Sargunster's BTW Addon [v2.4 alpha for MC1.4.7 and BTW4.42]

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The great randomo
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by The great randomo »

Do the connected boats act as a single entity?
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Elevatator
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by Elevatator »

They seem to be made of steel, so I guess the are lava resistent. If we can connect these boats, and put multiple chest into it, they will be awesome for searching new land through the ocean.
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sargunv
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by sargunv »

Progress:
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Image
Urian wrote:Oooh, looking good!
weldaSB wrote:It's official, sargunster, now I love you. Seriously, love the boats
walker_boh_65 wrote:That looks awesome man! Can't wait to play around it with in soon-ish.
Thanks!
th3m1ner wrote:Man is that cool!
Can we put waterwheels on the boats?
Not right now, what would the waterwheels do?
Elevatator wrote:Can we take animals in these boats with us?
Not yet, but it's planned.
Folrig wrote:These connected boats are awesome! How do you make the mast? How far are you going to go with this?
The mast is just a BTW sail. The current plan includes being able to attach sails, chests, workbenches, and breeding harnesses (for animals). You can also dye the sails. I haven't decided whether I'm going to add the ability to attach furnaces and anvils.
The great randomo wrote:Do the connected boats act as a single entity?
Yes.
Elevatator wrote:They seem to be made of steel, so I guess the are lava resistent. If we can connect these boats, and put multiple chest into it, they will be awesome for searching new land through the ocean.
They are made of wooden sidings. The dark pics probably threw you off. :)
I've been thinking about steel (lava) boats, but I don't want to make nether transport too easy. I might steel boats only last a certain amount of time before they need to be cooled or something.
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jorgebonafe
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by jorgebonafe »

The boat is amazing... I'm sold, I'm getting this addon.
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sargunv
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by sargunv »

Chests and workbenches now work:
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DaveYanakov
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by DaveYanakov »

Dammit, now I need to start a new world again. Back to the endless ocean seeds.

Horrible flashbacks, Thal? I am willing to torpedo a world seed With twenty hours of work in it just for the opportunity to play through Waterworld.
Last edited by DaveYanakov on Mon Jul 02, 2012 10:34 am, edited 1 time in total.
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Thalarctia
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Re: Sargunster's BTW Addon [v1.5.1 for MC1.2.5 and BTW3.71]

Post by Thalarctia »

Anyone else getting horrible flashbacks to the movíe Waterworld when looking at those pictures? *brr*

Joking aside, this looks really awesome!
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sargunv
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Re: Sargunster's BTW Addon [v2.0beta for MC1.2.5 and BTW3.72

Post by sargunv »

I just released version 2.0beta of the mod because I wanted to release the bug fixes before spending any more time on the boats. It contains an unfinished version of the boats that you can enable in the config file. They are still very buggy, so back up before you try it out. I post some more info on them later today or tomorrow.
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The steel boats and animal carrying boats aren't implemented yet.

EDIT: Forgot to update the download page. Fixed.
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jorgebonafe
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Re: Sargunster's BTW Addon [v2.0beta for MC1.2.5 and BTW3.72

Post by jorgebonafe »

Do the sails actualy improve control or make the boat go faster, or are they just decorative?
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sargunv
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Re: Sargunster's BTW Addon [v2.0beta for MC1.2.5 and BTW3.72

Post by sargunv »

Some more info on the boats:

Sturdy boats are crafted with wooden siding in the same pattern as vanilla boats. Sturdy boats do not break in collisions or by hand. They can be broken with an axe. Stronger axes take less hits to break boats. Connected boats will break apart when destroyed with an axe. Larger collections of boats take longer to break. Currently, boats can accept chests, workbenches, and sails as addons. Sails increase the top speed and acceleration of boats. Sails can be dyed bye right clicking the boat with a dye. Addons can be removed by punching the boat. Boats can connect by right clicking the boats you want to join with glue. The first boat will connect to the side of the second boat. It will not work if the first boat is already connected to another boat.

Known issues:
Collisions are weird.
When you right or left click a boat, you interact with the closest boat instead of the one you are pointing at. For now, stand directly above the boat you want to interact with.
Collections of boats do not rotate around their center, they rotate around the original boat.
The speed system doesn't work properly yet. Large collections of boats are supposed to require more sails to keep up their speed.
A stack's size becomes zero instead of destroying the stack when you use the last item in a stack on a boat.

Todo:
Fix the above bugs
Animal carrying boats (Breeding harnesses?)
Steel boats (can travel on lava, need time to cool every few minutes, require something more advanced than glue to connect)
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Folrig
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Re: Sargunster's BTW Addon [v2.0beta for MC1.2.5 and BTW3.72

Post by Folrig »

Could this work as a way to make boat building more complex?

To connect several boats we have to first build a rectangular frame structure. Let's call it a shipyard. The boat is built in the space within the shipyard. To finalize the boat the Shipyard needs to be broken.

The size of the boat is dictated by the material the shipyard is made of i.e. lumber would allow a 4x4 construction space, and steel would allow a 7x7 construction.
This...all of this...is just...wonky!
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sargunv
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Re: Sargunster's BTW Addon [v2.0beta for MC1.2.5 and BTW3.72

Post by sargunv »

I just released version 2.0 of the mod. It contains the "real" release of the boats. If you have a 2.0beta config file, you will still need to enable them manually, otherwise, they will be enabled by default. Most of the known bugs have been fixed, but boat collisions are still a bit strange.

Also cleaned up the OP.
Folrig wrote:Could this work as a way to make boat building more complex?
I've already found myself building shipyards to make it easier to put together large boats, so I don't think it's necessary to "force" a mechanic like that.
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Ribky
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by Ribky »

I love you sarg. I can't wait to use these boats.

Which means I have officially professed my love to both site admins tonight... damn am I getting around.
The spice must flow...

[03:28] <Detritus_> Weird, I'm still logged in her
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by walker_boh_65 »

It looks awesome man! Can't wait to try this stuff out mostly bug free.
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Elevatator
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by Elevatator »

Could you tweak general boat behaviour? I mean the thing with boats swimming away when leaving them.
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The great randomo
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by The great randomo »

The filters should be placeable as blocks, like a stain glass window. I know I have wanted them in so many situations.
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sargunv
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by sargunv »

Elevatator wrote:Could you tweak general boat behaviour? I mean the thing with boats swimming away when leaving them.
I'll look into it.
The great randomo wrote:The filters should be placeable as blocks, like a stain glass window. I know I have wanted them in so many situations.
I like the idea, but I want to wait for the extended block IDs, as each color filter would require it's own ID (if they act like glass panes, grates, and iron bars).
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sargunv
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by sargunv »

I found a way to disable void fog and particles without touching base classes! :D

I don't want to package a separate mod for that, so I'm adding it as a config option in the next version of this mod.
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StormBeforeDawn
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by StormBeforeDawn »

sargunster wrote:I found a way to disable void fog and particles without touching base classes! :D

I don't want to package a separate mod for that, so I'm adding it as a config option in the next version of this mod.
I would love to use this if I was released as a separate mod. The rest of your mod changes terrain, and I already have a mod that does that. It doesn't play nicely with yours. Is there any chance you could possibly change your mind about your release method?
~Storm
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darahalian
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by darahalian »

StormBeforeDawn wrote: I would love to use this if I was released as a separate mod. The rest of your mod changes terrain, and I already have a mod that does that. It doesn't play nicely with yours. Is there any chance you could possibly change your mind about your release method?
You can disable the terrain gen changes in the config if you don't want them, just like all the parts of the mod.
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StormBeforeDawn
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by StormBeforeDawn »

darahalian wrote:
StormBeforeDawn wrote: I would love to use this if I was released as a separate mod. The rest of your mod changes terrain, and I already have a mod that does that. It doesn't play nicely with yours. Is there any chance you could possibly change your mind about your release method?
You can disable the terrain gen changes in the config if you don't want them, just like all the parts of the mod.
I have played with it (disabling) and still had crashing. I'll take another pass at it when he releases.
~Storm
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sargunv
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by sargunv »

StormBeforeDawn wrote:I have played with it (disabling) and still had crashing. I'll take another pass at it when he releases.
Where exactly does it crash? You've got to report these things so I can fix them. :P
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StormBeforeDawn
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Re: Sargunster's BTW Addon [v2.0 for MC1.2.5 and BTW3.72]

Post by StormBeforeDawn »

sargunster wrote:
StormBeforeDawn wrote:I have played with it (disabling) and still had crashing. I'll take another pass at it when he releases.
Where exactly does it crash? You've got to report these things so I can fix them. :P
I was under the impression it was a conflict with a specific mod (terraincontrol or perhaps optifine) I was running. I'll get you a log once I try to install it again with the fog remover, but for now I would prefer to just not mess with my jar.
~Storm
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sargunv
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Re: Sargunster's BTW Addon [v2.1 for MC1.2.5 and BTW3.72]

Post by sargunv »

Released version 2.1. Void fog tweak, steel boats, bug fixes. See changelog for details.
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StormBeforeDawn
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Re: Sargunster's BTW Addon [v2.1 for MC1.2.5 and BTW3.72]

Post by StormBeforeDawn »

Yup, doesn't like terrain control.

TC modifies these classes among others. These are modloader classes. Idk if they would effect your code.
alb.class
vx.class

MC will run without TC or your addon, but not with both. There are no class conflicts (obviously) and I have tried installing one mod first and then the other using mcpatcher

Code: Select all

Mods loaded: 14
ModLoader 1.2.5
mod_Timber 1.2.4
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_BuildCraftSilicon 3.1.5
mod_FCBetterThanWolves 3.70
mod_SVUtils 2.1
mod_Somnia v24 [1.2.5]
mod_ReiMinimap v3.1 [1.2.5]
mod_backpack 1.2.5
mod_BetterThenBuildCraft 3.26

      Minecraft has crashed!      
      ----------------------      

Minecraft has stopped running because it encountered a problem.




--- BEGIN ERROR REPORT 3fe87e07 --------
Generated 7/8/12 6:59 PM

Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation

java.lang.IllegalAccessError: tried to access method vx.<init>(ILjava/lang/String;)V from class SVWorldType
	at SVWorldType.<init>(SVWorldType.java:8)
	at mod_SVUtils.load(mod_SVUtils.java:74)
	at ModLoader.init(ModLoader.java:891)
	at ModLoader.addAllRenderers(ModLoader.java:189)
	at ahu.<init>(ahu.java:77)
	at ahu.<clinit>(ahu.java:8)
	at net.minecraft.client.Minecraft.a(SourceFile:273)
	at net.minecraft.client.Minecraft.run(SourceFile:657)
	at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 73962497 ----------
And here is my config file. Just looking for Void, chisels and boats.

Code: Select all

loadJuice=false
disableVoidEffect=true
loadNether=false
loadChisel=true
fixFoodParticles=false
itemChiselID=1000
checksum=gk3
itemColorFilterID=1040
itemGrapeID=1012
itemOrangeID=1011
blockFruitID=203
itemBananaID=1013
loadSensors=false
loadFruit=false
itemSteelBoatID=1051
loadBoat=true
blockJuiceContainerID=204
itemFertilizerID=1010
blockWeightSensorID=206
blockSaplingID=201
itemSturdyBoatID=1050
blockJuiceMakerID=205
blockColorSensorID=172
itemJuiceBottleID=1030
blockLeavesID=202
itemHandsawID=1001
Edit: Wow, the addon even plays nice with optifine. I guess for now I will leave TC out, I have explored a large area and will not need to generate until my fuel supplies run low.
~Storm
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