[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 12, 2013Unfortunately, it forces the previous dir to be used, but there are no rails.
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Posted Feb 12, 2013Updated the signs page to document the [Lock Cart] and [Unlock Cart] actions. Due to a recent change in craftbukkit the Lock was not preventing players from leaving a locked minecart, this is fixed for the next release.
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Posted Feb 12, 2013@7eggert
the [previous dir] action does just that and is the default setting for obsidian (TRIGGERON).
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Posted Feb 11, 2013You still got the problematic catcher block configuration on http://dev.bukkit.org/server-mods/minecartmania-reborn/pages/configuration/ that caused my carts to derail.
Setup: Track ends on unpowered obsidian, no block prevents derailing. Other end of the track is white wool (reverse).
Expected: On redstone impulse, travel to the white wool block block and return.
Seen: On first impulse, as expected. On second impulse, it derails.
I tried this, but it will launch in only one direction on in-track catchers:
OBSIDIAN:
- "(OFF) [catch]"
- "(TRIGGERON) [launch]"
Edith says we need something like "relaunch", a launch with previous dir if possible.
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Posted Feb 11, 2013I've uploaded the first Beta build of 2.0. This is beta because all of the features of MCM are active and should be functional. There are doubtless still bugs to be fixed. Please let me know of anything that is not working as documented.
Here is a download link if it isn't approved yet - mod remove link to unapproved file.
If you have been using the previous version, please check the configuration page as comments and settings may have been added that you may wish to review.
Once there is a 'release' version of MCM 2.0 that is bug free, I will start adding new and exciting things, so please test away!
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Posted Feb 11, 2013I fixed the minecart preservation on logout. When PreserveMinecartsOnLogout in the config.yml is true If a player logs out while in a minecart the minecart is removed. When the player logs back in, he or she should be placed back into it and send back on their merry way.
I've also fixed a few minor things related to item collection and deposition. I've updated the page here with how I think it's supposed to work. The code is a mess and needs an overhaul, but with the upcoming changes to minecarts in 1.5 I'm just going to get it back working like it was and be done with it.
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Posted Feb 10, 2013@S0ndr33
This should solve both those issues, thanks!
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Posted Feb 10, 2013Either I have done something wrong with the 2.0 setup, or players are killed even though the carts aren't travelling as fast as they should to kill.
Also Jump-signs and sponges don't seem to launch carts into the air.
Other than that, this looks really promising, and you do great work! This is one of the most fun plugins I have on the server!
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Posted Feb 8, 2013@gamoul
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this should fix the player push speed. I forgot to hook up the setting in the config.yml. Thanks for finding it, there may be more bugs like that.
The preserve minecart setting is tied into the database, which needs some more work, I will try and get to that this weekend along with loading the old sensors db.
@7eggert
Its a good idea, mapping Station Rules to blocks and allowing Station Rules to respond to redstone., unfortunately the current architecture of the code makes that impossible without a big re-write so it's not something I would want to do until 2.0 is 100% bug free. But I will remember the suggestion.
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Posted Feb 8, 2013I just found 2 problems :
- Minecarts are not preserved after a server restart. Even with PreserveMinecartOnLogout: true and RemoveDeadMinecarts: false.
- With the option MaxPushSpeedPercent: 0 a player is still able to move a minecart while riding it.
I also noted that the launch triggered by redstone sometimes stop working, it works back again after a server restart.
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Posted Feb 7, 2013I just had an idea: Use magic blocks for stations as rule signs.
With the concept of Blocks-are-aliases-for-signs, I tried:
ORANGE_WOOL:
- "[STATION]"
- "(OFF) [north:W]"
- "(OFF) [D:N]"
- "(ON) [west:N]"
- "(ON) [D:S]"
You guessed, this does not work. But I like the idea, especially because the rule signs are limited and new kinds of carts will spawn like slimes on a flat world.
Off cause, I investigated and looked into the log.
for empty minecarts, I get lines like:
intersection
Failed %s
with a passenger:
intersection
Executed %s
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Posted Feb 5, 2013It did work without the range line.
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Posted Feb 5, 2013@7eggert
[autotimber] and [autoforest] are working normally for me. I don't think the range part is working at the moment but it should still be farming up to 4 blocks around the rail.
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Posted Feb 5, 2013@7eggert
Those should still work, I will take a look. I do know the [farm] xxxx signs are working.
@KATOFOX
Can't at the moment, I want to re-do how it searches for control signs so they dont fire multiple times as you pass them. Once that is sorted out I will make the range adjustable as a server option.
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Posted Feb 5, 2013how can i define a range for control signs?
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Posted Feb 4, 2013I lost ½ Heart.
The forest harvesting sign reads
[autotimber]
[autoforest]
[range:7]
It's directly above the track.
It should probably be replaced with a new sign, shouldn't it?
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Posted Feb 4, 2013@7eggert
Do you actually get suffocated and take damage? or just pass through the wall at high speed since you are moving faster than it can render? it should be the latter.
I would think chests should not capture minecarts unless they are on rail, if the code does not currently specify that, I will make it so.
Returning minecarts and items and how they drop is all part of the item/chest code which has not yet been redone and needs to be, especially to support enchanted/engraved items. That will be addressed in a future big update, maybe this week if I have time.
[launch] actions will prefer north or east if there is one valid track piece in that direction. [launch2] actions will prefer south or west.
The noise thing isnt high priority, im sure setting the speed to 0 would do it, but I revamped the catch/launch code to preserve the speed while the cart is caught. Maybe I can override something in the minecart to tell the client not to make the noise, but no promises.
What sign are you using for tree farming? That should be pretty easy for me to get back working.
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Posted Feb 4, 2013The tree farm did not magically start working, I didn't expect that. I guess I need a new sign.
After restarting the server, I got all the minecarts in my inventory, without their contents. Return to owner was set.
If I destroy a minecart, it can either be discarded or returned (without content). I want it to drop as an item.
I use:
Just now, a minecart on black wool (instead of obsidian) started into the wrong direction and derailed. While trying to push it onto the track, it vanished
(was destroyed), with it's contents into a chest. didn't know it was possible without rail.The minecart reliably starts into the non-track direction the second time it's launched. This launcher's track is facing west. Three other launchers facing north work as expected, they repeatedly don't derail the cart.
Pushing a cart onto the misbehaving launcher block did not catch the cart.
Please make the noise stop. There must be a way. Maybe setting the speed to 0 will do the trick? What do classic powered rails w/o MMania do?
Short test: I replaced the launch block with this and it works as expected:
BLACK_WOOL: # <- You have Obsidian here - "(OFF) [catch]" - "(TRIGGERON) [launch]"edit in italics-
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Posted Feb 4, 2013@gamoul
launch2 should always launch south or west, i might have the E/W backwards.
To specify a direction you need to put [launch north] not [launch n]
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Posted Feb 4, 2013[launch player] is working again, thanks.
I tried to obtain the setting I want with signs instead of obsidian, here is what I found :
[catch]
[launch player]
works, but the cart always launch in N or E
[catch]
[launch2 player]
works and the carts launch in S ou E
But with
[catch]
[launch player]
[previous dir]
the cart doesn't stop at all.
Also
[catch]
[launch player]
[launch W or S]
still launch in N or E
So my conclusion is that [previous dir] doesn't work, and [launch player] and [launch Direction] are incompatible.
I also tested [launch2 player] under an obsidian block, and it worked !