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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Kaithegamer»

    Whenever i play this mod with friends in a LAN and whenever we find a ghost pirate the LAN crashes


    We are using the mods:

    Archimedes ships

    Not Enough items

    Rei's minimap

    Ships mod

    Shipwrecks mod

    Trasure mod


    uh... I am not sure why tat would happen, as I play this mod on LAN myself and it seems to work fine.

    Otherwise, what version are you using (or this mod)?

    and can you post the crash report?

    Posted in: WIP Mods
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    posted a message on Why is Mojang so lazy.
    Quote from jcm2606»

    To explain why performance is slowly decreasing each update, AFAIK it's mainly due to the fact that they're cramming so much content into a system that was coded over 2 years ago. Back 2 years ago the game only had so much, the engine has relatively remained the same, but more and more content is being added. Hence why they're rewriting large portions of the game now; they're making the game able to support the new content.


    As far as I know, the main reason why 1.8 is laggy for a lot of people is because of the fact that the game overall is more demanding the run graphically. While the shaders seen in Minecraft are meant to make it run smoother, on lower-end computers (which a LOT of users play it on low-end systems), it makes the game more intensive which actually increases lag. Then again, I could be wrong and it could actually be something with the pipeline, but that's my opinion. Guess we're going to have to wait until 1.9.


    Not meaning to poke a stick at you so-to-speak, just explaining why performance is slowly getting worse each update.


    What you say certainly makes sense, and it is somewhat logical. However, I think Mojang needs to be more concerned about this issue than they currently are. Or rather, I was noting the fact that what they are trying to do to fix this issue is not working as fast as the issue is propagating.


    But no offense (or any such thing) taken from your comment, and thanks for the clarity that your opinion gives :)

    Posted in: Discussion
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from InvertedCow»

    I am still loving the mod. Having a good time trying to make it fit with some other mods in my adventure pack. (partly due to lack of time to poke around with it)


    One thing that I think would be good is better animations for the windmill and torque stuff. (I voted for more but I think i mean better animated) I have a couple windmills set up according to your instructions and I have no way to see if they are working. colour coded sides or progress meters of some sort. something, even if it is a torque-o-meter :P


    Also on the world generation a way to reduce spawn rate of ships and sunken ships and rats. (I did a test world and had an armada of ships surrounding a small rat infested island on which nothing green could be planted.)


    Keep up the mod I look forward to using it again in a future project (probably on 1.8 in another year or so)



    That is always good to hear :)


    I may do something to better improve this in the future, but I might note that you can use gears (right click on things other than torque shafts) and it will tell you some relevant data.


    Yeah, I have actually wrote the config for world gen, but I will probably add something for rats as well before I release it.


    indeed

    Posted in: WIP Mods
  • 1

    posted a message on Why is Mojang so lazy.

    To be totally honest, I could hardly care less if they are or are not lazy.

    However, I do think they could have better focus... for the most part most of my friends have performance reductions in each consecutive update, which I think is the real problem that Mojang has right now. Perhaps they are trying to rewrite things to fix it, which is a nice idea, but thus far it doesn't seem to be working.Sure some people get better performance, but most people I know will not even update to 1.8 because the game is simply unplayable.


    Now, the reason they seem lazy is because they are not adding features en mass, which is probably a good thing, because mods have these features if people want them. However, new features is WAY easier to work on than bugfixing/performance boosting. I feel that is Mojang wanted to, they could release a comparable amount of new features to the last 5 updates within a 6 month period. Adding new content is simply not that hard. That said, fixing the new content is harder, more time consuming, and far less rewarding (personal experience). So I in some ways admire the direction Mojang is trying to go, but I really don't think they are accomplishing what they are trying to do well enough.


    All that said. They are trying to work on the only aspect of the game that actually maters anymore, namely, making it perform better, and be more user/modder friendly. Everything else they do is pretty useless in my opinion. Additionally, new update just complicate things for modders such as myself, as well as server owners. So basically the updates should be large and make a big difference. In all honesty, I think it would have been better for them to not even have released 1.8 by now, because it probably would just be better to update everything at once.

    [just my two cents]


    Anyways, cheers, and you all have a wonderful day.

    Posted in: Discussion
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    posted a message on [1.7.10][Forge] KoadMasters Pirates

    Ok guys, So I am on spring break at the moment, so I am working on this mod quite a bit, but I have a few questions to ask you guys, firstly, should I actually work on getting this mod updated to 1.8? Because I personally don't intend to update for a while unless you guys want me to, so please voter here:
    http://strawpoll.me/3950888

    Otherwise, I have several things that I will be working on, over spring break, so I want your imput on what particular things I should work on, I do have config working for world gen at the moment, so that will be released soonish, you can vote here:

    http://strawpoll.me/3950929

    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from jokeb4serious»
    "These spawn all over the oceans of minecraft (a bit too much perhaps) "



    is there a way to turn down the generation (or turn somethings completely off) in the configs? this mod seems perfect for our server! i would like for the features to be quite fairly balanced though, as to not distract and make it an overly piratey world.

    thanks

    So, regrettably, no, right now they are at a fixed chance. I do realize that I need to change that, and do intend to, however, thus far I have not done it due to is being a somewhat substantial amount of work, and not having tons of time with which to do it. Though, I might make some time this weekend to hopefully deal with this.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Zeod»
    I may have missed it but I am playing in a 1.7.10 world. I placed your cannon and it didn't go onto the block I wanted it to. Now normally this isn't a problem but I seem unable to break it or do anything other than mount and dismount it. Any suggestions?

    ok, so the cannon is placed on the block you are standing on, not the block you click... would should be fixed at some point, but... I am busy. In general you need to right click it with a net reclaimer (hold right click) and you will pick it up, otherwise you -can- break blocks all around it, but that is not super effective.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Ok, so, while playing around a bit I found that the rats chest is ender chest style, which is a bug that I intend to fix when I have time, which may or may not be soon. But I thought I would make you all aware
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from WGSXFrank»
    That seems to have fixed it so far. Been playing for the past hour and I've barely found any rats. (though I did catch a few).

    Edit: I might've spoke too soon. They're all over in newly generated chunks.

    However, I'm noticing this happening in pretty much all the other friendly mobs now too. I'm starting to think it's a forge issue.

    Hum, that is most odd. I personally don't play on the most recent forge (because I am lazy), so it might actually be that, which would make some sense anyways.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from WGSXFrank»
    New test: New world, No other mods, just this mod and the latest forge. no optifine or fastcraft either.

    I flew around the area I spawned in (within 10 chunk radius). After 5 minutes, this is what I see. (There are 8 of them in the screenshot... a few more off the screen behind me)

    They seem to multiply as I get far enough away for them to not render, then reenter the area they're at.

    Ok, so it is likely an issue due to how rats spawn, they are treated differently because they are like wolves, in general, I never thought it was a problem, but I have released a new version that I made up real quick that should reduce this problem (as well as fix a few other issues). this should cut down on the number of rats considerably.

    Though... I have no idea why they would multiply like that... That just doesn't make sense to me.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from InvertedCow»
    I found the same thing when running a test of the mod pack. I thought it was just my slow assed computer but i have crazy numbers of pirate ships and rats on a survival test world i made.



    If you want I can send you a copy of the mod pack I am working with and the world seed number that spawned all the pirate ships, and you can dabble in it yourself.

    That could be quite nice.
    It just seems very odd to me because I have been playing myself on several worlds and I generally have problems even finding rats.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    thanks

    Of course.
    Quote from WGSXFrank»
    Hey man, I'm loving the mod, and the torque system is really cool. However, the rats are spawning WAY too much. Within 1 hour my FPS drops to near nothing due to there being literally hundreds of rats all over the place. They seem to take over every chunk I've ever loaded.

    Hmmmm, that is very irregular, as I have never seen such a thing happen, I would request that you tell me which mods you are using, as that may do something, but I will try to look into that.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    where can I get the downloads for the old versions of the mod
    EDIT: I found them, which are the 1.6.4 versions though

    I think they are the 0.3.# versions, though those versions will lack tons of the features
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Wytchcat»
    Thanks! Will link when live!

    Nice :)
    Quote from Wytchcat»

    Many of the larger mods ... and even a few of the smaller have active IRCs even when not updating... making them MUCH easier to get in touch with. ;)

    Right, I will try to get something done in that area when I get some time, which will likely not be soon due to school related business
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Wytchcat»
    Woohoo! Update just in time for the server to go live! :)
    That said... May I inlcude in a mod pack for my convention. We would like Pirates to fight the Ninja's ;)

    Good :)
    of course you can use it.
    Quote from InvertedCow»
    I love the new changes, they look great! You now made me a whole bunch of new HQM quests to get people started lol :D



    The automous activatore idea i mentioned before: How about a piston or reciprocal piston that can be attached to a cross mod like exnhillio's sieve where you have to right click.

    Every time the piston receives the correct torque it cycles, every cycle it "clicks" the attached machine once. Meaning you can get one torque and it cycles once build up a good head of steam and it cycles faster like once per tick or twenty times a second?



    keep up the great work!

    Thanks

    Oh, I see, now that I have looked into it a bit, you are basically asking for some cross mod compatibility, which I could work on at some point, but it is somewhat hard due to me not really understanding it, and I also have to contact the developer of the mod(s) that I want compatibility with.

    I plan to ;)
    Posted in: WIP Mods
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