[INACTIVE][MECH] DwarfCraft V1.01 - Skills, Training, and Progression [527]

Discussion in 'Inactive/Unsupported Plugins' started by smartaleq, Feb 21, 2011.

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    DwarfCraft - Player progression plugin with skills that are improved by training(not xp):
    Current Version: v1.01
    Authors: smartaleq, LexManos and RCarretta

    DwarfCraft is a plugin for minecraft (via Bukkit) that allows players to improve their characters skills and capabilities. Players can pay trainers to improve their skills, which provides benefits such as increased weapon damage, decreased tool wear, increased drops from blocks or mobs, etc. Because of the training system, DwarfCraft can provide an interesting and fun RPG base for Survival MP servers that will remain relevant and interesting for casual and intense players alike.

    • Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.
    • Elves play very similar to vanilla Minecraft with slight nerfs for balance (to farming mostly)
    • Dwarves have 40+ skills that progress from level 0 (worse that normal) to level 30 (extremely proficient). Each skill has several effects. Most effects reach par at skill level 5. New supported skills will be released.
    • Skills are improved by paying a training cost to a trainer. Server admins may place trainers and customized messaging NPC. Skill costs increased with level and balanced to encourage specialization.
      • Example: To train"Pickaxe Use" from 0 to 1 cost 16 cobblestone. To train from 15 to 16 cost 640. At level 0 pickaxes degrade 20% faster than normal, at level 20 they degrade about 45% slower.
    • Skills and Effect details are easily found through in-game commands. A general summary of skills is in the post below, along with design goals discussion.
    Players - Getting Started:

    Show Spoiler

    Welcome, Dwarf <whateveryournameis>!
    To get started in a DwarfCraft world, you should know what it is, exactly, that is different.

    Your mining sucks. You get less coal, iron, cobblestone, and gold. Your sword does pitiful damage. Animals don't drop things when you punch them. Falling hurts. A lot. Burning too. Zombies rearrange your face. Dirt doesn't pile up quite like it used to. For some reason when you craft planks you make less. Three sticks too. And less fences and stairs. Also, raw pork isn't very filling. And farming seems totally worthless.

    Guess what? You're a level 0 Dwarf.
    I know it seems awful now, being the brunt of jokes and suffering all that punishment, but I have good news, friend. At least you're not an elf! See, the elves gloat now, with their 1.0 stone drop rate and their filling porkchops, but after you spend the time to level your bowman skill to master and turn their day to night with a hail of 3.5 damage per shot arrows... well, then they'll be sorry!

    The road to mastery may be hard, Dwarf, but the payoff is well worth it- Diamonds dropping by the handful, creepers leaving 5 gunpowder behind with their corpse, your sword dealing double damage to monsters, and cliff falls leaving nary a scratch. Along the way, you may find your calling as a crafter as well. Just as you depend on your friends for supplies, they may depend on your specialties. Craft 4 times as many brickblocks as your neighbor? That's a marketable skill, my friend!

    So off with you, Dwarf, into the wilds of your world (and one day to the Nether, perhaps)! Start by discussing the terms of your advancement with the local trainers. When you've gathered their material demands, sock it to 'em, and see your diligence rewarded with an ever-improving arsenal of advantages.

    Players - Getting the most out of DwarfCraft:
    Show Spoiler

    You'll benefit the most from DwarfCraft by doing two things:
    1) Get your skill levels in the necessities up to a reasonable level. No matter what your playstyle is, you probably want most of the stone and wood skills to 5 (the cost is small and the payoff large). The same is true of climbing and sword skills, or you may find yourself dead much more often than you're used to.
    2) Pick a few activities you love to do and train train train! If you're only marginally better than someone else, they won't have much use in trading with you. Try and get 1 or 2 skills to 20 that you can leverage to gather other valuable materials. If you're a master sailor, don't spend all day mining cobblestone, go sailing on the lookout for pumpkins, mushrooms, and clay. If you're a monster hunter with a bow, 5 minutes out at night is worth far more than the hundred cobblestone you could collect.

    I'm not saying to stop doing things you find fun! Instead, train up the things you find fun so you can do it better and get rewarded for doing it.

    I'll use myself as an example. I far prefer chopping trees to mining for diamonds, and love to chase animals and explore. To support this, I trained these skills above level 5: woodchopping, axe use, woodcrafting, swordsman, animal hunting, and climbing. To shore up some weaknesses, I traded several stacks of logs for several stacks of cobblestone, because I have poor cobblestone mining skill and my friend has poor lumberjack skills. I used the stone to train up the Excavator and Quarry Worker skills to 5, so that I can manage to get cobblestone when i need it, without suffering the very low drop rates at level 0. When I want cobblestone for constructions, its often very easy to find someone in need of wood. I also do woodcrafting (1 log -> 6 planks) in exchange for fee or a cut. When I find a diamond vein while digging, I usually leave it, and sell the location information to a better diamond miner.

    Sometimes, my mining friend(RCarretta) and I will go on adventures exploring underground caves. I'll take the point through natural caves, with sword and bow at the ready, while he harvests the ores we find. When we reach a dead end, we dig in different directions, and take the first new path together. We're able to survive very long times underground with very little additional supplies because I carry extra leather for armor and can handle most creature situations, and his tools last quite a while. High level gravel digging keeps me supplied with flint and decent monster hunter skill pulls a sizable amount of feathers from zombies, which combine to keep my quiver topped off.

    Admins - How to install DwarfCraft
    DwarfCraftV1.04.zip contains updated jar and sqlite file. Do not mix with pre-V1.03 config files.
    DwarfCraftV1.01.zip. Unzip the archive to your CraftBukkit root directory. Use this if looking for a stable build.
    Show Spoiler

    Archive Contents:
    /plugins/DwarfCraft/DwarfCraft.config - General server config variables including race names and file locations
    /plugins/DwarfCraft/Messages.config - Configurable plugin messages, such as welcome, info, rules, etc.
    /plugins/DwarfCraft/GreeterMessages.config - Flatfile storage of NPC greeter messages. For version 1.0, greeter messages must be manually added before the NPC is created. Dynamic message insertion is on the roadmap for future versions.
    /plugins/DwarfCraft/skills.config and effects.config - Supported skills and effects. Any change to these may result in unexpected errors. If you would like help in customizing balance for your server, contact smartaleq via PM.
    /plugins/DwarfCraft/dwarfcraft.db - A sqlite database, pre-created empty for you. If you want to reset your players completely, delete this and create a new file of the same name.
    /lib/sqlite.jar - A required library for SQLite to operate

    DwarfCraft has no plugin dependencies, and should play well with others. Some notes:
    • [Econ] Econ plugins are recommended with DwarfCraft. Training for "currency" will not be supported (ever!), so trade, auction, or shop plugins will likely help your players get their hands on those oh-so-valuable pumpkins early.
    • [Mech] Transmutation plugins may conflict, crafting plugins may conflict. Using DwarfCraft with McMMO, Skills, LevelCraft, etc. will likely screw everything up. Other Mech plugins may or may not work. Generally, the more they affect player actions, the more likely they are to cause problems.
    • [Chat] [Fun] [TP] and [Info] plugins should all work without any issues.
    • [Admin] [Sec] and [Gen] plugins will probably work.
    *Warning* Installing DwarfCraft on an existing world where players have large stockpiles of materials may completely screw up the balance of the mod. New or young worlds should be used if at all possible. If your players have every skill at 20 and think that the game is too easy, stockpiles were your problem. You've been warned.

    NO PERMISSIONS WILL BE SUPPORTED UNTIL BUKKIT INTEGRATION. Requests for permissions plugin integration will be ignored (and possibly ridiculed).

    Admins - Getting Started
    Show Spoiler

    First run instructions:
    After you have the DwarfCraft files installed, the first thing you'll need to do for your players to benefit from DwarfCraft is to create trainers.
    Join your server, go somewhere and type: /createtrainer Test1 TestTrainerDummy 1 30
    This will create a new trainer at your location(facing and look-direction) with name TestTrainerDummy, that trains skill #1 (pickaxe use) and can train to maximum level of 30(the max).
    Left click on him to verify skills are loaded.
    Give yourself 16 cobblestone.
    Right click on him to verify training is working.
    Type /skillsheet to verify that your skill increased to level 1.
    /save-all and restart the server. Verify that he is still there.
    type /removetrainer Test1 and verify that he has been removed.
    If you have any problems through this point: pm smartaleq

    Admins - Creating a playable DwarfCraft server
    Show Spoiler

    For your server to have a thriving community of dwarves, you will need to provide trainers for all the skills you want, in enough places to be convenient. You will also need rules that encourage either co-operation or competition for resources. If every player goes after the same skills, the plugin doesn't provide much benefit at all.
    As an example of a working community, the author's server has rules that require all trainers to be in an "appropriate" location, and not a room full of trainers. Most trainers created in the world are given a maximum training level of 15-20, based on where they are created. Only a few level 30 trainers are created. This gives our players an incentive to build impressive things, justifying the placement of "master" trainers. Using remote trainer creation, it is possible for an admin to create trainers without any hassles. As our baseline, each Towny town will eventually have one of every trainer the mayor desires.
    Read the Players sections for more thoughts on what your community may need.

    Admins - Support
    Show Spoiler

    Source Code is available at github.com/RCarretta/DwarfCraft
    Please do not post bugs or feature requests in this thread! Discussion and simple questions are perfect to put in the forum thread. Issues should go in the issue tracker on github- after you've searched to see if it's already there. Please report installation issues via PM to smartaleq

    Show Spoiler

    Version 1.04
    • Changed applicable sqlite driver.
    Version 1.03 Experimental
    • Added support for multiple races. Add race names to skills.config at the end of each line you want the race to inherit the skill.
    • Skillsheet and other skill commands will have spotty performance until integration is complete.
    Version 1.01
    • Removed player matching debug output.
    • Edited commands in plugin.yml to fix command not found errors
    • Set default debug level to 10, eliminating console spam. If you have reproducible problems, please set debug level to -10 and send in the appropriate sections of your log.
    Version 1.0
    • First published version


    Skill descriptions below. Categories are only for convenience, many skills cross categories or defy categorization completely.

    Tool Use Skills: These skills impact how quickly your tools will degrade. High levels will enable you to get as much as three times as many uses out of shovels, axes, and picks. See also Plowman and Swordsman skills.
    Show Spoiler

    [1] Pickaxe Use - Pickaxes
    [2] Shovel Use - Shovels
    [3] Axe Durability - Axes

    Harvesting Skills: There are many skills that effect the rate at which you gather materials from blocks such as stone, ores, dirt, sand, gravel, and logs. Higher skill levels will drop several of the desired block, and will increase the chance that you instantly break what you are digging or chopping.
    Show Spoiler

    [11] Excavator - Cobblestone instant-break
    [12] Quarry Worker - Cobblestone quantity
    [13] Ore Miner - Coal and Iron quantity
    [14] Gem Miner - Gold, Diamond, and Redstone quantity
    [21] Sand Digger - Sand quantity and instant-break
    [22] Gravel Digger - Gravel and Flint quantity and instant-break
    [23] Dirt Digger - Dirt quantity and Dirt/Grass instant-break
    [31] Woodcutting - Log quantity and instant-break

    Farming Skills: Several skill handle how effective you are at farming wheat or gathering other plant materials. The Plowman skill also affects the durability of plows. Note that in DwarfCraft it is much harder to gather both seeds and wheat, so level 0 farmers will not be able to provide an endless supply of bread.
    Show Spoiler

    [4] Plowman - Plow durability and Seed Quantity from hoeing grass.
    [41] Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops
    [42] Exotics Farmer - Cane(Reed) and Cactus Quantity
    [74] Florist - Flowers and Pumpkins Quantity

    Crafting Skills: The crafting skills affect how many of an item you craft when using the normal recipe at a crafting bench. Many crafting skills have additional effects.
    Show Spoiler

    [32] Woodsplitter - Planks and Sticks
    [51] Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles
    [53] Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps
    [61] Bookmaker - Books
    [62] Brickmaker - Brick Blocks
    [63] Demolitionist - TNT and damage from explosions.
    [65] Railworker - Rail sections
    [66] Cook - Bread, and health from cake and cooked pork
    [67] Fletcher - Arrows

    Damage Reduction Skills: In addition to Demolitionist reducing damage from explosions, there are skills that effect fire, falling, suffocation, and lava damage. There are also skills that affect the durability and crafting count of armor.
    Show Spoiler

    (Repeat) [63] Demolitionist - Damage from explosions
    [64] Firestarter - Damage from fire, durability of Flint and Tinder
    [72] Climbing - Damage from falls, short fall forgiveness
    [86] Exotic Armor - Damage from lava, drowning. Gold armor durability.
    [83] Scout - Leather armor durability, amount crafted, projectile damage reduction.
    [84] Soldier - Iron armor durability, amount crafted

    Combat Skills: The Swordsman and Bowman skills affect the damage you do with those weapons. The swordsman skill also has a durability effect.
    Show Spoiler
    [85] Archer - Arrow Damage and Enemy Feather/Arrow Drops
    [87] Swordsman - Sword Damage and Durability

    Hunting Skills: These skills allow a player to gather more resources for killing enemies with sword or bow. Note that this mod completely removes drops from creatures killed in any other way, to prevent "automated mob farming"
    Show Spoiler

    [81] Animal Hunter - Pig, Cow, Sheep, Chicken
    [82] Monster Hunter - Creeper, Skeleton, Spider
    (Repeat)[85] Archer - Zombie

    Exploration Skills: These skills benefit activities related to exploring, travel, and adventure. The effects vary widely, but should result in more successful forays into the wilderness, and more valuable materials brought home.
    Show Spoiler

    [71] Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)
    [73] Survivalist - Health gained from uncooked pork, fish, and mushroom stew
    [75] Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks

    Other Skills: See details -
    Show Spoiler

    [8] Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.
    [91] Citizen - (With Towny) contributes to the resident's town max size.
    [92] Leader - (With Towny) affects the maximum town size, for town mayors.
    [99] Noble - Dwarf Fortress nobles are useless. DwarfCraft nobles mine obsidian better, and it costs 100s of eggs to train. Any player that collects 100s of eggs and spends all day mining obsidian is just like a Dwarf Fortress noble.

    Proposed Skills: These skills are ideas brought up in the thread or elsewhere, and are candidates for future implementation. None of these will be worked on before v1.0 is bug-free and widely used. -
    Show Spoiler

    [?] Repair Skill
    [?] Dyer or Wool/Cloth skill - produces more dye or more colored cloth per dye - costs dyes or colored wool to train
    [?] Running, Travel, or other movement speed related skill
    [?] Sandstone crafting skill
    [?] Fishing
    [?] Skills that unlock crafting recipes
    [?] Fertilizer skill affecting bonemeal and crops/saplings/pumpkins?.

    Training Item List
    Show Spoiler

    1 Pickaxe Use Cobblestone
    2 Shovel Use Dirt
    3 Axe Durability Log
    4 Plowman Wheat, Seeds
    8 Smelter Lava Buckets
    11 Excavator Cobblestone
    12 Quarry Worker Cobblestone
    13 Ore Miner Coal/Iron Ingot
    14 Gem Miner Gold Ingot/Diamond/Redstone
    21 Sand Digger Sand
    22 Gravel Digger Gravel
    23 Dirt Digger Dirt
    31 Lumberjack Log
    32 Woodsplitter Log
    41 Wheat Farmer Wheat, Seeds
    42 Plantation Farmer Reed, Cactus
    51 Mason Half-steps
    52 Glassworker Glass
    53 Woodcrafter Plank/Stick
    61 Bookmaker Paper/Books
    62 Brickmaker Bricks/Brickblock
    63 Demolitionist Gunpower/TNT
    64 Firestarter Fint + Tinder
    65 Railworker powered cart
    66 Cook Cake Block
    67 Fletcher Arrows
    71 Sailor Clay "ore"
    72 Climber Pumpkin
    73 Survivalist Mushrooms
    74 Florist Flower
    75 Dungeon Delver Saddles
    81 Animal Hunter Pork Leather Wool
    82 Monster Hunter String/Gunpowder
    83 Scout Leather Breastplates
    84 Soldier Iron Breasplates
    85 Archer Feather/Flint
    86 Exotic Armor gold hat/diamond shoes
    87 Swordsman Leather/String
    91 Citizen Bread
    92 Leader Cake
    99 Noble EGGGGS

    Obviously, this plugin was partially inspired by Dwarf Fortress. If you haven't played it yet, I highly recommend you play and donate: Dwarf Fortress & donate

    The goals of this plugin were to enable some sort of character progression in Minecraft with a focus on specialization and distinction between player capabilities.Because all players are equally adept at every task, making someone an "expert" miner costs 3 diamond and nothing more. We wanted to foster a community and world where players could distinguish themselves by becoming the go-to person for certain tasks.

    The first conceptualized skill was "Precious Stone Miner", which allows a skilled dwarf to gain more diamond, gold, or redstone from their ores. The thinking is that, by making it expensive to train the skill, each Town (or sub-group, or group of friends, etc.) would want to "invest" their resources in training up only a few individuals in that skill. If a non-skilled player found a large diamond vein or two, it would be beneficial for him to request the aid of the skilled player. The diamond player might only be passable at woodcutting, and would go to someone else for more efficient tree-cutting and plank crafting.

    Even with players becoming specialized, we didn't want anyone to feel 'gimped' and unable to compete. The skills were balanced so that at a moderate level (5 in most cases) a player was as good as a vanilla Minecraft player at the associated tasks. Next, we addressed how training should work so that it would be easy to get to level 5, but require significant teamwork to get above 20.

    For training, we wanted to use as wide an assortment of materials as possible while keeping the costs aligned with the benefits. Additionally, in vanilla Minecraft some materials are gathered in huge quantities and are rarely used because they are "ugly" such as dirt, gravel. Others are used sparingly because they have limited direct usefulness or are quickly out-classed such as flint, eggs, gold, string, even leather. We tried to make training use up the rarely used items in large amounts, while keeping often used items available for both training and use. The table below lists which items used are used to train which skills. Quantities are balanced so that level 0-5 should take less than 15 minutes, and never more than an hour.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 9, 2016
    skmaster, Dangazzm, Goliathe and 4 others like this.
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    I'm not sure, to be honest. I think some even autoupdate? Here's the .jar I was using before DC

    Last time I remember downloading it myself, it was from here (as I'm sure is the case with many others):

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    Yes it can be done. It was achieved in the hmod version of NPCs shops. So I'm assume that it is possible in bukkit?

    Also, tried spells & wand with dwarfcraft. Got some epic fails. Will give you a error report when I get home. Will you look into this soonish, or more pressing updates?
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    Interesting, Lock. Quite possibly the NPCs were just always sneaking - that'd help right off, probably. Interesting indeed

    OP: Excellent plugin. Viciously addictive, entertaining, brutally difficult early on. Feels rewarding to do all those Minecraft things you take for granted. Brilliant design. Please implement repair and stuff as soon as you can - I have another really nice feature. Skill request.

    A heal OTHERS skill. I think this is so braindead obvious nobody thought to mention it - seriously. But I have a player on my server, he's got a Medic skin from TF2, big TF2 fan in general. He says "Since I'm a medic, is there a heal skill I could learn about?"

    And there's not! But... there should be. :) Maybe you left-click a player with food/healing and instead of triggering the "you punched player with item" event, it could heal the hit player (for a sharply reduced amount, at first - for low values of the skill) and consume the healing item? So you'd bring your medic with you and he'd just have a quickbar full of cooked pork, which would heal you for 6 because your medic is level 12?
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    looks like the start to a great plugin. Only complaints thus far is the inability for my players to switch over to elves and the inability to make elves the default race people start with.

    EDIT: A command to list the trainers that have been set up and a tool of some sort that ops can use to identify the name of an existing trainer would also be useful. Very hard to remove trainers when you forget their names since there is no easy way to find them again.
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    Second this. Would like a more comprehensive cmd list.

    However Rogueleader, the way I went about the naming thing is to name them by the skill name, eg pickaxe1 for level 1-20, pickaxe2 level 21-40. Cant forget them that way.

    I got from this a decent idea. With the multiple races that you have suggested including with the format;
    - pickaxe,10 <--- starting skill level

    Could it be possible to have it so that the admin could set the starting value of the skills as well? So that one race has a tendency to level ore / gem mining like skills. And let the Smurfs fish... I don't know, you get the idea.
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    great mod,but i cant find where i can change myself from dwarf to elf
    what should i do?
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    Race changing isn't working since i switched over to the current command structure. I will probably make a small update to get that working, and maybe a server variable to "start as elf".

    I'm not going to put too much effort in, as I'm currently overhauling the way races work entirely, based on the many suggestions.
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    I seem to be getting errors when i try any commands... in game it says ' An internal error occured " Ill get the errors in a sec... I tried it with All my plugins then without any but dwarf and same thing. Build 527.

    Here's the error.

    01:34:37 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'dwar
    f' in plugin DwarfCraft v1.01
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:80
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:1
            at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:643)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:606)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:600)
            at net.minecraft.server.Packet3Chat.a(SourceFile:24)
            at net.minecraft.server.NetworkManager.a(SourceFile:230)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:76)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
            at com.smartaleq.bukkit.dwarfcraft.DCCommand.execute(DCCommand.java:136)
            at com.smartaleq.bukkit.dwarfcraft.DwarfCraft.onCommand(DwarfCraft.java:
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
            ... 12 more
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    any news on the sqlite issue?

    I've built an entire city to await this plugin working lol.
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    A quick idea-

    Would you be willing to set up a quick wiki or comment-able page where we can post user-names and their associated skins? If we could get a good list going, I'm sure a butt-load of admins using DC would totally appreciate this, at least until some alternative way to give our NPCs skins comes along.

    I know they're all subject to change, but it's at least a start. I went through the names list on the Glonick site and came up with a few. I'll dump them here for now, for anyone needing them, but a dedicated page would be choice!

    Users using RPG/Fantasy-ish skins (case sensitive):

    Agith (m) - Bearded, bald, lumberjack
    Slainna (f) - Red hair, glasses, apron of sorts
    Shieya (f) - Purple haired, green Link-ish outfit
    Khail (m) - King-like: Crown, lots of bling
    Goell (m) - Grey-bearded, blue tunic, pickaxe slug on back
    Links (m) - Red headband, black jacket, brown beard
    Thorngor (?) - Blonde elf, green short tunic
    Samons (m) - Gloved, red ornate outfit (could be a noble, officer)
    Weum (m) - Red hair, beard, blue tunic, chainmail beneath
    Raechhi (f) - Auburn hair, goggles on head, leather corset, red pants
    Doar (?) - Full-suit of gray armor, red cape, sword slug on back
    Manana - (m) White-haired drow, moustache, red tunic
    Runesong - (f) Brown haired, busty, low-cut red tunic, short-shorts
    Sambou - (?) Brown-haired elf clad in green
    Yuushi (m) - White-haired, white tunic'd, sage-looking
    Daveyo likes this.
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    I think i know the problem with sqlite, but dont really have a solution from here. there appears to be 2 versions of sqlite.

    sqlite.jar and sqlitejdbc-v056.jar

    Most addons require the v056 which is in the craftbukkit root directory. however dwarfcraft requires this file to be in the lib directory.

    Most addons that require the lib directory need the smaller (I assume modified) sqlite.jar 1.5meg file, but dwarfcraft requires the v056 version 2.5 meg version.

    Solutions (I'm guessing) is to redirect dwarfcraft to look at the sqlitejdbc-v056.jar file in the root directory, or simply change the name of the sqlite required in the lib so it can have the specific one needed.

    edit: some success. I was experimenting and simply changed my original /lib/sqlite.jar 1.5meg version to sqlitedd.jar to see what other errors i would get and see what addons used it. LWC downloaded a new version of sqlite and dwarfcraft seems to like it. Also deleted stats and achievments for this.

    stats still has issues
    easy choice here :p
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    Okay so I am getting a host of errors but can we have a list of all the commands for DC? I will address the error messages in the other forum.
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    Can you make an option so it does not change how your name looks?
    Or add in support for nChat?
  15. I get a "Could not pass event VEHICLE_MOVE to DwarfCraft java.lang.NullPointerException" Which is kinda annoying to get in the server log, I don't think it has any effect though.
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    I found out that this error was caused by AnjoSecutity, any chance you could fix it?

    nvm, AuthMe works fine with DC.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 9, 2016
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    Bug report!
    B556 of cbukkit, 1.01 of DwarfCraft.
    Full plugins list:
    17:26:05 [INFO] Plugins: Minecart Mania Core, Minecart Mania Sign Commands, GroupManager, iConomy, Minecart Mania Chest Control, FlatEarth, Permissions, Minecart Mania Admin Controls, TravelPortals, SimpleSave, EssentialsServerlist, Vegetation, DwarfCraft, EssentialsSpawn, Minecart Mania Station, LWC, Essentials, FriendlyCreepers, dynmap, Interest, properTime, CraftIRC
    I'm trying to level up my farming - and first of all, it's punishingly difficult to start farming, if you did not know. 20% chance for a seed, and 30% chance for wheat from a fully grown wheat plant? I finally got one wheat after my tenth wheat plant grew to ripeness. But don't change it please. Many of the skills are easy enough.

    But here's the actual problem - sometimes I'll knock a plant out of the ground and the seeds or the wheat will be "damaged" with a health bar showing. Same thing if I till dirt and then mine it and pick it up later - I have a stack of dirt with a full health bar (instead of no health bar, which would be normal, of course) that doesn't stack automatically with normal dirt.

    If you stack the "damaged" dirt or wheat or seeds together by hand, the stack will show the health bar, but otherwise behaves like a normal item. So the issue is basically cosmetic.

    In addition, we've got weird inventory problems related to eating food items. If you eat a cooked porkchop, usually it won't disappear from your inventory, if there's a second one there. Trying to eat it again will work, but then you have at least one "ghost" porkchop that can be "eaten" and does disappear but does nothing.

    I recognize that this is not a terribly specific bug report, but I kinda think just a few minutes of testing will allow you to reproduce them.

    EDIT: Another issue is that punching a sheep or a pig to death seems not to drop the loot that it's supposed to - sheep should drop two wool or so, for me, but with punching the sheep they drop zero; and pigs don't even drop the pork they should drop with vanilla behavior (tested by punching a good number of pigs), let alone any extra that my animal killing skill should net.

    Sorry about the wall of words - but something tells me you would wanna hear about this stuff ;)
  18. Offline


    thank you. I will use this to fix it and release something around 6pm PST[/quote]

    farming is working as intended, steady food supply is supposed to be hard!
    durability on seeds/wheat is known issue, i have a fix ready for it
    wrong food disappearing is a known issue, i have a fix for it based on what i did with tools.
    killing anything without a sword or bow will drop no items, this is to prevent automated monster farmers.

    I don't understand this. There should be no modifications to your name display outside dwarfcraft. If you're asking me to use global display names, I could do that its a quick fix.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 9, 2016
  19. Reposting as it seems it was ignored XD I get a "Could not pass event VEHICLE_MOVE to DwarfCraft java.lang.NullPointerException" Which is kinda annoying to get in the server log, I don't think it has any effect though. An addition is that the minecart track actually stopped working when changing altitude and turning. The cart would just continue till it lost speed. It happens every now and then, however this did happen when dwarfcraft got added, it could also just be because my server is slower than the usual one.

    EDIT: It IS because of DwarfCraft - the carts move smoothly without it.
  20. Offline


    farming is working as intended, steady food supply is supposed to be hard!
    durability on seeds/wheat is known issue, i have a fix ready for it
    wrong food disappearing is a known issue, i have a fix for it based on what i did with tools.
    killing anything without a sword or bow will drop no items, this is to prevent automated monster farmers.[/quote]
    Well the Nchat displays the players rank like default, mod, admin and in color. i like haveing that
  21. Offline


    I haven't looked at vehicle code in a bit, I'll get RCarretta to take a look. It should only be affecting boats at this point.
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    How'd you fix the internal error when you used commands? I have the same problem even if im using dwarfcraft with no other plugins.
  23. Offline


    Could there be an addition of "level" to "level" trainers? Like the ability to make a trainer that can train from level 5-10?
  24. Offline


    I hadn't planned on this at all, why would you want trainers to be unable to train low levels?
  25. Offline


    Hoo boy, lotta error. Does this mean anything to anyone?

    2011-03-17 16:32:14 [SEVERE] org.sqlite.RS.isClosed()Z loading DwarfCraft v1.01 (Is it up to date?)
    java.lang.AbstractMethodError: org.sqlite.RS.isClosed()Z
    at com.smartaleq.bukkit.dwarfcraft.DataManager.dbInitialize(DataManager.java:203)
    at com.smartaleq.bukkit.dwarfcraft.DataManager.<init>(DataManager.java:37)
    at com.smartaleq.bukkit.dwarfcraft.DwarfCraft.onEnable(DwarfCraft.java:132)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:451)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:217)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
    at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)​
    As well as this one​
    2011-03-17 16:32:16 [SEVERE] Could not pass event PLAYER_JOIN to DwarfCraft
    at com.smartaleq.bukkit.dwarfcraft.DCPlayerListener.onPlayerJoin(DCPlayerListener.java:83)
    at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:162)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
    at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:98)
    at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:87)
    at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:27)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-03-17 16:32:24 [SEVERE] Could not pass event CHUNK_UNLOADED to DwarfCraft
    at com.smartaleq.bukkit.dwarfcraft.DCWorldListener.onChunkUnloaded(DCWorldListener.java:17)
    at org.bukkit.plugin.java.JavaPluginLoader$35.execute(JavaPluginLoader.java:339)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
    at net.minecraft.server.ChunkProviderServer.a(ChunkProviderServer.java:216)
    at net.minecraft.server.World.g(World.java:1416)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:348)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)​
  26. Offline


    I'm still having absolutely no problems on my server. Anyone want my specs? Maybe this will help you rule some conflicting plugins out.

    CentOS 32 bit linux, 2gb ram, 2 quad core processors. Running java with Concurrent Garbage Collector

    CB: 493.

    Plugins: Questioner, Pumpkin Diver, LocalShops, iMonster, AutoMessage, SearchIds, Fluid Dispensers, BackupPlugin, BorderGuard Lite (Square), Vampire, Reserved, MonsterTamer, RemoteToolkitPlugin, Citizens, iConomy, MultiVerse, Cleaner, Lockette, Informant, Towny, Permissions, ServerEvents, WorldGuard, Minequery, NoCheatPlugin, DwarfCraft, WormholeXTreme, WorldEdit, LWC, TelePlus, HeroBounty, iAuction, SignEdit, HelpPages, MyHome

    Can't wait for the next version!
  27. Offline


    Hey thanks a lot for reading that whole thing, heh. OK, yeah as I said I wouldn't prefer that you change it - not that you'd change it if that were what I preferred ;) - It's just a startlingly difficult thing to do compared to say, making level 5 in dirt.

    It looks like you've addressed every single concern I had - although it's interesting that you can't punch a mob to death and have it "count." Does Bukkit not differentiate between "punch damage" and other sources of environment damage? This is not a big deal - obviously players should be using swords. - but it definitely took me by surprise. It's odd enough (punch monster to death = no loot! Surprise!) that I actually think I'd better warn my users. No actual problem though, it's more interesting (to me) than anything.

    As for some other dude's question - why would trainers be unable to train low levels - what I imagine is, you are in a town and you train 1-5. Then, oh sonny, you've learned all I know about the trade, but my old master, who taught me everything I know, yada yada, next town over.

    The issue with this - and why it'd be possibly nifty to have the trainers unable to train lower levels - is that you just go to the next town over. Why bother with the first trainer? If you're trying to build a whole RPG server, it'd be a cheap but effective way to force a kind of progression.

    Anyway, I'm certainly not saying you should add the feature - god knows my server doesn't have enough structure to make it anything but annoying to my users - but you asked why anyone would want it ;)

    EDIT: Hah, I found a pretty funny bug. I made a Florist trainer... and he's created holding a box of TNT. Apparently he got 'fancy' with his fertilizer...
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    Arrows are 1 shotting lol. Big issue

    nvm on the ore issue. smart ;)
  29. Offline


    Whoops, didn't notice in the OP where it said NOT to post bugs here. Sorry!
  30. Offline


    daveyo, will take a look at it. please post your CB build #. Also, no update tonight, due to st paddy's day drinking.
    Daveyo likes this.
  31. Offline


    Not a bug... just a bit of a lolz

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