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    posted a message on 1.4.2 multiplayer bukkit issues
    You can run 1.3.2 and 1.4.2 at the same time: http://forums.spout.org/threads/1-3-2-1-4-2-craftbukkit.938/
    Posted in: Server Support and Administration
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    posted a message on 1.4 Bukkit Jar
    Quote from TJblister

    Cant find a download link can any1 help me out?


    http://forums.spout.org/threads/1-3-2-1-4-2-craftbukkit.938/
    Posted in: Server Support and Administration
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    posted a message on Server with bukkit for 1.4
    Quote from DarkAceZ98

    I hope those servers with the hack get all their files erased.


    The "hack" is open source, and also here: http://forums.spout.org/threads/1-3-2-1-4-2-craftbukkit.938/
    Posted in: Server Support and Administration
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    posted a message on ♕Herocraft 🌟 Minecraft RPG Server Multiplayer 🌟 THE ORIGINAL RPG SERVER (2010) Heroes RPG!
    In-game name: Afforess
    Location and Age: 20, USA, Michigan
    Previous bans: None
    Referral: Forum
    Reason you should you be accepted: I Enjoy Survival, Will play a lot, and have owned MC since the Halloween Update, so I know my way around and won't need help.
    Additional info: Big Survival Fan. Am also a bukkit plugin developer.
    Special Key: HCA8
    Posted in: PC Servers
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    posted a message on [MOD]Minecart Mania!
    Still amazed by the amount of traffic this dead thread gets.

    Minecart Mania is still alive and well, for SMP at any rate -> http://forums.bukkit.org/threads/minecart-mania.388/

    As for the several PM's a week about SP Minecart Mania, it will be whenever Notch releases a SP modding API.
    Posted in: Mods Discussion
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    posted a message on How many of you are actually programmers?
    *raises hand*

    I get why Notch opted for Java, it's not hard to learn, it's got awesome built-libraries, it's a pretty neat language all around except for 1 thing: slow as molasses. It's build of JVM, which is C/C++ based. That means java will NEVER be faster than native C.
    Posted in: Discussion
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    posted a message on [MOD]Minecart Mania!
    Updated the OP. Hey0 support is ending (since Hmod is finished). MM is already partially ported and playable on Bukkit, Hmod's successor. OP has the link.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from zazu »
    I won't even address you Pierre.

    Instead I'll direct my deepest apologies to Afforess. I should have submitted a proper bug report. I was upset and out of character. I apologize again. I'll PM my bug report as it could be used for gains not acceptable on a given server.


    I never saw your post - so there's no harm done. I certainly said and done things I've later regretted, I can't judge against you for that.


    Quote from MPeti »
    When hMod gets permanently outdated after tomorrow's update, how much downtime can we expect? I couldn't even find when Bukkit will get updated to a decent level when plugins will be possible... So do you have any idea (at least an "at least X days/weeks, but might be waaay more")?

    Edit: I think I misunderstood the stuff about hMod... Ignore my post, but can anyone explain what actually is going on?


    Minimal. I won't be able to release a full mod, Bukkit doesn't have any inventory code done (so no chest dispensing, etc), but I will release a "lite" version that should allow the more basic features, and most signs to work.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from Hiftu »
    Afforess:
    I am currently working on the client update of your awesome Minecart Mania! mod.
    Do you agree if I share it with the community?
    It is based on v2.1. I need some tweaking to work, but I made some progress.

    Regards,
    Hiftu


    Go ahead (Source is Public domain; you don't need my permission), but Thursday will break your work... Exactly why I abandoned SP for now. <.<

    Quote from Badzilla »
    Several people posted to just create a server and copy the single player version over to it and play it that way. I created a server and copied over my single player version over to it but lots of stuff does not work like doors I can open but can not walk through, storage boxes I can't open, workbench I can not access, furnaces that I can not access.

    To even get to this server, I have to bring up the client and select multiplayer, so how do I do this in single player mode on a server.

    I have spent hours reading this entire thread in addition to the original autocart threads only to find out they are not supported in single player mode.


    Can someone help me out here. I would really like to try out this Mod.

    Thanks.


    Download the Hey0 mod and run the bat file that comes with it once, then shut down the server. Copy the MinecartMania.jar into the bin/plugins folder, then add MinecartMania to the list of plugins in the server.properties file. Restart the server with the bat file, join by using the ip "localhost" in the client, and play!


    Quote from Azmodan_Kijur »
    While the intention is not to aid in filling the thread with distractions or meaningless posts, I feel compelled to post my praise to you, Afforess. I finally got around to installing the mod on my little server and it works beautifully. The boosting / launching / storage / etc mechanisms you've added to Minecraft are excellent. They certainly reduce the often unsightly need for wasteful cart based booster systems and I find that I can travel much greater distances with your system in place than ever before. I look forward to continued use of this mod.

    Again, great work, Afforess.


    Glad somebody still enjoys it!


    Quote from Kurtis42 »
    How do you install the mod?



    See above.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from Vishnaborg »
    Quote from Lolmewn »
    Then, once it's out, come back and ask politely if Afforess will consider picking up SSP again.


    You won't need to ask - I promise that when a modding API is released, I'll resume SP modding. I have nothing against it, just that it is too time consuming.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from XZK »

    Lol. Now that updates are rare thing, you hate to update this mod for ssp... GJ.

    Is there any similar mods with carts?


    Murphy's Law. The day I update the SP mod is the day Notch decides to break it. The day I don't is the day Notch takes a vacation.


    Quote from Lor »
    Quote from MisterMagoo »

    Considering the awesome list of features, I'd glady donate at least $15 in hopes of you re-instating SSP support if not for two things:
    1) The frustration involved on your part, and
    2) Odds are you'll go through all that work to get it working only for Notch to come back from his vacation and break stuff again.


    Ditto on the donation. I'd even go for the entire (although perhaps jokingly set) amount, but also ditto on the foreseen issues.

    Two questions if I might add them:

    All: Is 'voting up' an idea the same as clicking 'I like this idea!' on getsatisfaction, or do you need to leave a comment?
    afforess: Any plan on releasing code (with or without donation) to the previous in case someone wishes to try their hand at the obfuscation?



    Upvoting does not require an account or commenting.

    The source code is on a public SVN, linked to on the OP. I have never hidden it. You will need to go back to previous revisions to see the client code in the trunk, but it is there.

    Quote from JonXP »
    In the wiki documentation, the information about the "catch" mechanic of the obsidian blocks seems to be wrong.

    It says that an obsidian block will catch and hold a cart if, and only if, it has an inactive redstone wire leading to it, and then will push the cart along after the current is applied.

    The problem is that obsidian blocks *always* catch carts unless a sign is there, and the catch mechanic just stops the cart without preserving its state. This means that a caught cart that was traveling south, will always be redirected back north once the current is applied.

    Is this an error in the documentation, or an error in the implementation?


    The catch blocks catch any minecarts when there is no redstone current - that includes no wiring at all (no wiring == no current). Power the block, and minecarts will pass over it unimpeded. The direction it launches in is based on NESW compass, not saved. Only holding sign's save minecart's momentum.
    Quote from JonXP »

    On a different note...is there any way you could be persuaded to move the code to github so those of us with the gumption can easily fork it and submit patches?


    I use a sourceforge SVN, and the link is on the OP. Github is fine and dandy for Unix systems, but I am largely a Windows Developer (Oxymoron, I'm aware.).
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    I've released a public beta for v2.4 of Minecart Mania. It should fix boat collision issues, as well as issues with redstone pressure plates ontop of obsidian launchers, and buttons next to launchers.

    It also comes with several new features.

    Item Based Storage:
    place a sign with the first line as "collect items", and each line below the name of the item, or item id number. The sign should then look like this:

    "Collect Items"
    "cobblestone"
    "55"

    This sign should be next to a chest, which is adjacent to rails. Any storage carts that pass it will automatically deposit cobblestone and item 55 (redstone dust) into the chest, until the chest is full. The storage cart will continue unaffected.

    Direction-Based Stations:
    I'm sure you're aware that you can use commands like "mobs:west" on signs next to station intersections, but now you can use "East:North" to redirect all east-bound traffic to the north lane. Short-hand "E:S" is acceptable as well.

    Redstone Triggers:
    This idea is stolen from Craftbook - but very different from anything Sk78q has right now. You can create redstone triggers much like you make Craftbook IC's, with a sign on a block, and a lever behind it. There are currently 7 types of Redstone triggers, but room for many more. A trigger would look like this:

    "[Trigger]"
    "[0000]"

    [0000] is the first trigger, and is the same as a wood plate. Any minecart will set it off.
    [0001] acts like a stone plate. Any minecart with a passenger will set it off.
    [0002] detects empty minecarts
    [0003] detects mobs in minecarts
    [0004] detects players in minecarts
    [0005] detects storage minecarts
    [0006] detects powered minecarts.
    [0007] is unique. It requires a third line, an item id number (like "55") or item name (like "cobblestone"). It detects whether a storage minecart possesses that item.

    That's all the Triggers at the moment, but seeing how I have 9992 slots left open, there's plenty of room for suggestions.

    If you find any issues with the beta, please report them. If nothing major is found, the beta will be upgraded to an official release in 2-3 days.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from twilightking »
    is there anyway of asking one of the other modders out there to see if they are willing to continue support of sp for your mod. If i knew how to code I would be more than happy to help you because i loved this mod and was hoping to see it help me complete my monorail system. I do understand you decision (even installing some mods are a pain in the ass). Maybe you could even think of asking notch to implement this mod into the actual code of minecraft so that people stop bugging you about the sp version (including me)


    No modders have come forth to ask me.

    Quote from thetallest »
    Quote from trevors »
    I've downloaded the server. It's up and running. I've got Minecart Mania going. But I don't understand how Autocart comes into this?
    I'd like to have Autocart again, so I can just punch that thing and go. See, the thing is. I've created a track that's stupidly long, and a lot of it is made with obsidian, iron, gold, diamond, and so on. Obviously the Minecart Mania plugin is creating some issues for me with this track I have made. Autocart or the booster technique are the only feasible reasons of getting to take a ride on my track without 10,000,000 signs and/or redstone wires.
    So, how exactly can I get the functionality of Autocart out of Minecart Mania? Also, I see there are customizable settings? How can I customize Minecart Mania, when it's one single file?

    Any help would be extremely appreciated.
    Thanks


    I to found I was wanting to Autocart and I was able to enable it in the settings file alter the following line I think it was slight oversight in coding no biggy

    Add this to your settings file it will turn on Autocart

    The way it looks normally is the following:
    ............................................................
    Setting: Autocart Mode
    Value: true
    Description: Minecarts will travel farther horizontally when falling, instead of falling
    straight down.
    ...........................................................
    No matter what you put Autocart comes out false alter so it looks like the following:

    Setting: Autocart Mode Enabled:true <<< this seems to turn on Autocart

    TheTallest


    Ouch! Thanks for reporting that goof in the description.


    Quote from Whisker Biscuit »
    This may or may not have been fixed already (going to test it in a bit), but Chest MineCarts that ride into a chest drop their contents outside of the chest as well as put the items in the chest.

    Edit: woops, my bad; posting here. missed it in the original post. :Sheep:



    I noticed. Fixed for the next release.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from bonega »
    Great mod.

    Is there anywhere I can download 2.2a? The last alpha version?
    We are having some problem with the beta(performance)


    I'm afraid I don't give out previous releases - it causes too much confusion and support issues.


    Quote from Tmannen »
    No jibberjabbing, straight to the point,

    you are one awesome person. Thank you for your work, I've finally got the push to convert to a server!
    I needed to do so anyway, the multiplayer is working (no crashes for me so far, hurray!) and I've been looking forward to play with friends. =)

    Stuff like this mostly costs you money! (please keep it free, lol)

    Edit: I just messed with the obsidian block to make stations, I've placed a sign "hold for 5". It does hold for 5 seconds, but the countdown isn't showing as it used to? I'm sure you are aware, just wanted to mention it =)

    anyways,
    Top :iapprove:



    Sign text updating was broken in Hey0 132, but should be working in Hey0 133.


    Quote from kingston484 »
    Afforess, I'm not going to bash you over abandoning SP, as I cannot code. If I could code, though, I likely would have hijacked your project and supported it myself. At least PM a forum moderator and ask them to remove the poll from your thread (I seem to remember most PHP admin panels having that ability), as it is kind of like saying "Hey, you guys want me to keep making an SP version of this mod? WELL **** OFF, MAJORITY!" to the people just now finding this thread.


    I can however, change the poll. I will do that.

    Quote from kingston484 »

    And to all of you saying STFU AND JUST RUN A LOCAL SERVER HERPDERP, a lot of clients (especially ones already using other mods in this section, myself included) are running mods not compatible or unsupportable in SMP. Do not assume your solution will work 100% of the time. We are all equally special little demanding snots and each of our demands are different. :Pig:


    True. Admittedly a valid point I did not consider.

    Quote from kingston484 »

    I'd pay the $50 to get working SP code, but A) I'd need a promise in some form of writing you'd deliver a working SP version equal to the current functional SMP code, :cool.gif: Another written promise you won't go "DERP I NEVER SAID I'D FIX IT AFTER UPDATES," (with leniency in terms of obligations and time of course, just a clause that you are obligated to ensure it works if an update breaks a critical portion of code) and C) You'd only release it to me unless the rest of the little grubby gremlins change their attitude. If you'd ask a more reasonable price, say, less than what I paid for the whole game in and of itself, I'd be more reasonable with an artist's right to manage his creation.


    I just named the amount to be unreasonable so that no one would do it, but I have another idea in mind... :wink.gif:



    Quote from GasBandit »
    Afforess - Just a note - I'm not sure what it is, but my host just updated from 2.1 to 2.3a, and for some reason that has made it so that a stone trigger tile on an obsidian block will no longer fire off the launcher, whereas previously it would. Now a separate button on a redstone wire is required to activate the launcher, and coupled with the need for an adjacent sign to designate direction of launch, it makes launch stations a little cluttered.


    No worries - I've already fixed that for the next release. :wink.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from Alenonimo »
    Quote from EvilGeniusInc »

    And there's the poll too, where it asks "Should I abandon Client Support and focus on SMP only?" People said no and guess what? It was abandoned! It's deceiving! I lost my time to just find out that the developer didn't kept his word.


    I made no promise to keep Client support - I merely was interested in general opinion. Please try to stay civil.

    Quote from Alenonimo »
    Quote from Major Cooke »
    Looks like this is no longer supported by single player. Sad day, it is.

    Quote from PwndxStryd3r »
    This no longer works for SSP?
    :'(

    Quote from Launchy21 »
    Does this mod work for Singleplayer? All this, but in SP would be the :iapprove:'est thing on this forum.

    No support for single player anymore. The developer doesn't care for what 77% of people looking for his mod wants.


    Clearly. I'm a terrible, terrible, person hating hermit.


    Quote from the cheat »
    holy ****, bring back single player.



    I'll make you a deal. You give me $50 bucks and I'll give you a single player version of this mod. I hate updating the single player version, obfuscated code sucks.


    Quote from Lelldorianx »

    Keep up the good work Afforess, ignore the buffoons and do what you want, because it's your mod.



    I appreciate your support.


    Quote from El3ss4R »
    well, of course it's his mod, but then he sould not do a poll, weather he should abandon ssp support, which was answered no, and still abandon it...

    it's a kick in the ass... a bit like a politician...


    I made no promise either way - I was simply interested in the results.


    Quote from lolman101 »
    Does this work with beta?



    Works fine with Beta servers.


    Quote from Zetorung »
    Quote from Afforess »

    Quote from Zetorung »
    First I want to thank you for your time and effort on this mod. It's easily my favorite.

    Since beta (2.3 and hey0 132) I have notices a few quirks that I haven't seen anyone else mention.

    1: minecarts are crazy fast. too fast. My server ran the old mod silky smooth, now when I get in a cart, I am lagging and often seem to glitch through walls. It seems as though the server cannot keep up. Sometime its so fast that when I go over a switch its still active 10 blocks later at the catcher that is supposed to stop me. Maybe people will scoff at this, but I actually prefered the old speed, this one seems too fast, feels like I am going in fast forward.

    2: My tracks that worked PERFECTLY before, now do not work at all. I have to put down 3 or 4 booster where I used to need one to get up a small hill. Sometimes carts seem to ignore boosters altogether (although its hard to tell, since I am traveling at a bazillion mph). An example is on one track, I have an obsidian launcher and a gold ore block next to each other. This used to propel the cart up the 2 block incline about 20 blocks away no problem. Now it only gets have way up the 2 block incline (if it even makes it to the incline) and falls back down.



    1.) Notch increased the Max speed of Minecarts - nothing I did.

    2.) I've yet to see this - Can you offer any more details - a screenshot of your old setup perhaps?




    Here is a video of an example in my game. There is 1 gold block and 4 gold ore blocks, and at first the cart goes up the hill fine, then on a second launch it fails to get even half way up the hill. Before beta one gold block got it up this and then some with the exact same setup.

    Only other mods I run on my server are slow heal and uptime. I do have your realistic friction enabled so that empty carts go farther.

    Here is the video:

    let me know if you need anything else. Thanks again!


    I'm taking a look at this - thanks for the report.
    Posted in: Mods Discussion
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