[Abandoned] MinecartMania Reborn
Minecart Mania 2.0 is a total minecart overhaul for fun and profit.
With MCM you can:
- Jump and ramp minecarts through the air
- Travel at ludicrous speeds (no derailing!)
- Set destinations for each cart and route them automatically through intersections.
- Route minecarts based on their type, contents or direction.
- Use block or signs to change speed, physics, and other properties on the fly.
- Use minecarts to farm wheat, lumber and other crops, harvest them and place them in chests
- Use advanced sensors to trigger redstone circuits based on the type, contents and direction of minecarts.
Note: 7/23/2013 by jrbudda
MinecarftMania has been almost totally re-written Please read Whats new in v2 for the current list of changes from the original.
Documentation
- Minecart Physics
- Control Blocks and Signs
- Intersections and Stations
- Chests and Items
- Farming (Automations)
- Sensors
- Commands
- Configuration
- Permissions
If you find bugs or have problems, please open a Ticket on the Tickets page.
You can also usually find the author in IRC on esper.net in #minecartmania
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Posted Jan 30, 2013Here's an updated jar with some bugfixes to stations and signs.
http://www.sendspace.com/file/ry6932
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Posted Jan 30, 2013@jrbudda
You can have the sensor sign at one location and another sign which outputs the redstone current at a different location. The cart can detect the sensor itself but would have no chance to find the output sign because it can be anywhere in the world. You activate sensors and their putput signs by clicking them and the database remembers which signs belong together and where they are :)
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Posted Jan 30, 2013@Favorlock
I get that much, just not sure why there's a database of them, instead of just having minecarts 'read' them for the first time each restart like it does with the command signs.
I need to see how they would be used in a complex system.
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Posted Jan 30, 2013@jrbudda
I believe sensors are signs that trigger redstone depending if a certain requirement is met defined by the sign.
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Posted Jan 30, 2013@gamoul
I actually have no idea what sensors are for or how they work. I think I disabled the code that reads the db until I could take a look at them and make sure the whole thing works.
An existing server with sensors would be a great help to me test, if you can stop by my IRC channel and explain how its supposed to work, that would be very helpful.
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Posted Jan 30, 2013@jrbudda
Hi
Does your plugin reads the old MinecartManiaSignCommands.db file wich contains the list of sensors ? Or do we have to reactivate all the sensors by hands ? I have hundreds of sensors in my server, reactivating all of theme would take hours...
Anyway thanks a lot for upgrading this plugin. Your new features like gravity and high speed corners looks very cool :)
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Posted Jan 30, 2013There is an option in 2.0 to use the 'old' directions for station rules. However it is backwards in the released alpha, will be fixed in next release.
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Posted Jan 30, 2013@jrbudda
Thanks for this. I will see if I can get a test server up asap for my community. Though are testers been a bit lazy these days!
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Posted Jan 29, 2013Ive uploaded a very early test build for MCM 2.0. For the impatient here is a link.
http://www.sendspace.com/file/emoxdh
This REQUIRES very latest dev build of CB (1.4.7r0.2)
Do NOT plop this down on your active server, testing only.
I've updated some of the pages here to reflect most of the new content.
You are best off deleting all your existing MCM jars and folders if you have any before installing 2.0. It will generate a new config.yml which is documented.
I'm looking for feedback on motion, stations, blocks and signs. I have not really looked at Farming, items/chests, or sensors. I expect them not to be working 100%, so just hang on.
On that note If anyone can tell me how items/chests and sensors are supposed to work, that would help me a lot.
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Posted Jan 29, 2013@mze9412
Mathias, thanks very much for bridging the gap from MC 1.2.5 up to and including 1.4.5. Minecart Mania is very important on my server, so without your work my server would probably still have been running on 1.2.
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Posted Jan 29, 2013Because I do not have time nor any motivation to work on bukkit plugins (mainly it's a time issue) I turned the project over to jrbudda so he can continue it.
Thanks jrbuddy!
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Posted Jan 28, 2013If anyone is a frequent minecraft IRC chatter I've made #Minecartmania on esper.net for discussing this plugin. I'm on there pretty much all the time and will respond to messages there likely faster than comments here.
http://webchat.esper.net/?channels=minecartmania
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Posted Jan 28, 2013@jrbudda
Sorry that mze9412 and I haven't been of much help to you. If I had the knowledge to rewrite this plugin I would have, but I still am learning a lot about programming. I've also been very busy writing server administration mods for forge, so I've really had little time for bukkit plugins.
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Posted Jan 28, 2013@Gymnasiast
Yea I think it would be best, moving on, to start using the real directions as they appear on maps and such. It seems like intersections are the only place where a ton of legacy signs would have to be updated, so I think I will limit the 'old' directions options to just there, at least for now.
mze9412 already got in touch with me about being added as an author to this page so I can just update it here.
On another note, I've got high-speed rail working. Tested and working at 500% speed, not sure what the upper limit is. Still have some work to do making sure stations interact properly at high speed, but its coming along.
Also made it so you can ramp off the top of an up-slope. There's an option to make the rails 'magnetic' which prevents ramping and jumping to allow hi-speed travel on existing rail networks. The magnetic property can be turned on and off with a sign, so you can keep travel networks magnetic but make jumping courses elsewhere, they're fun.
@xenomat
If you look back in the comments here there are a few updated jars that are mostly functional. I'm working on a new version for 1.4.7 but it's a massive (and sorely needed) rewrite that won't be ready even for testing for a few more days, at least.
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Posted Jan 28, 2013Is there any chance for a working version for Server 1.4.5? You guys seem to work on something...
Otherwise, would you have a good suggestion which Minecart Plugin to migrate to?
Thanks for your hard work anyway! :)
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Posted Jan 28, 2013@jrbudda
That's good then, the rail tool is working perfectly at the moment, I just wanted to make sure it stayed in.
Regarding the directions issue: although I would prefer an exception for all directions, I'd be very happy when you just make one for the intersections, if that makes it easier for you. Because that will still save me 98% of the work I would have to carry out if no exceptions would be made.
Can I just say, by the way, that I'm very glad you have taken this on? And that you seem both willing and able to finally solve some of the longstandig bugs and add new features?
Oh, and another thing: perhaps it's time to create a new page for your MM version on dev.bukkit.org and post the link here, since almost all new comments here are about your version.
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Posted Jan 28, 2013@jrbudda
Is there a published version already? MinecartMania keeps on throwing errors at me and it kinda spams my console for weeks now. :)
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Posted Jan 28, 2013@Gymnasiast
Is the rail-changing tool broken? I've no plans to take it out.
@Kane_Hart
If it's that critical for a lot of people, I can put the 'old' directions option back in just for intersections, they had to go while I was updating, for me to keep my sanity.
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Posted Jan 28, 2013@jrbudda
The server is always open to the public on mc.godcraft.com Downside is we are using the old NSEW on the main world. To make it worse the system is 16,000 x 16,000 in a grid pattern.
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Posted Jan 28, 2013@jrbudda
Well, I'd be happy to whitelist you on my server if you want to do your research, since my network (which is an important part of my server) heavily depends on advanced MM features working correctly. Having to convert every intersection to the new directions will already be a lot of work, but if we can keep all other features, it's not that big a problem.
(Oh, just another feature I really want to keep: right-clicking a track with a wooden pickaxe will cycle through all possible rail shapes.)