add it to a mod pack/make a video/talk about it?
Currently, this is the only place I have officially released this mod. As long as you dont redistribute the mod, claim credit for the mod, or link directly to the downloads (please link to this page) I will be happy.
You can also use it in modpacks (just give me credit please).
You may not use this mod on a server if you lock any parts of this mod, any other mod, or vanilla minecraft behind a paywall.
Acknowledgements
MCElex for the better ship designs!
1
Man, it's been a while since I last posted in this thread!
Well, I started a new world in my "tech mods" profile. This time, I started on easy mode (instead of peaceful mode, which I usually play on) and intend to stay in easy mode (for the most part, at least).
So far, I've got a nice house built with a crafting room, a bedroom, and plenty of storage (most of which uses the drawers from the mod Storage Drawers).
The house also has a basement. I've dug out a furnace room that has 32 furnaces. I'm also digging out a room for an indoor fishing pond, but I have kind of neglected that project lately...
I've planted farms for gysahl greens (from ChocoCraft) and wheat along with some sugar cane. I also have some pumpkin seeds from pumpkins that I found, a carrot from a zombie, and some melon seeds from a loot bag (from the mod Loot Bags), but I haven't set up farms for planting those yet. I've also built pens for cows, chickens, and sheep.
I've tamed a couple of chocobos (also from ChocoCraft). One has a pack bag and the other has a saddle with saddle bags.
I've dug out a mine deep underground and have found some diamonds and redstone along with loads of iron as well as copper and tin (the copper and tin are from a couple of mods: Forestry and IndustrialCraft 2).
I've also set aside an area for a basic machine lab. I've got the main building for it built, as well.
I've set up a couple of outposts away from my main base, but there's not much worth noting about them.
That's the story thus far!
1
I'm gonna go ahead and be "that guy"...
I keep things fresh by playing with mods.
Some people don't want to use mods (in fact, some people are really strongly against using mods), but they can liven up the survival experience very nicely.
I also keep myself busy with large projects (along with smaller projects along the way). If something takes a long time to finish, it will keep you busy longer. (Of course, some people do get bored of these kinds of projects, but some people don't. )
Just a couple of ideas for ya.
1
I've gotten a couple of things done in my "tech mods" profile.
I hired (well, tamed) a LittleMaid (from littleMaidMobX) and used a name tag to name her "Ashley". I've had her smelt a bunch of items for me as well as carry some things around (they have 18 inventory slots, so they can be handy for carrying things) while I've been working.
I built a bridge over a river, as well. It's a pretty unremarkable bridge, just made from "disordered stone bricks" and "stone panel" blocks from Chisel 2 with some modififed (well, re-skinned) torches that are also from Chisel 2.
I built a chicken pen, as well. It's a structure built from full blocks since mobs can glitch through fences when chunks are unloaded and loaded.
I've also started working on a cow pen that is similarly built but much bigger.
Also...
I've started playing with a "Thaumcraft" profile that has Thaumcraft (obviously), some addons for it, and some other magic mods such as EssentialCraft.
Not much has happened in that world, though.
I did spawn near both savannah and desert, which isn't too common for me.
That's the story thus far!
1
I started playing in 1.3.2 (official release, not beta).
I knew about the game for a long time before that (I actually knew about it back in alpha from Notch showing it to people in the Ludum Dare IRC channel) but I didn't think much of it until I watched some let's play videos of it. (Of course, I'm glad that I eventually decided to pick it up. )
1
I've gotten some things done in my secondary world in my "tech mods" profile.
I've finished my house. However, I'm slacking a little bit on switching to easy mode (switching from peaceful mode). I'm going to, but I'm procrastinating.
My mining tunnel has reached the depth where I like to start my "deep" column mines (Y=14). I'm going to dig out an area that is 5 cells square and then dig a staircase down in the center of that. (I'm very inefficient when I'm mining, but I don't care ).
I've planted a wheat farm with 60 wheat. I'm going to expand it some time soon, though. I'm also going to grow gysahl greens (from ChocoCraft) so that I can tame and breed chocobos.
I've expanded my oak tree farm from 48 trees to 64 trees. I'm using oak wood for a lot of my charcoal since I don't really like building with oak. (Okay, the chiseled planks from Chisel 2 make it somewhat nicer to build with oak planks, but stilll...)
That's the story thus far!
1
There's a couple more things that I do to keep things fresh that I didn't mention in my last post in this thread.
Sometimes, I spend time in a creative mode world designing things. I have Schematica, so I can save schematics (using the same file format as MCEdit) and use those as a guide to build things in my survival worlds. I also have Map Making Tools, which makes building large structures in creative mode much faster (it does many of the same things as WorldEdit) and can also copy structures and paste them in other places.
I also spend time in creative mode worlds (usually I have one specifically for this) writing code for use with ComputerCraft. That mod has programmable computers (as one might expect) as well as "turtle" robots that can place blocks, harvest blocks (if they have a tool equipped), and even craft (if they have a crafting table equipped). The computers and turtles also support wireless networking if they have a wireless modem equipped.
Mainly, I like to write APIs for the computers and turtles (modules of reusable code that other scripts can use) for things like building and inventory management. I also occasionally write scripts that use those APIs for things like having a turtle build a simple shelter.
Those are a couple more things that I do.
4
So what if it's cheating?
From the perspective of someone who only plays singleplayer and plays with mods that are much more powerful than the vanilla F3 screen, I can say that some of us don't care if the things that we use are considered "cheats" by some people.
Also, if you think that the entire community is against using these exploitable features, just keep in mind that the outrage about the decision made in the snapshots of 1.8 to change the drops of iron golems (specifically so that they would only drop if killed directly by a player) was so vocal that it eventually convinced the devs to change it back for the actual release of 1.8. The fact that they (or Dinnerbone, at least) seemed pretty angry about it suggests to me that they were forced to by the community outrage, possibly making it a PR issue for Mojang.
For every person who hates everything that could be considered "cheating", there are several who are flexible about how much "cheating" they are willing to do.
1
Hey there, folks. I have something to discuss about play style.
Do you set up outposts away from your base(s)? Also, if you do, what do you keep in them?
I'm curious about how folks around here think about the matter of setting up small outposts.
I want to clarify that I don't necessarily mean full-out bases aside from your main base, but I also don't mean to say that I don't want to hear about those.
Personally, I occasionally set up a small outpost in the wilderness to use as a shelter while traveling long distances. Since I've started to play exclusively on easy mode (as opposed to peaceful mode, which I used to play in), I've found that having a place to sleep and restock my supplies is useful. If I am outside at night (and not on peaceful mode, of course) I tend to either get hurt or scramble to the nearest shelter (and preferably bed) as fast as I can. Having little outposts to retreat into here and there helps with that quite a bit. Having those outposts also makes it easier to get back to where I was if I die (as long as I sleep in the outpost's bed, of course). Since I play with the "keepInventory" game rule turned on (ie: I don't drop any items or experience if/when I die), that's mainly a matter of getting back to what I was doing when I died (as well as getting back to my chocobo if I left it near where I died).
I usually set up outposts either near valuable resources that I can't just pick up and take with me (such as large deposits of Chisel 2 stones that I want to dig up). I also set them up at points that take about 6-8 in-game hours to travel between on a yellow chocobo. That might be a little too close together, but I feel "safe" with them that close together.
As far as what I keep in them, here is a brief list:
I also keep any items or blocks that I gathered nearby in those outposts at least temporarily. That's mainly because I don't like to throw things away, though.
How about you folks?
1
As someone who prefers to mine for minerals and use manual farms for food and wood, I wouldn't say that I consider mob farms of any sort cheating. It's not how I prefer to play, but it's certainly not cheating.
The definition of "cheating" is somewhat subjective in this game (and other sandbox games, for that matter), but I think that defining it in terms of what you do and don't prefer to do is kind of... well, an odd way to think about things.
That's just my 2c on that idea.
1
Passive mobs do spawn, but they have a very low spawn cap and a very low spawn frequency. Basically, if you have no passive mobs at all in an area for long enough, you will eventually have a couple of them spawn. That might include some mobs that are technically neutral, though; for example, I'm pretty sure that spawn cap counts wolves.
As another poster said, passive mobs don't despawn. The only exception to that is chickens that are being ridden by baby zombies. Those despawn along with their riders like spiders that are ridden by spider jockies. You don't need to worry about baby zombies stealing chickens, though, since "chicken jockies" spawn with their chickens.
The fact that the game is so stingy with spawning animals after chunk generation only makes things harder if you kill all of them (or they get killed some other way, I guess).
Not to pick on people who are assuming this, but I'm kind of unclear on whether OP has gotten into a situation where this causes a problem or is just asking out of curiosity (or to avoid such a situation, I suppose).