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Posted

I have a large highway that spans several thousand blocks and its very nice being able to use the elk to traverse faster, however its very annoying trying to align the elk with the blocks, for example, ill start sprinting down the path and will drift to the right, so I tap A and now I'm drifting to the left, hit D now I'm drifting more to the right than before. I was wondering if there was a way or a mod to align the elk's movement with a cardinal direction? (North East South West) it would make traversal less annoying

Posted

I too am searching for a way to align the elk in a direction where no further key presses are needed to correct its course(?)

currently i'm resorting to cave/tunnel walls and fences keep the elk in bounds on a particular path

Posted
1 hour ago, Thorfinn said:

Conceptually, how would such a thing work, apart from making the mouse "snap to grid"?

there is a compass mod hud, don't think it shows degrees though, but if it did, and the road is north/south, or east/west, before pushing the forward button, positioning the compass heading at 0, 90, 180, 270 would kinda hit it.  at least until some obstacle nudged the movement. course if a snap to grid existed, then even a nudge might not alter the course. 

 

Posted (edited)

Right, but how do you do that? Resolution of a monitor is, say, 1920, The left half is 960 pixels, as is the right. Even if you hit the screen exactly in the center, that mouse will resolve into either being on the left side or the right side. There is no pixel in the dead center, so you cannot, with current mouse drivers, move straight ahead on the cardinal axis.

[EDIT]

What you probably could do is build a nerdpole directly on top of the road, and remove the bottom few blocks. You can see that at 400 blocks or so, and if you pointed your cursor directly at it, that should work. I take it the goal is to use some auto-walk, or put a ball bearing on the "w" key?

[EDIT2]

What might work is tweaking the move ahead 1 tile routine. Without a road, I still want it to move at whatever angle I'm pointing to, without any "correcting", but I would not be averse to having it correct to stay on a road if my mouse were, say, a degree off.  That is, it won't jag to follow a road that's not on a cardinal direction, but gives you a little wiggle room on the cardinal direction roads.

That said, you know that even if such a thing were developed, the very first complaint would be that people want the algorithm to "correct" for greater and greater inaccuracies in game skills, and ultimately, a slider and/or toggle for it.

Edited by Thorfinn
Posted
3 hours ago, Thorfinn said:

I take it the goal is to use some auto-walk, or put a ball bearing on the "w" key?

the long distance bridle kinda does that, requiring a single tap of the 'w' and maybe a tap on the  shift to gallop, no holding needed.... cept for stopping and course correction :)

which makes the idea of a hands off road attractive

Posted

Hmmm. Wonder if all the bridle does is add a toggle, or if it's a little more involved. Have to look. If it does more than that, it might be possible to add road detection. Might have to have a look-see if I get bored of 1.20.4 rcx

  • 11 months later...
Posted (edited)
On 2/9/2025 at 11:05 PM, idiomcritter said:

there is a compass mod hud, don't think it shows degrees though, but if it did, and the road is north/south, or east/west, before pushing the forward button, positioning the compass heading at 0, 90, 180, 270 would kinda hit it.  at least until some obstacle nudged the movement. course if a snap to grid existed, then even a nudge might not alter the course. 

 

i'm new to the game. but what about a map coordinate comparison? if the computer can determine an angle. i expect the computer has to recheck the player location when leaving a block\chunk, then past coordinate combined with the current coordinate, provides a way to find angle. Assuming the player isnt on a diagonal road, the player would be already be travelling closest angle to 90, 180, 270, 360 . Then it could be possible a button under the map for 'snap to grid', kinda similar to google-map, has a snap to.

Edited by ktally
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