#deprecated
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What about painting boats?
also weather vanes would be cools
or naming boats π
I've seriously thought about it, right now it's not planned, because the way rendering is done would make it expensive on one way or another
fair
naming boats would be cool
Minecraft doesn't need more ways of being expensive
it would need either a custom renderer, or a bunch of registered entities (paint colour times wood type), or 16 additional invisible render groups in the model
also once you've made a solid list can you put it in here? im busy doing other things right now and cant check in all the time
Some sort of dock block would be nice, something that auto extends a water loggable pole for the supports into the water when you place it
you might have noticed I don't really like adding frivolous blocks (cough canoes cough) so that's unlikely
basically if a block doesn't have enough of a real use, either functionally or aesthetically, I'm not going to make it obtainable
maybe
I definitely kind of dislike line fishing in tfc rn
well
I really have one main complaint with it
you can't fish off of a dock or do ice fishing, because you end up just reeling the fish underneath what you're standing on
the thing with docks though is that I think I will make docks a feature without adding any new blocks
i.e. there will be cleats on the boat, and you can attach them to fences on the dock
and then your boat will drift into alignment with the fenceposts its tied to
so if you had 2 fenceposts that were north-south oriented, and you attached your boat to them from the bow-aft cleats, if would drift into north-south alignment over a minute or two
so it would be pretty easy to just get on and off your boat with it snuggly against your dock
hopefully that makes sense
it's also something I can add without any new blocks or items, it's just entity logic.
you gonna use leads or introduce a mooring rope?
leads
I generally appreciate a clean mod implementation that doesnt add anything it doesnt need to
basically, if I can get something to work the way I want it to without actually adding any new blocks or items, I'll pick that implementation over one that adds new blocks or items
small ships currently lets you attach leads on ships, and I find it hilarious, cause in creative you can grab a ship and fly it upwards
lol
there'll be a separate control entity in charge of each cleat so that shouldnt be an issue
whichever way I need to do it, attaching a lead to a boat won't be the same as attaching it to another entity, aside from visually
In 1.20 they added this system called pallets that uses 1 texture file and 1 color file to dynamically create the colored version of the texture
Thatβs not they did armor trims
oh huh
But you would have to port it, I know
that might be something to look into then
and yeah I'll port it as soon as there's a stable beta of TFC
Just thought I should mention it since it would make painting boats actually doable
Yep, and you have more control while still giving the player freedom to customize
okay
so the main thing I got out of this was that I should add kites and weather vanes π
I know thereβs already a cart mod but I would love your take on it
Especially if you could move the canoe with it later game?
wahoo
you also need to add wind though
once I finish boats I might tackle that, since I suspect a lot of the tech I need to build for boats will be applicable π
:)
So a big sailing boat would take two or three players to make it go ?
yes
Thats a brilliant idea. Maybe not for singleplayer !
definitely not for singleplayer
Haha maybe a config option !
maybe
placement of "blocks" in boats (log piles, chests, barrels, workbenches, vessels)
4x1 outrigger canoe (1-person sailing vessel)
- 2 "slots"
- copper age
- difficult to pilot on rivers, but excels at early-game ocean travel
3x2 rowboat (3-person man-powered) - 3 "slots"
- iron-age
6x4 sailboat (1 mast, 2 people required) - 9 "slots"
- steel-age, very expensive (200+ lumber, 12+ steel ingots, very large amounts of wool)
10x6 ship (2 masts, 2 people required, 3 for top speed) - 20+ "slots"
- steel-age, very expensive (700+ lumber, 30+ steel ingots, very very large amounts of wool)
Wind, based on climate conditions (largely deterministic, can chart trade winds)
kites (for fun)
weather vanes (for fun)
weather particles moving in the direction of wind (maybe)
paddling animations for kayak and canoe
sailing implementation (no-go, close-hauled, beam reach, broad reach, running)
docking implementation (cleat alignment)
boats free in the water drift in the wind (depending on how much sail was left out)
Definitely excited for those future updates!

you might be waiting a while π
but I'll be working on it
balancing the larger ships might be a little difficult but hopefully it can be worked out
was planning on making them cost steel as nails, basically
the lumber cost would end up being negligible, I think? because that's only 10 stacks of logs
for the large ship
Are trying to keep the crafting in world?
yeah
You are the best
almost 100% multiblock crafting
GUIβs are the way of the past
I designed a system that should enable me to balance the costs on the fly and make them look reasonably seaworthy even before they get turned into entities
at some point I'm going to have to back all this up with an actual implementation π
sounds exciting
either I make a very impressive mod or everyone who doubts me gets to say "I told you so!" everyone wins π
So how difficult would Planks be? Like a board between two boats out at sea?
not planning on doing that
it would be easier to just jump in the water and get into another slot on the other boat
Touche, it would definitely just be aesthetic
remember the restrictions of entities, they have square hitboxes
unless I implement something custom, which I'm not planning on doing at the moment
Right, you'd have to have both ships exactly at the right angle and distance for it to work properly
somewhat ironically, I'm way more confident in implementing all the other stuff I've talked about than I am in implementing better hitboes
even though it seems like a small qol thing.
so in all likelihood you'll still be able to fall through your boat if you stand on it wrong π
just minecraft stuff.
I think most people expect a little silliness when it comes to entities
what boats will be using steel
lol
are they something other than wood boats?
gunship
steel for fasteners
mostly a balance/tier thing than anything.
trying to make it difficult to source the wood is a little silly when it's already a steel-age tech.
but it still would feel unreasonable to have it use too small of an amount of lumber.
how big will it be
and im assuming you craft it?
or can you actually build it
can u make boats walkable
i know someone who can help u with this
uh dude you haven't even seen my ships yet
plus I'm way smarter and more attractive
Your right i havent seen your ships
in spite of having no way to confirm this information, I will agree
but if you cant figure out how to make ships walkable then i dont understand how yours could be better?
yet their ships have walkable surfaces
their ships are also tiny
this is a technical problem
I won't attempt solving it until everything else is implemented
yeah, the largest of them is pretty much the size of my rowboat
I wonder if I can use Pehkui to fix the scale of em
great models, but the scale is a bit odd imo
also like
please complain about planned features after I've implemented them
otherwise you dont really know what youre complaining about
if you want to go hate on the canoe and kayak thats something i can actually understand
how could someone hate the kayak? it's the cutest thing ever
Hyper, advice. the only help that you'll get from the swashbuckler dev is likely gonna be modelling. I just tested that mod and.. well... You could simply take a vanilla boat, and give it a unique model. and it'll already work better than any of the ships in swashbucklers + I think it might be an mcreator mod.
I still this this "o2" is in fact the original o...
The swashbucklers ships rotate based on your camera, so you can turn fast AF
Lmao set mouse sensitivity to woosh then go 360Β° no-scope some Orca!
I saw it in a video once and that was about the impression I got
the models are kind of cute but I honestly think I can do better
I wish you could do better, although I dont think you can with your skill
I was merely suggesting you take advice from someone who has experience in creating walkable boat surfaces, whom of which i know personally
they are less walkable than a vanilla boat...
they are more walkable than a firmaciv boat...
if only you could read the previous conversation where hyper address the walking on boats thing
say by scrolling up a little
how could you possibly know that
if only you could read the previous conversation where hyper address the walking on boats thing
Dude. That's just out-right mean..
I am just being bold.
no
It is just a restatement of what he stated
That's straight up mean.
hyper told me herself
what do you want me to say?
hyper wanted to provoke a reaction out of me
and thats what she got
remember the restrictions of entities, they have square hitboxes
unless I implement something custom, which I'm not planning on doing at the moment
- hyper
And if you are that emotionally inept to fail to see that, that is your issue
I see that
If you are saying that to me, you are breaking swedish law.
I don't even know why I bother with you, I'm done acknowledging your existence o2
I never asked to be acknowledged
That is your fault
Maybe try a different strategy
Someone woke up on the wrong side of the bitch this morning
I sleep on my back
So you're just always like this then, got it
apologies for going off topic, I just couldn't ignore the audacity
it was kinda really rude to say you're not skilled
it was, yeah
I don't really think I am skilled
but I also think I'm way more skilled than whoever made the swashbucklers mod
^^
idk, i just dont really like how upset people get in this server all the time
people forget that there's other people on the other side of the screenπ€·
also just
criticising other people's work is fine
except everyone decides to make it sound as mean as possible
I end up just being dismissive of all of it because 80% of amounts to "this thing you made sucks"
especially coming from people who wanna say I'm not skilled enough or whatever
okay, go make your own goddamn boat mod if you wanna be as perfectionist about it as I am
I'm making this so I can have fun with my friends, at the end of the day
also not bothering to read the conversation before adding your own take is such a shitty move
talking about o2 in case that wasn't obvious
I mean
you get thick skin after enough "go make a sandwich"
but just like, bleh.
sometimes I just dont have many more shits to give when people are being mean π
yeah I'm still learning to do that :P
that statement is rude
im sorry but how do you know
all you did was assume
see above please
no
well, then here's the last word
if you want to be perfectionist about it in a different way than me, then the mod is not for you and you should try to find something else
also I'm making that assumption in the same way I make the assumption that the people working on TFC or Create or whatever are way more skilled than I am
Dont worry Hyper, we love you!
The cult of Hyper is growing rather quickly
Hyper I love your boat mod, it suits tfc so much!!!
Don't listen to these people who think you code by putting blocks together
Iβm really loving the progress on this
minor compatibility change in a few minutes, just disabling Florae and Vanilla boat crafting
going to make canoe crafting datpackable soon but not today
it shouldnt be complicated, I just need to add a tiny amount of code so that the can_make_canoe tag is expandable without breaking everything

What will we be able to accomplish with this?
put other mod's blocks in the tag for rough compatibility
they wont have unique wood types but at least you wont be locked out of making them
Meaning you can make canoes out of any block?
only blocks with axes
lol
later though
i looked at the code for a sec and kinda noped out cause im still not feeling amazing
for now im just disabling florae boats from being crafted
You mean I won't be able to carve a canoe out of gold blocks? Dangit.
no but you can carve them out of quartz columns if you want
Hmm...acceptable.
it'll produce a random wood type of canoe, lol.
but yeaah that's for next time
the other thing is
if I really want to make it packable with additional wood types
I either build in wood-type compatibility manually across the whole family of boats
or I generate the textures for unkown woodtypes on the fly
π€·ββοΈ
although
because canoes replace the function of vanilla boats (mostly)
I might just make canoes and kayaks the most compatible, and leave the rest for pack makers to deal with
sounds reasonable
havent played the early game in a while π giving pre-metal boats a think haha
:/
what
just a log lol
there's not much you can do with just wood, thatch and clay
yeah
I still think I'll save boats for metal
the early game feels longer than it is
from your mod?
yes
I love water flasks, but bladders look like this for me
both hyper and I are using vexxed by the looks of it
yeah
her textures, I can't play without them
kind of thing where I wonder why the green people dont just have her do the official ones π
EER does the textures
I agree, but seeing how much work EER put into the originals and vexxed being kinda EOL I'm temped to switch back
copper π
not enough copper π¦
this'll be the first time I do the early game with vanilla boats and coordinates locked off, actually
curious
did you mean, without vanilla boats?
yeah
have no fun
i wish you could make a really slow but floatable boat out of sticks and raw hides
and they have the pre-1.who cares thing of if you go too fast it breaks into it's components
or heck just inflatable hides
the romans or someone used those to cross rivers
nice!
no, but my world is fresh enough I could still add it in
assuming it doesn't break my already 101 mod pack
there would be resource load problems though, you'd still be able to craft boats
i added it to mine a while ago, but by then i was already starting on a bloomery, so not sure if that'd count as early
yep, I just got to the iron age in my world
no coordinates, no map mods, surface mob spawning enabled
very fun challenge
I like the no coordinates because it forces me to do stuff like travelling along rivers so I can find my way back and that kinda stuff
haven't made navigation tools yet, though
don't have olives so haven't made a kayak yet, canoes are very cool and way more immersive than normal boats
my only complaint is that they're a bit flimsy and that has forced me to camp out the night next to a canoe I'm burning out on a few occasions
I lost a few to waterfalls (that's vanilla boat behaviour though so that's fine) and I accidentally broke one because I tried breaking it out of ice with my pick, instantly breaking it (also vanilla behaviour, not really expecting a fix besides me just learning to be a bit more gentle with them)
you can make it with beeswax or tallow too now
as of 0.0.31
also the main reason for the canoe burnout time is to create a bit of a cost
if you feel like the cost is too high I can experiment with reduxing the time
surface mob spawning enabled? how is that working out for you
also thinking about making the boats that aren't carryable more durable
certainly the larger ones
it would be nice to have "sunken" boats that essentially don't work and are mossy/broken variants of the larger boats if unkept or damaged
maybe
I do want to have upkeep for the larger boats
sails ripping in bad weather, stuff like that
like going though water plants or coliding with rocks damage the hull too
ooh
can't wait for forgotten ports to be overgrown
ah, I haven't checked the recipe since 0.0.30 then
it's fun
I've played a lot of TFC so playing with it off kinda lost its edge
I also think a lot of TFC systems just work better when you have to run into mobs more (I.E, I get into the habit of ignoring diet when it's convenient because there's just not a lot of stuff around that'll kill me, with surface mobs it feels way more rewarding to have a good diet)
the only real painpoints I have with it are that the spawning rules make base building a bit too restrictive for my liking, which I'm willing to put up with
and that (mainly because of vanilla) you're still barely incentivized to actually engage with the damage type system (which is a really cool system in my opinion!) because axes are way too good of a weapon, so why ever craft swords or maces
It's given me a lot of ideas atleast, and I've been thinking of a making an add-on that forces surface mob spawning and kinda remedies some of those (say, you would have a block that disables spawning in a certain radius for a certain amount of time if you give it enough ''offerings'', or makes spawning more similar to old TFC), or maybe even adds more mobs that really force you into engaging with the damage types. Maybe in turn rewarding the player with access to vanilla enchanting for example, I dunno
but that will all have to wait until I finish exams and I can plunge into π€’ learning java π€’
also no, canoe burn out time is great as it is. I like that it forces me to be smarter with where I park my boats, if I'm a dumbass and break them or lose them I think it's fair that I have to camp out and make a new one, it's just that vanilla behaviours (such as instantly breaking when you touch them with a tool) caaaaaaan sometimes be a little annoying, but now that I know to play around them it's honestly not even that bad
yeah I think I'll make the non-kayak boats more durable
and the kayak less durable, honestly
or
crouch+use on the kayak could just insta-break it.
crouch+use isn't used on the kayak yet, only on the larger boats. so it would work
thoughts?
so, the canoe and higher would be maybe twice as durable as they are now
maybe also the kayak
the difference is you would be able to insta-grab the kayak if you wanted
I think the canoe having more durability since it can't be picked up and moved would be a decent balance (and would be in line with it being a solid chunk of hollowed log)
always a nice bonus feature from other mods I've played with
in addition, so people don't get confused they can't do their normal methods
yeah
I fully expect a decent percentage of people broke their canoes and were disappointed to find a lumber item the first time
sometimes you just gotta learn by doing
(the book does specify that the kayak is the only one with an item form though)
make it like a filled barrel in terms of movability for the kayak
thought about that
but I think I prefer it as an item
it's closer to what people are used to
I think I will create a 3D model that the player carries over their head though, when in-hand
next (bigger) update is just visual polish for the current features, so that fits just fine
handheld models for
- kayak
- sextant
- both paddle types
plus animations for paddling, hopefully.
wear it on your head like a hat! π
kinda!
guess it could be a shoulder item
if you don't have wheels for your craft, I'm pretty sure that's how you overland with light watercraft
irl
I would like to be able to "drag" the canoe onshore
that's planned
oh good
canoe and rowboat should be towable onto the shore with a lead
anything bigger will not be though
Yep
debating whether i should let players drag them up blocks though
or just half-slabs, maybe
Half slabs I can see
Doesn't take much effort to place those down if you want to save a canoe
yeah
was also thinking you could make a slope down to the water from a boathouse if you wanted
pulling them up full blocks slightly negates the advantanges of the kayak, anyway
π
(may or may not have a firmaciv server in July)
Everyone has a firma server now π
this mod will truly thrive in multiplayer :)
Sure will!
Should the dugout canoe be raised in the water a little bit so that you don't havewater lily and lotus in the boat with you?
not possible right now, I would have to create a new render type
might do it later
I just prefer the current state to the vanilla approach of just destroying water plants
I already raised the boat a tiny bit so that your click hits the boat before it hits any plants though, that was causing issues. fixed in 0.0.31
I might try to make a new render type that occludes plant rendering, but I don't know how possible that is
I'd have to look at the water occlusion renderer and see how simple it would be to chop that code into doing what I want it to do since I'm not technically versed in render stuff
in the future though, even more of the vanilla boat code is going to be written out, which should give me more flexibility with how the boats ride in the water and appear on land and stuff
setting it up as a reward tier for my patreon since I'm moving away from my previous reward model π previously I was doing bespoke art pieces for my patrons every month and it was really overwhelming
I figure a server with my mod in it makes more sense than just access to a vanilla server anyway, since it's for people supporting my work
but yeah, as an extension, it'll be a good test environment for me
since a lot of the future features require multiplayer anyway
Yep
Completely understand it. I have my own set of servers so I can play how I want with what I want π
gonna try and plan at least 2 full days a month to work on this among my (more profitable) projects π so hopefully that at least means the polish update in July
and-- with school gone, there shouldn't be the kind of gap there was between updates earlier this year
Nice!
rational hyper: finish the roadmap before imagining new features!
hyper who just enjoys imagining fun features: air travel
I like the idea of a biplane because it requires infrastructure, but lighter-than-air is easier to make sense of, even with steam power
there werent steam engines efficient enough for the air until the 1930s
Hot air balloons would be awesome! I use tf out of Simple Planes and IE's blimbs
Breezy has really well done balloons, but I didn't care at all for the "float up and leave yourself at the whims of the currents" method of travel
Breezy works the way real hot air balloons work. At different altitudes, wind speed and direction are different and the hot air balloon pilot uses that to steer it.
Well yeah but the air current directions available were also random, so you could end up just not being able to go the direction you wanted if the air wasn't cooperating.
Yes that is irl too. That is why before a hot air balloon flight, they secure quite a few landing sites in multiple directions.
They also get surface winds at different altitudes before the flight from like airports and weather sites
Right, I get that's the way life works. My point is it's not fun from a game perspective.
being dragged along to 'wherever' makes for a very terrible navigation mechanic
for some reason I like the idea of biplanes better but then again, making an engine for one... difficult
especially since I won't be doing anything with electricity or forge energy or liquid fuels
gotta be steam
you can use wind and solely wind
make it difficult to fly long distances and have certain terrain such as high trees unaccessible
A Travel Air 2000 biplane made the world's first piloted flight under steam power over Oakland, California, on 12 April 1933.
The strangest feature of the flight was its relative silence; spectators on the ground could hear the pilot when he called to them from mid-air.
The aircraft, piloted by William Besler, had been fitted with a two-cylind...
do note that that steam plane also used liquid fuel, iirc
oh never mind that's awesome
it might, however, be viable to have a glider that you fit with one or two solid rockets, to get it airborne, and glide away in
what's stopping you from making a water plane
a water plane
use a H2 - O2 rotating detonation aerospike rocket
best efficiency (for a rocket) at any altitude, and all of the exhaust is water
the besler plane was a conversion though. ballons would be awesome, especially with the tradewinds
yeah
it was a conversion and it used a completely different type of steam engine from like, early locomotives or whatever
but this is a video game, so I wonder how much of a stretch it would be to make it the latest-game level of transportation. the fastest, but only two slots, and the most dangerous. plus you'd need enough flat land to take off and land from so it would be harder to explore with it
could also be high-infrastructure, like:
hard materials give lower rolling friction
so you wouldnt be able to take off from dirt or grass, which means anywhere you'd want to fly to would require a purpose-built runway
i mean, if you're going towards making actual planes, i would really love you first going the route of wagons :')
yeah I'm just spitballing
and the besler plane is a very very fine choice for a plane
though there's some early french ones that might be a 'more logical' fit
once the boat tech / implementation is done I'll make a new roadmap for the next features
do you have a wikipedia link or something?
planes are more interesting than lighter-than-air for gameplay, imo
there's this thing for sue https://en.wikipedia.org/wiki/Timeline_of_aviation_β_19th_century
This is a list of aviation-related events during the 19th century (1 January 1801 β 31 December 1900):
planes require more infrastructure, anyway
and forcing the player to make infrastructure is kind of interesting to me
i mean, besler was pretty much the 'viable' one of the bunch. when i talk abt early french stuff I mean either the LTA + steam-engine stuff, and on the other hand stuff like these two:
https://en.wikipedia.org/wiki/Ader_Γole
https://en.wikipedia.org/wiki/Du_Temple_Monoplane
You will have to take some creative license with most early steamplanes (steamplanes in general anyway)
The Ader Γole, also called Avion (French for aeroplane), was an early steam-powered aircraft developed by ClΓ©ment Ader in the 1890s and named after the Greco-Roman wind god Aeolus.
The du Temple Monoplane was a steam-powered aircraft made of aluminium, built in Brest, France, by naval officer FΓ©lix du Temple in 1874. It had a wingspan of 13 m (43 ft) and weighed 80 kg (180 lb) without the pilot.
Several trials were made with the aircraft, and it is generally recognized that it achieved lift-off. It was described by Dollfus...
I will say there is a pretty decent mod already for aircraft that are pretty thematic to TFC. With a biplane that requires ground to take off and land, a gyrodyne that's slower and food pedal powered, and an airship that's a moderate all-rounder https://www.curseforge.com/minecraft/mc-mods/immersive-aircraft
oh that's pretty cute!
ooh, super interesting
just looking for something that's "close enough" I guess π
IF create aeronautics releases, itβd pair well with your mod
Especially with some designs REQUIRING an airship tower to βlandβ
maybe, it would require a ton of compat work
especially with balance
Ive been designing this with tfc balance in mind from the start, which, aside from technical and aesthetic reasons, is why I don't want to add multiblock vehicles
balancing multiblock vehicles would be pretty impossible
but also
create and create aeronautics are... insane
no idea how any of it works π
giving irl boat people aneurysms
if the rowboat isn't some form of "row row row your boat" im gonna be the one having an aneurysm
"row row row your boat"
row a rowboat at max speed
"...underneath the stream"
sink your rowboat under the water somehow
second one comes from a variation that my grandpa used to sing
okay
not gonna spoil the rest of them, but you can find them in the git if you really want to lol
ooh
I love it
worked on 3D item render too
outside of inventory, of course
not done yet
one of my rendering mixins is broken but I'm out of patience for today π maybe tomorrow
how to craft a thatch roofing?
they're not craftable yet
there's a feature they're still missing
With your liking of making infastructure, would hand-pushable Minecarts be outside the scope of your mod?
I've always wanted to be able to grab the edge of a minecart and push items out of a mine using it
I think that is better than them just "auto working" to me π
Exactly
maybe, that's an interesting idea!
OH, glad ya think so!
It's honestly something i've always wanted in MC in general
Never liked pushing minecarts around by bumping them
Infrastructure building and maintnence have always been some of my FAV things in MC, it's why I love TFC and Immersive Weathering so much
are ore veins really large enough to use minecarts in tfc?
Question/suggestion; can this gamerule be toggled on a per player basis, and if so, then check for the gamemode of the player, so players in e.g. creative can see the debug info, whilst those in survival can not?
it cant be
but I might rework how that's handled in the future
I might use something other than the gamerule
in that case I would be able to toggle it only for survival players
Sounds lovely. It's not a pressing issue, but more of a QoL improvement for when testing/playing around in creative.
yeah
A couple minor suggestions:
- Make the Kayak very heavy/huge so only one can be carried
- Give the paddles #tfc:usable_on_tool_rack tag so we can hang up our pladdles when not in use
both already planned π
next alpha with the rest of the polishing stuff
although, I might not make the kayak heavy/huge because it sucks up hunger, and you're supposed to be able to carry it long distances
but I do need to add item weights, I thought I had but they're nonfunctional
Fair enough. I never even considered/noticed the hunger usage when carrying heavier things
Still waiting
My own world will progress to the copper age
Suggestions:
Ferries for getting animals across rivers. Allows moving more than one across at a time but it is a fixed location. Want to cross somewhere else you have to build a new one.
Barges for transporting goods up or down rivers. Travel between fixed points until you have the tech for propulsion (steam?).
the next boat has two additional slots (three total) so you can bring a breeding pair home all at once
barges, not sure. been thinking about them
waiting for what
this is a hobby project it'll be ready when its ready
the current alpha is totally playable and already completely overhauls boats
I'm trying to saw the stripped wood to make and canoe, and it's not doing anything? Is there anything I'm missing? edit: I know what it is, never mind!
some woods aren't soft enough to carve! check the field guide
I wonder if I can animate the water texture based on the wind direction
the one problem being it would have to change globally based on the windspeed at the position of the client player
which I don't think would be a huge problem, aesthetically
ngl i'd be fine with lil water particles on the surface
oh, thats an interesting idea
also particles can be toned down in the settings
yeah
that would be technically easier than animating the water differently
but probably more performance impact?
I need to experiment with this now
muhuhaha
whaaaat
wind isnt even implemented yet so
it would just be visual experimentation
if I can animate the water texture, I think I will
it would make large bodies of water look a lot more alive
Well waves also show wind direction irl buttt animating waves sounds like turning the computer into a bonfire β¦.
no, it would be simpler than you think
time to add tides
tfc 1.50
there probably wont be tides but things in the water will be affected by the wind, so that's pretty similar in effect I guess
Waves or any animations in the water would be amazing β¦ just for ambience sake alone ..oceans always too flat !
yeah, it would still be flat
but the water would actually appear to move a little
I've considered adding waves but the only ways I can think of to do it in a reasonable way are pretty janky
ok hear me out
big ol entity that spawns out on oceans that looks like a giant wave
if it hits the player than it sends the boat shooting up into the air and might sink it
yeah, thats the main way I was thinking to do it
the problem is whether it would actually look right
especially once you start considering shaders and stuff
I was on the fence about it, but I'm going to make the compass point North
I keep checking my direction based on the sun in gameplay and I would totally use a compass for that instead
the compass being useful?
imagine
hey can you make it so that if you get to the nearest north pole with a compass you get an achievement?
and make the compass spaz out
i hear that's a thing that actually happens irl but im not 100% sure
dang
there would be way less utility in it pointing to a polar region unfortunately
I have considered making the TFC world finite and looping though, but that would be a fair amount of work and it would break rivers at the world border if I was lazy about it
i cant stick my kayak onto a tool rack? 0/10 mod
can't abuse the laws of physics
- item weights
- advancements
- tool rack stuff
- server config
still need
- player poses fitting in boats
the rendering stuff is a nightmare π
I tried to change the in-hand models for the paddles with a mixin and couldnt get it to work so I've given up on that for the time being
I figure I'll save that and the paddling animations for a minor update after the next alpha
possibly the player poses too, we'll see
the config right now includes the ability to change canoe construction so it can take any TFC wood
and the ability to stop forcing reduceDebugInfo
so you can config it off for your test worlds, or if you just hate my nav features
I mean, the kayak shouldn't go on a tool rack. There needs to be a boat rack. lol
plus, canoe wood types will be datapackable soon
probably not next alpha though
just got the start of it in
config for making canoes out of any wood type is in
also set up the config for not enforcing reducedDebugInfo
Yay wood
ash canoe
technically wou would have already been able to summon one but now you can config to make one
if you hate me
I really need to be one of those people who does quantity over quality
everything would be done by now
mostly joking π
I really want to add clay tablets in this alpha so I might just go ahead and do that
I keep wanting to record stuff like my alloying math and my location without having to find paper or use an external method
What are the tablets for?
like a book but with one page
cant wait to become ea nasir irl B)
I dont think you need a minecraft mod to do it irl π
Supplier of low quality copper is an important job
changing the player pose might be sucky and difficult
but like
it needs to be changed
having your feet poke out is ridiculous
there's a library mod that would make it easier but I'd prefer not to add more dependencies, and the mod isn't being worked on anymore it looks like
nope, I take that back
although it's easier for the kayak since all I need to do is not render the legs
i love cutting off my legs
ROFL
Steve is so flexable
btw if you're wondering why there's a chicken in the boat its to get the offset lol
here it is without a chicken in the boat
To make sure the legs don't poke out the front when there is a passenger?
Looks good
right now it changes the riding pose globally but we'll see if I can fix that
not a huge problem though
Hmm.. For boats it seems fine. For minecarts it would be fine. For riding animals though...
π
i sure do love sitting in uncomfortable situations for long periods of time
okay
0.0.40 incoming, I think
- item weights
- advancements
- tool rack stuff
- server config
- player poses fitting in boats
cant wait for the wind system in a week B)
maybe coming in a later 0.0.40* patch hopefully maybe:
- different in-hand item models for paddles, kayak, etc
- paddling animations
oh
I also fixed a bug where the canoe could cast a non-player to a player object when it was checking for a paddle which caused a crash
what causes it so i can avoid crash
oh neat
update your mod
0.0.40 submitted!
- item weights
- advancements! (look out for easter eggs)
- all tool-like items can now be put on tool racks (nav tools, paddles)
- server config!
- change the wood types you can make canoes out of
- decide whether to disable f3 coordinates
- player poses fit inside of the boats (finally!!)
- fixed a bug causing a crash when riding a canoe with a non-player entity
so happy to have the legs fit, that was bothering me soooo much
Huzzah!
Yes!
oh fuck
uhhh
it doesn't work with armor π
hotfix incoming!
actually
I have no idea how to fix this atm
cold fix
No pants boat ride, sounds like a fun evening

hmmm... Something seems wrong...
not sure what though
Seems fine to me
Pogo Steve
Steve's packing
steve packin
- fixed a bug where the player's legs don't render in the inventory
tuning this is taking absolutely forever
causes I cant reload mixins during runtime
trying to get the model to fit armored legs without it looking too ridiculous in the inventory
If you're not adjusting the mixin target, you can bounce it to a method outside the mixin, then hotswap that instead
oh huh
man humor
most frustrating thing since canoe wood types
at least you got it done, right?
no
why did I release this haha
I need to pull this release
it has too many bugs
jank
this looks a little goofy but it's a lot less strange than having the legs disappear
something I could do is just render the kayak as part of the player when the player is riding it, that would solve that issue entirely. but it would be a bit weird π
okay
0.0.41 submitted to cf
- fixed player legs not rendering in inventory while riding kayak
- fixed armor poking out of boats
I can finally just go watch TV
there will probably be no more updates except for bugfixes for a little while
getting into crunch time for a "real" project
but I'm hoping when I come back to it that 0.0.50+ will be big π
nothing left to do except the exciting features
tentative roadmap for 0.0.50
- boat customization (placing "blocks" like chests in boats)
- leads attached to boats (cleats, dock alignment)
- rowboat incl. multiblock construction
- 3D in-hand models for some items
- anvil recipes for navigation tool parts
- refactor wood type code to be universal
so that'll be a total rework of the boat code
but the more I do the less daunting the new features seem π
What about making decorative logs like you have with the canoe. You could place a log down then ax it to give it a true "log" look and make a log cabin out of it
Any chance of updating the entity name in the Jade tooltip?
oh, I have the translate keys in but I changed the entity name so they're not applied anymore...
will fix in the next update
can you add it to github so I dont forget
also... is that a boat with an outboard motor??
Yeah it's from Immersive Petroleum, it can be upgraded with an icebreaker, extended gas tank, etc
cuute
Will do, and just as a suggestion, you could add the git issues link to the curseforge page for issues. I can find it by going to the curseforge>source link but hitting issues would be easier
ok
switching to gitlab at some point probably
not into the shit microsoft is up to rn
oh, I'm not aware of what's going on there
they're spending billions on LLM research and stealing people's work π
oh snap...
Yeah all the big "successful corps" do it
true, dealing with some of that in contract negotiations at my company when trying to implement new software, they keep trying to write in LLM clauses into the contract to take all our data...nevermind it's all hipaa and gdpr protected data
Amazon does it all the time, that is where Amazon Basics comes from. They even steal music. One guy put watermarks in his songs and amazon used his songs INCLUDING the watermarks
0.0.42
- Attempted to fix a crash on dedicated servers related to the PlayerRenderEvents class, which no longer exists
I have questions
@dawn wharf (sorry for the ping) what kind of wind implementation are you planning? static, or varying over time? same for the entire map, or local wind currents?
local, based (mostly) deterministically on TFC weather
I had plans to do integrate with that, with someone that had similar ideas and lost interest after a week
what were your ideas?
map it out... but that only works with static currents π
you should be able to map out the wind, it would just depend on the season
hmmmm
that could be doable
BlazeMap is not ready to handle map data in that way though, it probably requires a few whacks in the engine
firmaciv isn't really designed to be used with map mods, although it's definitely possible
but yeah it would be difficult to show wind patterns with blazemap I would bet
I could tell that FirmaCiv is a bit averse to maps, however, with Cartography I try to be super TFC friendly and not break the gameplay, so a balance can be struck.
(blazemap is just the map mod / engine, cartography does everything TFC)
variation over time can probably be done if it's not too frequent... seasonal looks ok
as for immersion, if this were to move forward, I have a few ideas on how to make FirmaCiv server config stop cartography from mapping winds
at least that way server admins could have the last say
i use antique atlas as my map mod
at the end of the day I feel like it would be difficult to just straight up stop people from putting a map mod on their client
doesn't show coords from what i've seen
yeah, there will be native mapping functionality at some point
I've pretty much finished planning the feature so it's just implementation
a drawing board where you can input coordinates for precise placement of points and then draw over them to map out the shapes of continents and river and stuff--
so you would be able to make seasonal wind maps that way, manually
mapping is hard... trust me
idea: change the spyglass recipe to be slightly more balanced
also make the sextant use the above spyglass
it's just two copper ingots and a glass pane
still, the utility of the spyglass is pretty limited
I wouldnt call that unbalanced
its more of a toy than anything
have thought about adding a toolbelt/satchel thing for all the small tools. so you could carry around the nav tools, a map, a telescope, a compass with only one inventory slot
maybe a "surveyor's belt" or something
next update when I start adding the crazy boat stuff that's going to take a million years I'll do some of the qol stuff
clay tablet, surveyors belt
in mid august though
I looked in the creative menu and saw thatch roofing.
yeah
missing a feature
Has me excited. I like the look of thatch as a roof but full blocks look so big at the scale I build.
should be in the next update!
π
what was the problem? something about the blocks not connecting to full blocks properly?
you could make a roof out of it and there would be a quarter-block gap on top of the framing
I'm going to make it so that they end up with a full stair shape if you place them on top of a block
so you can choose what you want
like
if you place them on the top face of a block
not if there's a block under them
ohhhhhhhhhhhhhh
might want to put that down somewhere, someone like me could get very confused about why their stairs only work half of the time
yeah, I will
why not just put that behavior on a new block instead?
I mean, the block is "thatch roofing" not "thatch stairs" so...
so that players can tell that each behaves one way instead of having to fight the mod constantly
try walking up "thatch stairs" and lmk how successful you are π
It will just take the stair shape if placed on the top face of a block (which I assume include top slabs and not bottom slabs). Only think I might want is thatch slabs for the peak of odd width roofs.
I might do slabs too
hey Hyper, it's been a while! I am planning to learn how to make a mod for Minecraft 1.18.2
well both default and TFC. and other biomes that add biomes.
Since you've gain so much experiences on how to develop a mod from the beginning. is there a good place I can start with?
your mod is slowly becoming fantastic and making progress! ^_^
I still recommend the kaupenjoe tutorial series
it's pretty comprehensive!
I watched it through a few times and then referenced it every once in a while at first
π alright, i'll write it in my note. you should have a note-taking app. it's very useful to take notes.
i often use my note-taking app to check for how i did or what was the code. so on and on.
mhm
thanks for 4k 
wooooo
minor bug
when you go super high the barometer resets to normal for some reason but it doesnt when i go down to bedrock
(also it would be funny if there was a special texture for the barometer if you get below bedrock)
yeah, that's a known bug
how high was it and did you have to fly to get there
yeah then irdc honestly
ykidrtsfp π
i give up im going to bed
good
My minecraft is crashing when I'm trying to ride the mod's boat with a cow in it
https://pastebin.com/9JHCZBrv
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
this was fixed a few weeks ago, please update the mod to current
when I come back to this I may just go straight to 1.20.
I'd like it to be available for 1.20 as soon as TFC is π
I hope you keep feature parody for 1.18 though. 1.20 won't be ready for broader modpacks for easily 6 months to a year
eh
π€·ββοΈ
1.18 will have inflatable toy boats
1.20 will have the real thing
feature parody π
finally, the features we've all been waiting for
damn my spelling failure π
lol
@last fulcrum do you know what happens to my posts if I leave the server (temporarily)
I have no idea
relatable
I guess we'll find out
I'll be back eventually π€·ββοΈ
I just hve deadlines coming up and I'm trying to reduce distractions
I look forward to your glorious return
π
I just mute the server if I need a break. π
π
When are we adding barrel submarines?
I feel like a tfc ferry is when you have a boat and then people ride the boat on a set route for a fee
so strictly speaking you could already set that up if you wanted
or ship (like ships from Caribbean of the pirates). You could pay the ship to take you to faraway land. Ferry is for short trip while ship is for long trip. just a thought.
A Minecraft boat/dugout takes one passenger. My image of a ferry is something that can take like 4-8 cows or 2-4 horses across/down/up the river.
Sounds more like an animal barge
Barges would move things from any dock to any dock. Ferries go between two fixed points.
I forgot about barges
This is probably a bit late to the party, but for really low tech boats this isn't a bad resource.
https://www.sea.museum/2016/12/15/australias-first-watercraft
I think of ferries in terms of the old barges pulled back and forward along a rope or chain across a river, possibly also with men using poles to assist
Yeah, that is what I was thinking of too. Nothing automated. Before we took to building bridges over everything they would be used to transport livestock and wagons over rivers that were too deep or had too strong of a current to ford.
Bigger ships as a multiblock built at a ship/slipyard that transformed/launched upon "christening" (champagne bottle more recently, or blood from a sacrifice in older times) would be pretty cool. A series of phases could stagger the process if you wanted to up the theatrics. Skeleton laid out, work with a tool, planks near position, work them on, sealing/corking supplies in place, ... etc. I guess the canoe already does it, so it'd just be more block types added over a bigger area, possibly scanning some adjacent space for parts when framework is in the way of required resources.
Sorry if verbose. wake up medication just kicked in.
not gonna be that in-depth but it'll be multiblock
Also, log was throwing some errors associated with recipe removals from other mods I wasn't using. Neatest way to remove a recipe is to replace it with:
{
"conditions": [
{
"type": "forge:false"
}
]
}
afc cypress and baobab had type mismatch as well (cybress and boabab). I can send you updated recipe files if you want.
ah ok, I can do that instead
if you're up for it I wouldnt mind
Doesn't apply to vanilla minecraft recipes, but this should cover the others.
thanks for 8k β€οΈ
When you think about it, oars are just water shovels
exactly
Can You Surface A Sunk Canoe?
no, same as a vanilla boat
So It's Fucked Forever
What happens when a canoe is sunk?
It Sinks
Impossible
i should work on this again soon lol
indeed you should
@dawn wharf Hello! I have a bug that only appears when I install FirmaCiv! The legs have changed places and move the same way as the arms - left with left, right with right. And now when I lie down on the ground with GoProne or play animations with the BetterCombat mod, my legs are positioned incorrectly. I hope this is a bug and not specially made so that you can sit in the kayak without spreading your legs)
The second layer is not connected to the legs and moves as usual
oh that's a firmaciv bug
that makes sense
I can't easily fix that
does it impact the gameplay at all, or is it just visual
Only visual
Idea for the Thatch Roofing: What if it used frames, in the way wattle and daub do?
thought about this
I was actually thinking about just making a universal roof system where you make roof frames and then fill them with whichever material you want
wood or thatch or what have you
Something akin to FramedBlocks?
Would that mean there could be a roofing tile making system?
I have no idea when I'm going to get back into this
I just know that I'm going to and the next update is gonna be kinda big π€·ββοΈ lol
I'll probably get a weekend of work in on it before the new year at least
@dawn wharf Did you add canoes being able to be tethered?
not yet π
UGH fine. /s
Hey Hyper, any thoughts on a "depth meter" of sorts so you can find Y level?
just make sure you're playing 0.0.20 and up
(and also read the field guide, which I'm not very good at myself so that might be a tall order π )
gotta integrate glassworking now, though
and anvil recipes... that's overdue
anyway @glass flume hope that points you in the right direction
modrinth release will be available soon
(I'll be using all distributors that TFC does, so as long as TFC uses curseforge, firmaciv will also be available there)
just putting stuff in game that I already had on paper lol
a reminder for myself:
- rendering of paddles fixed
- pulling boats with leads?
- thatch roofing finalized
- clay tablets?
fix bug that switches legs around?
yay clay tablets
btw, the leg bug was a very easy fix, a 1.18 version with that fix is going up immediately
I would be able to put out a 1.20 build tonight
if I could figure out how to fix the canoes not working
with the fire
reminder to self: AFC compatibility by default
So, is it a bug or a feature: why did I just spend all that time making a canoe, just for the thing to break into a single plank of wood?
you did not read the changelog or understand the reason I didn't release a build until today
that's pretty much it
(it's a bug)
you need to be on TFC 3.0.2+ or you can't make canoes
I did read the log... I have 3.0.2...
are you 100% sure? I tested the build outside of dev
I didn't have any issues with it
youre going to have to help me recreate the bug, probably
this is what I see with the release build
I mean, all I did was put 4 spruce logs down, stripped them, cut them, then lit it on fire. After the smoldering ended I broke the canoe and it didn't drop the item, it just gave me a couple pieces of lumber. I also noticed that there is no item in the cretive inventory for Canoes.
I'm still confused on how to attain a canoe... If it doesn't have an item, do I need Carry On to move the boat?
you do not move the boat
Uhhh....
There is no entry in the field guide.
oh, you know what
that's a goddamn bug
π
but let's get to the bottom of what you're talking about
can you send a video
oh
I'm talking about hitting the boat until it breaks into an item, which there clearly isn't one. A video wouldn't really do anything to help you if you designed the boats to not be able to be broken.
Seeing as there isn't a guide yet in-game, can you just tell me how to get my canoe into the water...?
no, what you're experiencing isnt a bug
Clearly...
when you break the canoe it should drop lumber
Thank you for the straight forward answer! So how do I move the boat into the water?
sorry, because what you said sounded super similar to the other bug I was pretty confused
but yeah, right now the only way to get it into the water is to build it on the shoreline
Hmmm
Eh, it was just an overlook.