[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
One request: could you give us an option to have MCM ignore powered rails and just leave them to the stock Minecraft implementation? There's a number of aspects that get broken once you start tampering with that, and I like the ability to have powered rails work as stock while still using separate MCM booster blocks. It lets me mix and match as needed.
Added a link for dev builds. Posted a dev build for 1.5.1
I'm sure things are not working (powered minecarts likely wont move) but it should get some people started. Please report any bugs or suggestions on how to improve the new minecart types in MCM via the ticket system or in IRC.
@jrbudda
Thanks for your hard work. I've been experimenting with the new hoppers and comparators, and I've managed to get item loading and dumping stations working with just stock Minecraft. It's not ideal, and could have been implemented much better, but it's good to see lots of ideas that were originally in Minecart Mania being implemented in the actual game.
The good news is I've successfully made rideable minecarts work in 1.5 like they did before. The bad news is it's going to be quite a few more days til I get all 6 minecart types sorted out, there's been a lot of internal code structure changes.
@gamoul
Loading the old sensor db is not going well.... It might be faster at this point to just go punch all your signs and re-save them.
Are you still working on importing the old sensor db ?
And I think the chunk unloading problem is about bukkit. I submitted a bug
Will be working on a 1.5 update this week. Sit tight.
please update to 1.5 ;)
@jrbudda
Thanks a lot. That solved the problem like a charm :)
@bjorno43
[Eject at] specifies where the player will be ejected at the next or nearby [eject] block or sign. It does nothing but set the value on its own.
I'm having trouble with the [Eject] signs.
[Eject] - Works as expected [Eject At] [x:y:z] - Doesn't work at all.
I've put the config in Debug mode to see what's going on. It detects the creation of the [Eject At] sign and it tells me it executed it when a player passed the sign. But in reality the player remains in the minecart as if there wasn't any sign at all.
Help, I can´t enter minecarts what should i do ?
@LPGweldor I would recommend setting KeepChunksLoaded to true in the config.yml if you're doing farming. Otherwise yea, you're going to lose chest contents.
@marubal21 You could map the [launch] action to powered rail (TRIGGERON) and turn the magnet on by default in the config.yml. this would get pretty close to vanilla minecart behavior.
@Headshooter1988 I need a crash report or a way to reproduce the problem to be able to help you.
The achtually MinecartMania Reborn has mandy bugs? Often the server ist stucking oder crashing down. ://
@jrbudda
damn, all i really need in terms of a minecart related plugin is one that speeds up the cart movement while not derailing or bouncing back when going from a flat run to an incline at those faster speeds.
Got a lot of reports from players, that saplings and seeds despawn from storage carts... The saplings and seeds dissapear faster than trees and wheat grow. It might have something to do with chunks unloading...
@cjbh1996
Actually in 'old' MCM the player always was assigned the destination, not the cart, empty carts could not have destinations. Now both the cart or the player may have destinations. However at the moment the player's destination is not 'cleared' so yes it persists until a new station is assigned. I will likely automatically clear the player's station on an eject or destroy action in the future, but I haven't finalized how I want that to work yet.
Ah, I did indeed miss something when enabling station destinations for empty carts. Will fix, thank you.
@marubal21
If you have magnetic rail turned off the cart may be flying over the down-slope.
MCM overrides the normal behavior of powered rail, you need to use a launch block to start stationary minecarts in motion.
why do carts not stop on a downward un-powered rail-track and why can't i activate my lunching track with a button.
ok i just got an error, looks like the safeguard error....?? http://pastebin.com/z0DFUefE is this what could be making the plugin stop working? im on the letst RB build of craftbukkit (1.4.7 R1.0 i do believe?)
edit: ....i just downgraded back to beta3 and now it doesnt work anymore when it used to... im so confused!
edit2: never mind, it seems deleting my config fixed it, confused as to why i had to do that though