Minecraft's crafting system is great. I wanted to build a submarine that would work, except that minecraft does not yet have capability to go/stop and float/sink a vehicle. The crafting system is partially the inspiration for this. It will allow personalized vehicles built by the player, however it does use some sophisticated technology (simply to get it moving, I think this part could be much better, please help me with this!) I have seen a similar thing in mods involving a cauldron (think thats from craftbook?) but not like this. This would probably be a mammoth effort to put into minecraft, it just doesn't interact with things the same way as most other stuff does.
Here goes my first attempt at explaining it. If anyone thinks they could re-word this or make it clearer, I'd be happy for the assistance. I'm not going to lie to you that this is all complete and thought through, someone will find a flaw I haven't considered.
A vehicle is a new type of... thing, like mobs or blocks are types of "things"(would entity be the word? I'm no programmer)
A vehicle is made of normal blocks (plus a few special ones, perhaps wheels, propellers, headlights)
A vehicle consists of an entire, one pieced set of blocks. No floating blocks within, none outside. All are connected in some way to another one next to them (or diagonally)
All blocks within a vehicle (where possible) function normally, redstone circuits work, furnaces work, minecarts work, boats works in water inside a vehicle, dispensers work, chests and workbenches work, wheat farms and saplings work.
Placing blocks on a vehicle works, they attach as part of the vehicle, but you can't build a vehicle any bigger than it already is (or perhaps not bigger than the original space it was built in, or perhaps this limitation is a bad idea), only re-arrange internals, or place TNT in parts of a bomber (which would then function normally, breaking, falling and exploding)
To create a vehicle:
Workspace block
Used in the process of turning a set of normal blocks into a vehicle. These are layed out in some configuration that indicates to the game what is part of the vehicle and what isn't. Recipe open to suggestions.
- craft Workspace blocks on a normal workbench
- lay out these blocks in some configuration (corners of work area? edges, complete faces?) around your vehicle. This determines where the engine looks for the new vehicle, perhaps the vehicle must be placed on workspace block stilts.
- build your vehicle inside the workspace (or alternatively, build vehicle then place workspace blocks around it)
- Activate the workspace (possibly with a master or control workspace block, which costs extra and has a slot for coal for furnacing, one coal per block of space inside the workspace could be a good way to limit this, maybe the master block must be placed in the vehicle and it will give various commands to the driver, or conduct repairs)
How is this related to the existing crafting system? It's a 3D version of the workbench, with user defined space inside, and recipes are a lot more varied.
- Vehicle blocks are damaged by arrows and will stay damaged for (say) 10 seconds once hit with some kind of weapon, or on impact with some other block (vehicle or normal). This would allow vehicular PvP, it would also prevent pure glass constructions as one bump would destroy heaps of vehicle.
- Each block type has a density. Possibly accurate to real life materials, but not necessarily. The vehicle's total weight is calculated when it is first built. Building the submarine, I liked the idea that I could sink/float it using bridges (from the craftbook mod I think) over chambers where water would flow in to sink it, then close and it would float, as the water flow receded and the air made the vehicle more buoyant (this is buoyancy system, maybe it belongs here, maybe not) This could make lighter than air craft possible, depending on values used
- If a vehicle encounters water, it will displace source blocks where the vehicle was when first constructed, as well as any air blocks inside. Flow of water into the vehicle can occur. Water affects all the vehicle blocks as if they were normal blocks (knocks out torches, redstone, is stopped by ladders or open doors or other blocks that normally stop water) This needs more thought, from my limited knowledge of what programming involves, none of this will be easy or simple, but particularly this won't be.
- player(s) inside a vehicle will be able to move around normally inside the vehicle, if the last block they stood on was a vehicle block, their movement considers the vehicle to be stationary. A player moves about, walking as if on normal ground while inside a vehicle. Players and mobs could also be pushed along by a vehicle if they are on the ground and there is a part of the vehicle pushing them.
This is by no means complete. Just a suggestion on mega-crafting based upon the existing crafting system in 3D.
As an alternative to movement system below, thrust could be gained by newton's "Every action has an equal an opposite reaction" law could be applied to dispensers when blocks are thrown from them.
Possible new blocks (very technologically advanced, however I haven't the creativity to develop better "themed" ideas, If you have a suggestion please share)
Engine - drives a shaft, requires air and coal to function (at least one face must be touching an empty space) It provides some certain amount of power (so larger vehicles will want more engines) Engines will wear out (at a random rate) and their worn out state will be indicated by smoke like that from a torch. More smoke = more damage. To fix an engine you need a replacement part, parts (gear, shaft, other items) needed are not told to the player, a new part is put in and the engine will work if the correct part is used, otherwise it continues smoking. An engine can only have one shaft output side, it faces the player, two engines can be hooked up like chests, and their drive power is combined, but again only one shaft output (out one of the ends of the two blocks)
where is a lava bucket
shaft - connects power from the engine to another shaft, a gearbox or a functioning block Shafts cannot have other blocks attached solely to them(except for blocks placed on the end of the shaft), mounting your gear and shaft system to your chassis must occur at gearboxes (even if the gear boxes don't change direction or spin of shafts.). Blocks placed on the end of the shaft will rotate, bringing other blocks attached to them along with them (various functionalities, a mob pusher than only functions when you want it to, a bridge vehicle, etc)
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gearbox - allows different configurations (shafts only work in a straight line) of shafts, bends etc. Gearbox is required to make a shaft that will cross from an air space to a water space (or even lava) Also affects speed and hill driving capacity. (less top speed = more uphill capability and speed, in the case of wheel driven vehicles, how it affects other vehicles, this mechanical advantage, I'm not sure) A gearbox may have two different set-ups (of output drive, input drive and mechanical advantage) which are toggled by redstone power. Also allows reversal of direction of any wheels or propellers that are connected to it's outputs. A gearbox may only have one input of power, more than one will cause the entire network it is connected to to stop functioning.
Recipe for this still needs to be created, possibly involving multiple steps crafting gears and then putting them in a box.
Wheel - allows conversion of the rotation of the shaft, into forwards thrust. The mechanical advantage will determine top speed and acceleration on flat terrain. Wheels will travel up if they hit a bump, and some of the previous momentum will be conserved, but a wheel will never travel more than two blocks up. While it is going up, the mechanical advantage value is used, so that gearing allows it to travel upwards faster. Resists movement in either north/south or east/west (because it's a wheel, not a sphere)
Inclusion of the rare rubber tree (does not grow, must be found, does not regrow if destroyed) this allows tapping to produce rubber, which can then be used for tyres, with an iron centre. Tapping does not destroy the tree, a new tap block (possibly could also function for redstone liquid control) is placed on a rubber tree and periodically rubber items are dropped.
Propeller- provides thrust (possibly in air as well) underwater. Damages any player or mob that touches it, or the blocks it would rotate through. If there is any block adjacent to the propeller block that is not a shaft block, then the propeller block will not function, nor will any other part of the shaft system it is connected to, it will not damage mobs/players while not running.
indicates area that hurts mobs/players
indicates propeller (shaft comes into or out of screen)
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To craft:
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- Some turning block or method (for turning entire vehicle) I am not sure how vehicle turning would work, please provide your ideas and thoughts. Maybe vehicles don't turn?
Example of a sink/float chamber (using craftbook's bridge function):
indicates sign that functions bridge
indicates area that opens up
indicates areas where water would flow, causing the craft to be less buoyant
I am sure there are many more possibilities for new contraptions.
Possibility - Very complicated blocks, or large amounts of redstone circuit could be crafted like this, it doesn't just have to be vehicles
And this was all sparked because I tried building a submarine that would work if there were appropriate physics for it. If the above is implemented, I would very much like to see MASSIVE Oceans (I mean measured in 100s of blocks long and averaging 64+ blocks deep, for epic submarine PvP and stuff). I would suggest that at least the deeper Ocean aspect of many threads (such as OceanCraft) needs to be combined with this. I am no writer. This text is probably very confusing. If you can do a better job than me please help me out.
My thoughts exactly, and mostly the inspiration, but if it is actually accepted it would need to cover land as well as sea, and possibly flying machines. I'll finish the sub I am making now and post screenies. Dispensers with arrows all around and a TNT bombing room. Well, it's all one room really.
My thoughts exactly, and mostly the inspiration, but if it is actually accepted it would need to cover land as well as sea, and possibly flying machines. I'll finish the sub I am making now and post screenies. Dispensers with arrows all around and a TNT bombing room. Well, it's all one room really.
Great idea. The workspace blocks would probably work best as edges of the workspace. If they were corners, it would be too easy to make enormous constructions. The edges make it so that it's not too easy or hard to make a vehicle.
Also, your text was fine.
Rollback Post to RevisionRollBack
"It's hard to kill a thing once it lets you see its consciousness."
I love the idea of a submarine! Notch has added torches(for cave exploration). But he hasn't added 1 thing to help the undersea builders! It would be so cool for submarines! I'd give diamonds but I don't know how :tongue.gif:
They would be extremely advantageous, so the device used to enable a machine to fly will need to be either very large, or very expensive in terms of resources, possibly both.
On the subject of floating vehicles (boats, etc.):
The float/sink chamber wouldn't be necessary for perpetually floating vehicles, so maybe a way to designate where the water will be on the outside of the craft would work. For aesthetic reasons, this may not be part of the vehicle itself, but be designated by something in the outline of the work area.
On the subject of vehicles in general:
The vehicle as a whole will need to be collectively affected by gravity, unless it has a block that keeps it up in the air or in water. In order to achieve this, there needs to be some way to end the "construction" phase of the vehicle, like destroying part of the work area (the blocks outlining it). After this point, the vehicle can still be changed within the area around the vehicle of the original work area, but the vehicle itself is affected by gravity.
Rollback Post to RevisionRollBack
"It's hard to kill a thing once it lets you see its consciousness."
-Crafting of vehicles
Minecraft's crafting system is great. I wanted to build a submarine that would work, except that minecraft does not yet have capability to go/stop and float/sink a vehicle. The crafting system is partially the inspiration for this. It will allow personalized vehicles built by the player, however it does use some sophisticated technology (simply to get it moving, I think this part could be much better, please help me with this!) I have seen a similar thing in mods involving a cauldron (think thats from craftbook?) but not like this. This would probably be a mammoth effort to put into minecraft, it just doesn't interact with things the same way as most other stuff does.
Here goes my first attempt at explaining it. If anyone thinks they could re-word this or make it clearer, I'd be happy for the assistance. I'm not going to lie to you that this is all complete and thought through, someone will find a flaw I haven't considered.
A vehicle is a new type of... thing, like mobs or blocks are types of "things"(would entity be the word? I'm no programmer)
A vehicle is made of normal blocks (plus a few special ones, perhaps wheels, propellers, headlights)
A vehicle consists of an entire, one pieced set of blocks. No floating blocks within, none outside. All are connected in some way to another one next to them (or diagonally)
All blocks within a vehicle (where possible) function normally, redstone circuits work, furnaces work, minecarts work, boats works in water inside a vehicle, dispensers work, chests and workbenches work, wheat farms and saplings work.
Placing blocks on a vehicle works, they attach as part of the vehicle, but you can't build a vehicle any bigger than it already is (or perhaps not bigger than the original space it was built in, or perhaps this limitation is a bad idea), only re-arrange internals, or place TNT in parts of a bomber (which would then function normally, breaking, falling and exploding)
To create a vehicle:
Workspace block
Used in the process of turning a set of normal blocks into a vehicle. These are layed out in some configuration that indicates to the game what is part of the vehicle and what isn't. Recipe open to suggestions.
- craft Workspace blocks on a normal workbench
- lay out these blocks in some configuration (corners of work area? edges, complete faces?) around your vehicle. This determines where the engine looks for the new vehicle, perhaps the vehicle must be placed on workspace block stilts.
- build your vehicle inside the workspace (or alternatively, build vehicle then place workspace blocks around it)
- Activate the workspace (possibly with a master or control workspace block, which costs extra and has a slot for coal for furnacing, one coal per block of space inside the workspace could be a good way to limit this, maybe the master block must be placed in the vehicle and it will give various commands to the driver, or conduct repairs)
How is this related to the existing crafting system? It's a 3D version of the workbench, with user defined space inside, and recipes are a lot more varied.
- Vehicle blocks are damaged by arrows and will stay damaged for (say) 10 seconds once hit with some kind of weapon, or on impact with some other block (vehicle or normal). This would allow vehicular PvP, it would also prevent pure glass constructions as one bump would destroy heaps of vehicle.
- Each block type has a density. Possibly accurate to real life materials, but not necessarily. The vehicle's total weight is calculated when it is first built. Building the submarine, I liked the idea that I could sink/float it using bridges (from the craftbook mod I think) over chambers where water would flow in to sink it, then close and it would float, as the water flow receded and the air made the vehicle more buoyant (this is buoyancy system, maybe it belongs here, maybe not) This could make lighter than air craft possible, depending on values used
- If a vehicle encounters water, it will displace source blocks where the vehicle was when first constructed, as well as any air blocks inside. Flow of water into the vehicle can occur. Water affects all the vehicle blocks as if they were normal blocks (knocks out torches, redstone, is stopped by ladders or open doors or other blocks that normally stop water) This needs more thought, from my limited knowledge of what programming involves, none of this will be easy or simple, but particularly this won't be.
- player(s) inside a vehicle will be able to move around normally inside the vehicle, if the last block they stood on was a vehicle block, their movement considers the vehicle to be stationary. A player moves about, walking as if on normal ground while inside a vehicle. Players and mobs could also be pushed along by a vehicle if they are on the ground and there is a part of the vehicle pushing them.
This is by no means complete. Just a suggestion on mega-crafting based upon the existing crafting system in 3D.
As an alternative to movement system below, thrust could be gained by newton's "Every action has an equal an opposite reaction" law could be applied to dispensers when blocks are thrown from them.
Possible new blocks (very technologically advanced, however I haven't the creativity to develop better "themed" ideas, If you have a suggestion please share)
Engine - drives a shaft, requires air and coal to function (at least one face must be touching an empty space) It provides some certain amount of power (so larger vehicles will want more engines) Engines will wear out (at a random rate) and their worn out state will be indicated by smoke like that from a torch. More smoke = more damage. To fix an engine you need a replacement part, parts (gear, shaft, other items) needed are not told to the player, a new part is put in and the engine will work if the correct part is used, otherwise it continues smoking. An engine can only have one shaft output side, it faces the player, two engines can be hooked up like chests, and their drive power is combined, but again only one shaft output (out one of the ends of the two blocks)
where is a lava bucket
shaft - connects power from the engine to another shaft, a gearbox or a functioning block Shafts cannot have other blocks attached solely to them(except for blocks placed on the end of the shaft), mounting your gear and shaft system to your chassis must occur at gearboxes (even if the gear boxes don't change direction or spin of shafts.). Blocks placed on the end of the shaft will rotate, bringing other blocks attached to them along with them (various functionalities, a mob pusher than only functions when you want it to, a bridge vehicle, etc)
[] [] []
[] [] []
gearbox - allows different configurations (shafts only work in a straight line) of shafts, bends etc. Gearbox is required to make a shaft that will cross from an air space to a water space (or even lava) Also affects speed and hill driving capacity. (less top speed = more uphill capability and speed, in the case of wheel driven vehicles, how it affects other vehicles, this mechanical advantage, I'm not sure) A gearbox may have two different set-ups (of output drive, input drive and mechanical advantage) which are toggled by redstone power. Also allows reversal of direction of any wheels or propellers that are connected to it's outputs. A gearbox may only have one input of power, more than one will cause the entire network it is connected to to stop functioning.
Recipe for this still needs to be created, possibly involving multiple steps crafting gears and then putting them in a box.
Wheel - allows conversion of the rotation of the shaft, into forwards thrust. The mechanical advantage will determine top speed and acceleration on flat terrain. Wheels will travel up if they hit a bump, and some of the previous momentum will be conserved, but a wheel will never travel more than two blocks up. While it is going up, the mechanical advantage value is used, so that gearing allows it to travel upwards faster. Resists movement in either north/south or east/west (because it's a wheel, not a sphere)
Inclusion of the rare rubber tree (does not grow, must be found, does not regrow if destroyed) this allows tapping to produce rubber, which can then be used for tyres, with an iron centre. Tapping does not destroy the tree, a new tap block (possibly could also function for redstone liquid control) is placed on a rubber tree and periodically rubber items are dropped.
Propeller- provides thrust (possibly in air as well) underwater. Damages any player or mob that touches it, or the blocks it would rotate through. If there is any block adjacent to the propeller block that is not a shaft block, then the propeller block will not function, nor will any other part of the shaft system it is connected to, it will not damage mobs/players while not running.
indicates area that hurts mobs/players
indicates propeller (shaft comes into or out of screen)
[] []
[] []
To craft:
[] []
[] []
- Some turning block or method (for turning entire vehicle) I am not sure how vehicle turning would work, please provide your ideas and thoughts. Maybe vehicles don't turn?
Example of a sink/float chamber (using craftbook's bridge function):
indicates sign that functions bridge
indicates area that opens up
indicates areas where water would flow, causing the craft to be less buoyant
I am sure there are many more possibilities for new contraptions.
Possibility - Very complicated blocks, or large amounts of redstone circuit could be crafted like this, it doesn't just have to be vehicles
And this was all sparked because I tried building a submarine that would work if there were appropriate physics for it. If the above is implemented, I would very much like to see MASSIVE Oceans (I mean measured in 100s of blocks long and averaging 64+ blocks deep, for epic submarine PvP and stuff). I would suggest that at least the deeper Ocean aspect of many threads (such as OceanCraft) needs to be combined with this. I am no writer. This text is probably very confusing. If you can do a better job than me please help me out.
http://getsatisfaction.com/mojang/topic ... ntraptions
My thoughts exactly, and mostly the inspiration, but if it is actually accepted it would need to cover land as well as sea, and possibly flying machines. I'll finish the sub I am making now and post screenies. Dispensers with arrows all around and a TNT bombing room. Well, it's all one room really.
Cant wait for screenies.
http://getsatisfaction.com/mojang/topic ... ntraptions
Also, your text was fine.
They would be extremely advantageous, so the device used to enable a machine to fly will need to be either very large, or very expensive in terms of resources, possibly both.
On the subject of floating vehicles (boats, etc.):
The float/sink chamber wouldn't be necessary for perpetually floating vehicles, so maybe a way to designate where the water will be on the outside of the craft would work. For aesthetic reasons, this may not be part of the vehicle itself, but be designated by something in the outline of the work area.
On the subject of vehicles in general:
The vehicle as a whole will need to be collectively affected by gravity, unless it has a block that keeps it up in the air or in water. In order to achieve this, there needs to be some way to end the "construction" phase of the vehicle, like destroying part of the work area (the blocks outlining it). After this point, the vehicle can still be changed within the area around the vehicle of the original work area, but the vehicle itself is affected by gravity.
Calm down. Minecraft will need to become more advanced at some point, so why not just have this as a suggestion, and leave it up to Notch?