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cuchaz

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About cuchaz

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  1. Including Ships and Boats Mod by cuchaz

    Your second crash doesn't appear to have anything to do with Ships Mod. The stack trace looks purely vanilla. It doesn't look like it's related to mods at all. Your first crash looks like a crash in TFC. I can't do anything about it though unless I can look at the TFC source. I can't seem to find the source online anywhere. I'm guessing it's not open source?
  2. Including Ships and Boats Mod by cuchaz

    Post your crash report or it didn't happen. =P
  3. Including Ships and Boats Mod by cuchaz

    Hi there. Seems like I should join this discussion. As a general rule, I don't like spending time to add compatibility with one specific mod. Since there are zillions of mods out there, that path leads to a never-ending pile of work and no new features. However, I don't mind working on an API that many mods can use to enable compatibility. It also helps share the compatibility workload among multiple modders instead of making one modder do all the work. I'm looking at adding an API to the next release of Ships Mod to let other mod's entities and tile entities know they're on ships if they ask. Ships Mod works pretty hard to emulate a World environment for each ship so hopefully blocks never even know they're on ships. This generally works until blocks with tile entities have to interact with entities in the real world. Then we have to start doing coordinate transformations and the World illusion breaks down. What kinds of features do you think would be useful for this API? At a minimum, I'm planning to add query functions like isOnShip() and getShipWorld() for entities. For tile entities, some kind of hook into the physics properties system would be useful too. I'm thinking a get/setMass(), get/setDisplacement(), get/setIsWater(), etc... Is there anything else you would find useful? EDIT: oh, and there's already an API to add new propulsion systems, but I haven't advertized it yet. =P