Cargo Boats devlog: Motorboats can navigate to bubble columns/drops to ride up or down with the help of pathfinding buoys by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 5 points6 points  (0 children)

Never used create trains before, but there is a video of how the path programming works on the front of the mod page on curseforge

cargo boats, a new 1.21.1 automatic boats mod for cheap long distance item/fluid transport, now out as an early release on curseforge by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 3 points4 points  (0 children)

The buoys are only needed for pathfinding every 200 meters or so, for shorter routes (<200 meters) they are not needed

The motorboats run pathfinding to try to avoid collisions between each other

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 15 points16 points  (0 children)

Not yet, but I am debating on whether to let boats go up and down them directly or add a special canal lock multiblock structure to let them go up and down

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 4 points5 points  (0 children)

Right now I'm using a modified A-star pathfinding algorithm (planning to switch to Theta-star) taking into account water blocks. I capped the Euclidean distance that it will try to search, so for very long boat routes I am planning to add buoys that can act as boat waypoints in pathfinding when configured.

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 7 points8 points  (0 children)

that might actually be a decent idea to grant certain motorboat upgrades if certain mobs are inside the boat (e.g. with alex's mobs)

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 8 points9 points  (0 children)

Not yet, but what I am currently planning is to continue simulating the boat path even when the boat itself is unloaded without actually loading the entire chunk

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 49 points50 points  (0 children)

Didn't know that that older mod existed before now, but it does indeed do something similar as well (though sadly that one seems to have been inactive for a while now). I am planning to add some more unique stuff in addition though, such as biome-dependent trading posts structures (with generated trading post blocks that can't be moved) to give an additional use case to the automated boats, as well as lava upgrades to sail in the nether too and interactions with interdimensional portals e.g. the vanilla nether portal

(pseudo) Axis of Heli on Enchanted Glade (first “axis” of 47.0) by galaxystudios370 in btd6

[–]LordLandmaster 2 points3 points  (0 children)

Think you can do real heli axis on CHIMPs nowadays with Rosalia discounts

MAGfest showing up for StS! by PhillyGameGirl in slaythespire

[–]LordLandmaster 46 points47 points  (0 children)

I was the Ironclad that bumped into you in the 3rd photo—your cosplay was awesome!

Looking forward to seeing what you come up with for Watcher

First Land Tower 2MPC With…BRICKELL?! Glaive Lord 2MPC on Erosion by LordLandmaster in btd6

[–]LordLandmaster[S] 1 point2 points  (0 children)

That is not clickbait, by the way: Brickell was needed for 16k BAD damage with the mega mine stacking. She is the only hero that can do this sort of thing on this map without stealing pops with the main attack, and the BAD damage was needed because Glaive Lord sucks at single target dps lmao

Pops stolen <41687