[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 Feb 4, 2013Off-site links are not allowed
Fixed launch player not firing when player enters.
Fixed elevator east/west being backwards.
@7eggert
the bug i found with elevators was the east/west valid track detection was backwards. I dunno how you wound up to the south, try this build and lemme know if it fixed your problem.
/reload in general is discouraged, if you want to reload the MCM config.yml you can use /mm reload
I dont think I can do anything about caught carts making noise.
try putting "(TRIGGERON) [launch]" on your powered rail, that way the launch will be executed when the redtone state changes. Actions set to ON or OFF only execute when a new cart rolls over the block.
I think tree farming was working at one point for me, maybe I broke it. I never used it, and I do know you need to start it off by putting saplings in the cart.
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Posted Feb 4, 2013The elevator blocks don't work reliably. Facing north/south, they seem to work, but two pairs of elevator blocks don't, they got offset to the side.
Lower layer is y=43, upper layer is y=56. The tracks end on the red wool.
First pair is x,z = 246,112 down to up facing west. I get offset into a wall (I guess south), get repelled (block collision is off) and lose some hearts.
Second pair is x,z = 250,128 up do down facing east, I get offset to the south. Since the cart is supposed to take a u-turn and go on the tracks there, I will go east there, around the u-turn and reach the wool I was supposed to spawn on. Then I teleport up while facing west and would normally return to where I came from. Instead I derail to the south-east(possibly again to colliding with some tree).
Map and log can be provided.
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Derailed storage minecarts might get duplicated on /reload. I picked up a lot.
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Captured minecarts seem to still make their noise.
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I tried capturing minecarts on unpowered powered rails and accelerating them on powered powered rails. First I used the setting as below, and the minecart remained stuck. Then I added the commented-out line and it still didn't move. After moving the new line to the top, and reloading, the server got unresponsive.
POWERED_RAIL:
- "(ON) [set speed:2x]"
# - "(ON) [launch]"
- "(OFF) [catch]"
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Tree farming did not work. I didn't investigate yet, and my rail system on that farm is currently broken.
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Thanks for the effort, this is my favorite plugin!
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Posted Feb 4, 2013launch player still doesn't work with this version, but power rails do. The momentum is still not remembered when changing speed.
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Posted Feb 3, 2013Off-site links are not allowed
High speed travel should feel more natural, it is now applying slope speed and friction once per tick instead of once per block so the friction is no longer artificially high at high speed.
Fixed unintentional speed increase around corners.
Fixed [eject] throwing console error if it couldnt find solid, unobstructed ground to put the player. Actually re-wrote all that code, [eject here] signs will prioritize the spot in front of the sign and [eject here] blocks will prioritize the spot on top of the block. If the priority spot is not solid or obstructed it will search around the location, if it still cant find a spot, it will plop the player right on/in the sign or block.
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Posted Feb 3, 2013@gamoul
OK nevermind, youre right, multipliers cant get the speed over 100%. Will fix. Also noticed the cart pick up speed going around corners, will fix that too.
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Posted Feb 3, 2013@gamoul
There is actually no such thing as 'momentum'. I know it has been described that way, but it's just not true. I've done an extensive re-write of the minecart physics and there is, and has always been, only the speed of the minecart. What you were experiencing before was the minecart 'skipping' blocks. At speeds over 250% the cart used to skip over blocks which kept the friction down (and also made it derail). Now the minecart processes each block, no matter what the speed, and thus will slow down faster at high speeds. This is the only way to allow high speed travel without derailment or block skipping.
I actually made an exception to the '[' rule just for max speed, because the old plugin did not add brackets to those signs so everyone with legacy rail systems had un-bracketed signs that would be broken. I'm surprised it is recognizing 'launch n', the code would indicate that cant happen, so I will investigate.
There's a few ways to specify launch direction:
I do not think you are correct about the power rail, any speed multiplier action will increase the speed up to the maximum. You can verify this with the /mm speed command which should show you the speed of the cart as a percent at any time. If you aren't getting enough speed try changing the power rail multiplier from 2x to 16x or something to overcome the increased friction that I previously mentioned.
@snikk1337
[Eject at] does nothing by itself other than to tell the plugin where to teleport the player at the next or nearby [eject] action. So your observations are correct, You will need to show me the console errors for me to help with that, please use a site like pastebin and post the link.
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Posted Feb 3, 2013@jrbudda
Do you mean that we can't have a sign under an obsidian block ? In that case how do we choose the launch direction ?
And when I type "max speed" or "launch W" without the barckets, they are added automatically, but not with launch player.
The problem with power rails is that they accelerate but only to the max speed of 100, regardless of max speed signs.
There is another thing that is not like before withe the speed. Here is an example :
Suppose we have the powered rail set to 10x speed (like I have). A cart with a speed of 100 passes over it. The cart is given enough momentum to travel at a speed of 1000. But we set a [max speed:200] sign.
In previous versions the cart's speed would be limited to 200, but the cart kept its momentum, and went as far as if its speed was 1000, at a constant speed, until the point where its speed would have dropped under 200 and then the cart's speed decreased. This allowed to use boosters to ensure the cart would travel far away at a constant speed.
In your version the cart will be limited to 200 but the speed will start to decrease imediatelly, as if the cart's momentum was just enough to go at 200. So it's impossible to have a constant speed for long rides, without disabling the friction..
I think this is the problem I have with the slopes, I always reduce the speed near a slope, to be more realistic, so I put a sign, but then the speed decrease even if I put a lot of boosters before the slope.
BTW I'v just restarted my server and [launch player] don't work, again. Neither [launch Player] There is definitely something wrong. I'm using the last version you posted here.
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Posted Feb 3, 2013The [eject at] sign is not working for me.
Nothing happens when a minecart is passing it.
If i add an [eject] sign or place an iron block below the rails, console throws some errors.
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Posted Feb 3, 2013okay i've found the problem thanks ;)
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Posted Feb 3, 2013@gamoul
Obsidian blocks are already mapped to commands, placing another sign under them will likely produce unexpected results. all signs commands should not be case sensitive, but you do have to type the first bracket on all signs for them to be detected (so you need to type "[launch player" and it will add the last bracket, but just "launch player" it will not be recognized.
You need to do [launch north] or [launch south] to specify the direction, I've corrected the signs page which said to use a ':'. This is the syntax from the original MCM, I will likely expand to allow launch:N, etc, if possible.
Not sure whats wrong with your powered rail, its working for me, as are Gold Blocks which are defined as 1.5x multipliers. You can also use [set speed:500] to set the minecarts speed after you increase the max.
In any case if you do /mm debug debug you will get some messages in your console when a minecart encounters a sign/block and it weill tell you if the command was executed successfully or not.
Are you using the alpha2 that was uploaded here or the dev build i posted last night where you have this problem with slope speed? I think that should be working correctly in the dev build.
@KATOFOX
Can you provide some more information? Stations are working for me with the syntax provided, the screenshots on that help page all came from my working rail system.
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Posted Feb 3, 2013I did some testing with the launch player sign under an obsidian block :
- [launch player] does not work, but [launch Player] does.
- Barckets are not added automatically when you type "launch Player"
- [launch W] or [launch:W] does not work. Same for S. Launch direction is always North or East.
- [previous dir] does not work. But it should not be needed under Obsidian, because Obsidian is already an alias for [previous dir] ?
By the way obsidian should not always launch in previous dir. If a cart comes from one direction we should be able to send it back to this direction with a sign.
About Max Speed, they are working, it's the power rail speed boost that is not working. So the only way to get to the max speed defined by a sign is tu use the /mm throttle command.
When a cart goes faster than 100 and gets to a slope, its speed goes back to 100 and decrease very rapidly on the slope. The energy given by the speed should be kept on the slope and help climb it.
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Posted Feb 3, 2013stations not working too the syntax isn't the same on the different pages of help and any working :/
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Posted Feb 2, 2013@gamoul
I still plan to make it load the old sensor db, so hang on to your file if you have a lot. Im not sure about max speed, it was working ok for me. I'll check on launch player
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Posted Feb 2, 2013Sensors are working, thanks :)
But launch player is not. The cart doesn't start when the player enters it.
Also max speed signs seem to be broken. They worked in alpha2.
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Posted Feb 2, 2013This should fix up the elevators, the launch player, some high-speed motion, and creating new sensors.
Off-site links are not allowed
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Posted Feb 2, 2013elevators not working when player is on a cart
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Posted Feb 2, 2013Sorry but new fail...
i write at the sign:
[launch player] [launch south] with trucompass it is right direction for my trainstation, but it launches other side also to north....
and bug with [launch player] is same every time. it's launch the minecart without an player too.....
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Posted Feb 2, 2013hi, if i break down a cart it is destroyed & u cant suspend it. bug or feature? MinecartMania 2.0 ALPHA2
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Posted Feb 1, 2013@Xcelsior1991
Items/chests are still on the to-do list for 2.0. I'll make/update the page here when I've got it all working
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Posted Feb 1, 2013Is Auto-Craft still working? and if it is, how does it work? I can't find any documantion of this anymore, but the same goes for auto-smelt for which I know for sure that it works because a friend of mine managed to set it up^^