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    posted a message on Force Field Gate
    Here's a quick demo/tutorial of what I jokingly call a "Force Field" gate. It's simple, quick to build, and effective enough for me. Note that spiders can pass through it, however I've been using it as a main gate into my base without any trouble.

    Posted in: Redstone Creations
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from DiEvAl

    I have an idea. Not installing rp.class shouldn't crash. It should display GUI with something like
    Zeppelin mod encountered an ID-10T: PIBCAK error.
    Possible solutions:
    - Reread the first post of forum thread <link to this topic>.
    - Reinstall the mod, but this time following installation instructions.



    I like it.

    I doubt it will help as much as you'd want, many people don't even read error messages.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Right now you have a single list of disallowed block IDs. What do you think of having multiple lists, one for each controller block type? I'm working on a starship in my single player world and one of my ideas is to have elevators which passengers can ride down to the surface. For example, one of them is a 3 x 3 square of iron blocks with an elevator block in the middle. Right now I have it attached to the ship by a single wool block and it's not connected any other way. Of course, the ship has to be parked for the elevator which I think is fine, but you always have to break that connecting block and remember to place it back when you're done.

    With separate disallow lists, I could have wool blocks be allowed for the aircraft controller block so when I activate the ship the elevators are included. But I could have wool blocks be disallowed for the elevator controller so if I activate the elevator it automatically won't include the rest of the ship.

    Does that make sense?
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Jim Starluck

    I suggested one the other day that only had forward/backward controls and followed rail tracks, but I'm not sure if it got on their radar or is something they want to do with the mod.

    I would absolutely love it if they did, though.



    Another idea: Matroyshka airships! Smaller vehicles inside of/landed on big ones are carried along with it like any other entity. Whichever one has the most blocks is the dominant one that decides where the rest go. Carriers with built-in elevators and turrets, anyone? :biggrin.gif:


    I did something similar on a ship I built. It had a hangar where several small shuttles were stored, they were attached to the larger ship by a single wood block. You'd have to park the large ship and break that block to take off in the shuttle but it wasn't a big deal.
    Posted in: WIP Mods
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    posted a message on MC rendering changed? in pre release?
    The image you posted is definitely not antialiased.
    Posted in: 1.0 Update Discussion
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    posted a message on Bringing Mystery (Back?) to SMP
    That sounds cool as an option.

    Not applicable on our SMP world though because we just use TeamSpeak. But it would be awesome for some game types. Ours is pretty much cooperative so there's no reason to hide.
    Posted in: Suggestions
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    posted a message on Ocean biome size... 2000 x 2000 or more...? o.O
    My SMP world has an ocean biome that's almost 10 kilometers long, we haven't tracked down the width yet but it's gigantic.

    But I agree, biomes are a bit too large.
    Posted in: 1.8 Update Discussion
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from DiEvAl

    Why 10 is better than 8? Currently it's 8 and I don't see a point in changing it..


    Oh, it does this already? 10, 8, whatever works, I thought I was making a new suggestion.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Maybe you could have it check up to the current max size times 10. That should be more than enough room to tell you how many blocks you are over the limit without locking up if it's unreasonably big.

    BTW I made a nearly-6000-block airship and it works great, though my FPS drops to around 15 - 20. I started working on a video of it, I'll post it here to show off once I get off work and get it uploaded to YouTube.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from ichinose87

    I agree. If its not too hard to implement this would be nice.


    I'm not involved in coding the mod but I doubt it's possible.

    Modify the config file, allow ALL blocks to be part of an airship, set a controller block on the ground, activate it, and wait 50 years while it calculates the size of the airship to tell you that it's too big. Right now it'll count up to 1024 and quit trying.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    I have a suggestion to make airships a bit more versatile. Allow lateral movement to accelerate the craft left or right. Might be confusing to some people though, especially if you get some velocity on each possible axis, but the kill movement key will fix that quickly enough.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Wow, awesome mod!

    You've probably been asked this dozens of times (and sorry but I'm not reading 168 pages) but what is your timeline for SMP support? I really want to get this on my server now.
    Posted in: WIP Mods
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    posted a message on A dearth of sheep?
    Make sure there aren't a ton of squids somewhere, if you have enough squids nothing else will spawn. So find them and kill them.
    Posted in: Survival Mode
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    posted a message on Minor bed change in SMP
    How about a mod to slightly modify the bed behavior in SMP? Normally if you right-click a bed during the day it says "You can only sleep at night." That's fine, but I think it should still set your spawn point to that bed even if you're unable to sleep in it at that time.

    I'm working on an SMP team-based combat game and having a fast, reliable way of setting your spawn point regardless of the time of day would make it much easier. Otherwise both teams have to wait until night to get their spawns set before the game starts and you may not be able to change your spawn mid-game.
    Posted in: Requests / Ideas For Mods
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    posted a message on GraniteMod!
    Quote from MKrasky

    has 2112 uses in all items. <-- i will love you forever if you get that reference haha


    Anything to do with Rush's best album ever?
    Posted in: Minecraft Mods
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