[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
This works pretty nice, all the in-game signs and blocks work as they should, the only thing is that it sends errors to console everytime any Cart, Sign, etc. is used. It is strange that they do work, but thy send a bunch of erros.
So is there ANY work being done on this at all? It hasn't moved off of 1.4.7 for some time...members of the server I represent are mainly wanting it for the replant feature for farming...
I am using MinecartMania 2.0 Beta4 with CB 1.4.7-$1.0.
When I place a minecart on a track, it often places many instead of one. Sometimes it places 1, other times it places 12, or over a 100, and I even had it place over 300 at one time!
I set the config to remove empty carts after 5 seconds to help deal with this, but is there some known cause for this?
You have to use [launch2] instead of [launch] if you want to launch in south or west direction. You can also try [previous dir] but I think it does not work.
@7eggert
Thanks for that hint, that fixed the error spamming.
Now i have another issue, as stated before i'd like the power rails to remain as close as possible to default behavior as possible. So currently i'm using: POWERED_RAIL: - "(TRIGGERON)[launch]" - "(ON)[set speed:1.5x]" - "(OFF)[Catch]"
I'm assuming this would allow carts to stop at a powered rail and take off when triggered by redstone, also when ever you run over a on powered rail the carts speed would increase till it hit max speed, correct?
but i cant even test that because for some reason when i trigger the redstone my carts is lunched back into the dispenser and i get stuck in the block.
North
---->SouthD
\_____
that is how i have the lunch station laid out, with a dispenser over 2 un-powered rails, a button dispenses a cart onto the downward slanted un-powered rail and a 2nd button powers the rails.... i expect to be lunched south, but instead i just get lunch north back towards the dispenser causing me to get stuck in the dispenser block.
marubal21: You need to use MManias dev builds for Minecraft-1.5-craftbukkits
Perhaps someone could help me out. My goal is to keep Minecraft lunching as close as possible to default, all i really want from this plugin is to allow minecarts to travel at max speed, but also not derail or bounce back when at those high speeds. I played around with the config file, and i'm running into an issue, the second i place a cart on a rail my console gets spammed with the following error; http:pastebin.com/v0MhxRKZ and it continues to spam until i remove the cart.
At the same time could some take a look at my config.yml file and maybe point out how i can achieve my expected goal?
@jrbudda
Ok, Thanks, it works fine :-) The signs are empty, for users with no permission
@jeracom
There's no permissions for using signs, only for creating/destroying them.
I've been using the beta version of the MinecartMania Reborn (2.1.1 beta1 ), and the bukkit dev version 1.5.1. I have the Groupmanager (Essentials) and Permissions not seem to work. In the group of players I use: - -Minecartmania.signs.* in config.yml
Players can still use signs. Vip should only use the signs
I think the vanilla powered rails will add a certain amount of momentum. MMs powered rails will multiply the speed, which will result in very fast carts if it arrived fast and slow minecarts if it arrived slow.
I think the rails should add an amount of energy depending on the time the cart will be over the rail, since they emit motion energy at a constant rate. I could do some formulas.
MM's powered rails have another problem: I use detector rails to power them (and to not power the redstone circuits while there is no minecart). With the last week's build, I got stuck minecarts.
Control blocks activate when the center of the minecart first comes over top of them, activating a block when the center of the minecart reaches the 'center' of the block is impossible. There is no 'detection range' either the minecart is over the control block, or not.
Also remember that where a minecart *is* and where you see it are not always the same thing as your client is not updating 20 times per second like the server is. Likely your problem with the spacing all lies in the 2-tick delay due to the redstone. It ticks once on the reverse block, and then on the next tick its back on the catch block and the redstone is wrong.
@jrbudda
I got it working.
Basically I had to increase the catch and dropoff zone to ensure it would work reliably.
@jrbudda
With MCM enabled, it hits the wall and stops. I've tried setting an unpowered track to catch and adding a block and using a bouncer. The problem is that it doesn't reliably catch anymore because this reduces the dwell time on that one block, which, due to the 2-tick activation delay, causes it to bypass it. Even slowing down the minecart doesn't reliably fix it.
Part of the problem is also that the bouncer is a bit too proactive in bouncing carts. It bounces when a cart barely touches it, or sometimes just before it does, rather than when the cart reaches the middle of the block. If you have a catcher block right before a bouncer, what can happen is that the bouncer triggers and sends the cart back before the catcher can hold it. If you reduced the detection range on the bouncer slightly, I think it would help not just with this but with other implementations. Possibly increasing the aggressiveness of catching would help as well.
@WardenWolf1982
The problem is my MCM uses custom minecart entities, which is necessary for all the fancy physics. I've totally re-written the 'stock' minecart motion code, removing the powered rail code. Rather than attempt to shoe-horn that code back in as an option, I'd like to find a way to make the current system configurable to mimic the vanilla behavior.
What happens if, instead of making the minecart bounce off walls, you extend the track by 1 block and use a [reverse] block?
Also in the setup you have below, what exactly does happen with MCM enabled? the minecarts hit the wall and stop?
@jrbudda
Tried it. Still doesn't work.. And I do have minecart collisions enabled. Here's the setup (ignore the clutter; it's my testing zone):
Basically, the cart bounces back and forth until the comparator detects something has been placed in the hopper at the left. This turns off the powered rail, causing it to catch the cart. Once the hopper is empty, the rail activates, dispatching the cart to the unloading station. The comparator at the receiving station detects when items are flowing into the receiving hopper and turns off the power to the rail, causing it to hold the cart. When the cart (and receiving hopper) are empty, it turns the rail back on, causing it to start bouncing again between stations.
The cart needs to be able to bounce under constant rail current like it does in stock Minecraft, but I've seen no way to let it do that in Minecart Mania. I'd be satisfied if there were simply a way to make Minecart Mania ignore powered rails so you can use both systems independently. In the old Minecart Mania, if you set the booster block to something other than powered rails, it completely ignored them and you could have stock Minecart functionality, so I know it's not impossible.
@WardenWolf1982
Have you tried adding "(TRIGGERON) [launch]" to powered rail in the config?
@WardenWolf1982
I had the 'launch a cart that is up against the wall' problem as well. I believe setting
solved it.
@jrbudda
Specifically the fact that powered rails will "bounce" or launch a cart that is up against a wall. I had a loading and unloading station working with hoppers and powered rails in stock Minecraft that no longer works due to this.
@WardenWolf1982
What behavior does vanilla powered rail provide that cannot be duplicated via the MCM configuration?