RollingMinecarts
RollingMinecarts - Empty minecarts move at the same speed as occupied minecarts.
This small mod alters the behavior of unoccupied and storage minecarts so that they behave just like occupied minecarts. No longer must you use excessive booster tracks just to get a storage cart to get from one place to another. The chunks the minecarts are traveling will even stay loaded so that the cart can safely make it to it's destination. Just drop it in the plugins folder and you're good to go!
Features
- Storage carts move at the same speed as occupied carts. (configurable)
- Empty carts move at the same speed as occupied carts. (configurable)
- Keeps chunks around moving minecarts loaded. (configurable)
- Commands to count, as well as remove all (or empty) minecarts.
- Very small and efficient plugin.
Commands
- /CountMinecarts - counts all minecarts in all loaded chunks.
- rollingminecarts.count
- rollingminecarts.count
- /RemoveMinecarts - removes all minecarts in all loaded chunks.
- rollingminecarts.remove
- rollingminecarts.remove
- /RemoveEmptyCarts - removes all empty minecarts in all loaded chunks.
- rollingminecarts.remove
Bugs and Future Features
- See Tickets
Supporters:
- ChrizC for taking the time to make the demonstration video.
- nmc93 for contribution of code from MinecraftRemover.
- orion304 for contribution of code from MinecartPermanence.
- bergerkiller for his help in resolving conflicts with his NoLagg plugin.
- feildmaster for helping shave an additional 15 bytes off the config.yml and plugin.yml
Donations:
- Please help support plugins like this one by donating to the author via PayPal.
Archive:
- The old plugin page can be found here, while it still exists
I have posted some good requests as a tickets! =D
Any chance you could make this plugin also be able to modify Occupied minecart moving speed and ressistance/friction?
On my old server i was using simplecarts and spamming gold blocks. Ergo not simple at all. And normal players cannot obtain so many gold blocks. (basicly want people to just need normal tracks, and ride atleast twice as fast as normal)
Adding this feature might be a huge addition to the original idea, but it does not defy the "rollingminecarts" name =) Would it be too much work?
Now here is a feature that goes against the name; automatically removing emty minecarts? This plugin is a must have already! So im just crossing my fingers.
Ah, perfect, a continuation of MinecartPermanence <3
/RemoveMinecarts removes occupied carts too? If yes can you add command to remove empty carts only?
@OriginalMadman
I haven't tested compatibility with other plugins, but I've heard of people using this plugin with simplecarts. Let me know if it causes problems and I can look into it!
Interesting, it might be helping add some functionality. Does it work well with Simplecarts and other plugins?
@Doridian
Yes, I found that using the short and ugly method names reduced the overall size of the plugin. I realize the performance gain probably wouldn't be measurable, but am proud that I've made the plugin smaller, while retaining, and in most cases, adding functionality and stability.
I have had trouble taking advantage of github and have not been able to properly release the source. I've changed the license. If you would like the source please request it and I can package it up!
@rabbitkillrun
I am a firm believer that the bigger and more complex a program/plugin is the bigger and more complex the problems it will run into are. By keeping the code very succinct, clean, and short problems can be easily spotted and resolved. Since there is very little code, and that code is well thought-out I believe it will run very efficiently.
If you or anyone else would like to run some reproducible, well documented, tests with a Java profiler, I'd love to post the results, and focus on improving performance as well as overall plugin size!
You claim this is written to be "small and efficient", but I you haven't explained how it is efficient anywhere, like you have with the size. Any chance you could shed some light on this?
Heh, you even use the method names p and P to save on chars? And remove the source/debug/line number attachments?
Oh, yeah, where is the source of this plugin, considering its GPL you must publish the unmodified source (or change the license, obviously)
@robxu9
If you could take advantage of the ticket system so we can troubleshoot this conflict more properly I'd appreciate it.
@bladedpenguin
Yes, I have looked into this but it would seem the VehicleEntityCollisionEvent hasn't been properly implemented by bukkit as of yet. As soon as the event is fully implemented RollingMinecarts will take advantage of it. With a configuration option of course! I've created a ticket to reflect the intention of adding this functionality.
Would it be possible to shove mobs and players off the tracks? it would be nice to not have to enclose tracks! Thanks for this great plugin!
@TomabScblieter
Ok. So for a test I spawned a minecart and let it sit there to keep the chunk loaded. And then I went away (other side of map), restarted server... /countminecarts show 1. Good.
I then spawn the train in, and do /countminecarts. 11. Ok. Again. /countminecarts: 11. Hm?
Few times later, and it's still 11. I go take a look: http://imgur.com/1D1zh
(btw, I edited RedstoneCommand so it would load chunks right before toggling. I'm not sure how long chunks last loaded though :-\)
EDIT: I'm going to wait on TrainCarts to see if that might also be the cause. If not, I'll come back and update on this.
@robxu9
Nothing is causing the chunk to load in the first place. RollingMinecarts is only supposed to work on minecarts that have been deployed, or have been used in loaded chunks.
To fix this I advise you ask the author of RedstoneCommand to add in the feature to load a chunk (and adjacent chunks) that the command is being executed in. This will cause RollingMinecarts to pickup the minecart movement and operate as expected.
This is not a flaw in RollingMinecarts.
@TomabScblieter
I'm spawning minecarts with TrainCarts and RedstoneCommand. I move far far away, restart the server, and trigger the spawner with RedstoneCommand. However, it doesn't correctly trigger, for when I do /countminecarts it shows 0 minecarts, but when I move to the chunk it shows the spawned minecarts just sitting there, unmoving and doing nothing.
Repeating the above process except triggering the spawning several times partially works - it shows an abnormal minecarts (like 4) and then when I go to check it's a mess...
RollingMinecarts v0.4.0 has no bugs that I can reproduce.
@robxu9
What are you spawning minecarts with? How can you tell the chunks aren't staying loaded? What plugins are you running and what build are you running.
Minecarts keep chunks loaded just fine on my test server running CB-1.1-R1 Reliable Build.
@TomabScblieter: keeping chunks loaded still do not work :( I have a train system that spawns carts every so often and makes sure that they travel all the time throughout the world. With 1.1, chunks don't stay loaded and I can no longer spawn...
Newly released v0.4.0 is smaller than ever and was built against AND tested with CB 1.1-R1 reliable build.
@UPR2k10 This plugin will affect minecarts on all worlds and as it's focus is on size and efficiency options to select affected worlds have been excluded. I have tested and verified that v0.4.0 works on CB 1.1-R1
As for your question about redstone, no. Though a plugin such as you described is certainly possible it would have to employ different methods, and would likely be much more resource intensive. I'd be interested too see the source if ever a plugin like this was created.
Just a question
Is it Multiworld / Dimensiondoor compatible? I've been searching a long time for an "chunk loaded" plugin...
btw...
Anyone tested this with 1.1.0-R1 Snapshot (without Train carts )
Edited: Is it possible to use the same technics on redstone parts (redstone wire, redstone repeaters, redstone torches, switches and pressure plates? ) Would be nice to have an chunk keep loaded plugin for redstone circuits.
(Just by the way)
This doesn't seem to be keeping chunks loaded anymore with the latest 1.1-R1-SNAPSHOT :| EDIT: Or it might be Train Carts. I have no idea right now >_>