[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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    Tony Camara

    Lol, I am very eager to use a polished dwarfcraft too, but I understand that it is a free service that has been created through many hours of grueling coding, checking and double checking, and one person doing this gets to be draining. Promised or not, no where do you get the right to demand anything for your server from a person giving his work out for free.

    Have you donated to the writer of this unique plugin any money? Have you helped him with any code on github? Your issue is a simple one, but your problem is trivial, not game breaking like some other bugs (maybe you could cosplay a ranger and then no one would care that you're actually an elf?).

    P.S. to the OP. You did a great job differentiating skills and trying to find a balance. Having over 40 unique modifiers creates a very big pool to draw from, and being able to change attributes with a csv file instead of changing code and exporting a jar makes it very easy to tailor to individual admin needs. Don't let the few grumpy gusses get you down, there are plenty of people who appreciate what you're doing. Thank you.
    Axrael999 likes this.
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    LoL, you sir are acting as a tool.

    If a feature is listed, one expects it to be there. This feature is not listed as 'forthcoming' but is supposed to be in the plugin already. I am not demanding anything, I'm simply asking where this feature is. Don't assume that simply because my question still has not been answered -- and I am getting a little frustrated -- that I am demanding anything. Just knowing that the writer of this plugin plans to add this ability would be great.

    Thanks for all the work you've done so far, OP! Testing this has been a pleasure, finally there is unique work on bukkit plugins.
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    Oh man I am like F5ing this thread all day but no update :(
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    Evan Melvin

    If you actually read the thread then you'd know that it's disabled for the time being due to him switching to a different structure for the plugin to make the key features work better.
    Axrael999 and Tony Camara like this.
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    Frankly you both need to stop acting like idiots. Evan Melvin you are really condescending and dismissive, and u83, the ability to change default names has been discussed over and over in the last few pages, and you should have taken the time to check.

    Now, can we get back up being impatient about a the new version being released and talking about how brilliant the Noble skill is?

    Edit: Because if you've ever played DorfFort you know that it is.
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    The docs are nonexistant because my first attempt at implementation only partially worked. The skills are in game, but the effects don't seem to work. I think currently the citizen skill gives 3+ 1/level and leader is 5+5/level. When it is working correctly, your max size will be the lower total of the highest mayor/assistant leader skill effect, and the sum of the players citizen skill effects.

    For example, Town A: mayor Bob leader 2(15 blocks), citizen 2(5), Cathy citizen 5(8)

    town A citizen total is 8+5=13, mayor total is 15, so the town can hold up to 13 blocks.
    if Dale joins the city with citizen 20(23), then citizen total is 8+5+23 = 36, so the mayor's leader level caps city size at 15.

    I may work on the balance/scaling/etc. But each server admin can fairly easily change these values. First, I have to get it working right.

    I thought i implemented the race name changing, lemme check.

    Edit: working in old version, will be different in 1.1. In DwarfCraft.config add-

    Primary Race Name: Dwarf
    Secondary Race Name: Elf

    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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    Hi, can you please make a link to the .jar (or .zip if you have to) to the latest version of this plugin, wich will never change? The link is needed for CraftBukkitUpToDate, wich downloads a plugin when a new version is released.

    CraftBukkitUpToDate: http://forums.bukkit.org/threads/ad...keep-your-server-plugins-up-to-date-556.5026/

    PS: Also post the created link to the .jar or .zip on that pagina plz.

    Thanks in advance.
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    Please, is there a possibility to CONFIGURE the welcome line that appear in the chat "[BC] Welcome Dwarf <Name>" ?
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    Goliathe, yes, I'm creating a messaging line for you so that you can just blank it out.
    Goliathe and OvermindDL1 like this.
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    Tony Camara

    Would it be possible to get the updated, unfinished, code on github, please?
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    Thank you very much, and sorry for being a bit annoying =S
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    Check out the "overhaul" branch. just pushed my changes
    OvermindDL1 likes this.
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    my refresh number for this thread is passed 100
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    Smartaleq is a big tease. Ain't no update coming :(
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    Awesome, coming along nicely it looks like, one massive commit not long ago!
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    my main gaming PC had a mobo crash yesterday. My programming PC is working fine, but I can't/don't actually run minecraft on this rig. I can post the current update, but the last 5 hours of coding is untested.

    Maybe I'll do that, just to get you crazy beta-heads something to mess with.

    your crazy wish is my command. I insist that you backup all your db files and others because this has the capability of seriously screwing things up. If it doesn't work on your backed-up DB, try a new one and see how that goes. The big scary part is all the DB transfer stuff to go from the binary dwarf/elf to an "any race you input" storage. Race changing may/may not work. Race descriptions definitely don't work. Lots of stuff will bug out. You've been warned:

    edit: small change to actually add race commands that work, download again please
    MonsterTV likes this.
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    Dog, we are running a beta server mod on a beta game, with fan base created plugins, all of which are "in developement." Running shoddy, untested, or mystery code is pretty much ALL we do.
    Daveyo likes this.
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    Definitely concur!

    EDIT: As with the old version I keep getting this error:
    2011-03-23 00:08:56 [SEVERE] org.sqlite.RS.isClosed()Z loading DwarfCraft v1.03 (Is it up to date?)
    java.lang.AbstractMethodError: org.sqlite.RS.isClosed()Z
            at com.smartaleq.bukkit.dwarfcraft.DataManager.dbInitialize(DataManager.java:205)
            at com.smartaleq.bukkit.dwarfcraft.DataManager.<init>(DataManager.java:38)
            at com.smartaleq.bukkit.dwarfcraft.DwarfCraft.onEnable(DwarfCraft.java:120)
            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:92)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:70)
            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)
    And yes, the sqlite.jar thing is in the lib directory, but this is not a missing error anyway...

    EDIT2: I looked at your code in DataManager.jar, this section:
    			Statement statement = conn.createStatement();
    			ResultSet rs;
    			rs = statement
    					.executeQuery("select * from sqlite_master WHERE name = 'dwarfs"
    							+ configManager.getConfigSkillsVersion() + "';");
    			if (rs.isClosed()) { // if current version table doesn't exist
    As per the Java specs for Statement, executeQuery returns a ResultSet, ResultSet does have a member called isClosed() as defined as here:
    However, if you notice, this call was introduced in Java 1.6 (which I have, but that is not the issue), however the Sqlite JDBC library you include is Java 1.5 compatible, meaning it does not define that function, so when it is executed I get the above error. You either need to not use interface calls that were introduced after Java 1.5, or you need to find an updated SQLite JDBC.

    If it works for you, I think you either have a SQLITE.jar already in your path that is updated, but the one I got in your 1.1 zip is for Java 1.5.

    EDIT3: It looks like you are using this one for your sqlite JDBC library:
    And I am not seeing an isClosed on a ResultSet anywhere, only isClosed on the BLOB class.
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    With no programming skills, my contribution to this conversation is "Yeah, me to!" Still get SQL errors, which hilariously make my server log unusable from COULD NOT PASS EVENT spam, and DC doesn't work.

    This is me: T_T
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    thank you for finding that error, I hadn't yet gotten to the sqlite issues. I'll repackage everything with a 1.6 compatible JDBC. ETA ~24 hrs.

    This is my first serious programming task since making games for the TI-83 ~15 years ago, and you solved a problem that had been bugging me. Thanks, sincerely.
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    Heh, it was no problem, I am used to such Java errors from having worked in it for years. I am so glad I do not have to deal with Java professionally again! Just C++ (going on over 20 years now), Erlang, and Python (with spatterings of Lisp) for me for now on!

    I made *SO* many programs on that thing, originally in TI-BASIC, but went to assembly pretty quickly. I still have all of those old apps backed up too! I loved my old TI-83, I still have it here on my desk actually (with dead batteries and a layer of dust, but still).
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    Amazing mod - Definitely looking out for further releases. I've already began setting up my new test (soon to go live) server for this mod with Novice trainer locations around the starter town.

    Noticed a small error in the latest release (1.03) that just needs a quick change on the configuration file:
    The header line for skills.config currently reads
    # SCHEMA: ID,Profession Name,Training Item ID1,Training Item 1 Base Cost,item 1 max amount,Training Item ID2,Training Item 2 Base Cost,item 2 max amount,Training Item ID3,Training Item 3 Base Cost,item 2 max amount,Trainer Held Material,,,,
    (Note that the max amount at the end after the Training Item 3 Base Cost reads item 2 max amount instead of item 3 max amount)

    Other than that, I'm seeing the same event handling errors but OvermindDL1 already did a much better job explaining that one than I ever could have and you already said it'd be fixed later on, so not worried about that.

    Keep up the great work!

    Also, where is your plugin's donation link? I see one to donate to Dwarf Fortress, but not one for you guys.
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    That's something I wanted to ask too. You guys deserve a bit of non-verbal appreciation for your work on this.
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    I haven't read through all 8 pages of posts, so I apologize if this has been asked before. Is there anyway to combine, or have a config file/option where I can combine multiple trainers into one?

    I run a small server for me and my kids. (they love minecraft) so there is at most 6 people on the server at once. Having 40 different trainers set up just so they can train is a pain! I was hoping there is a way that I could set a config/enter a command to combine some trainers together/have one trainer train multiple skills.

    For instance, having a trainer train mining, woodworking, digging. If I go up to him with a axe in my hand or wood in my hand then he trains my woodworking. If I have ore in my hand or a pickaxe he trains my mining, etc.

    Thanks in advance.
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    I haven't gotten through all 8 pages either, but I know I saw something about that (I was thinking the same thing actually - finding space in towns for 40 trainers will be hard even on a moderately sized server, let alone a small one) I am just setting my server up, and while it may eventually host a large community, for now, getting this setup is a bit of an issue I'm trying to determine how to work around.

    As for this issue, however - I did some looking around at the GitHub repository and issue tracker for DwarfCraft and came across this: https://github.com/RCarretta/DwarfCraft/issues#issue/68

    So it is definitely something they're looking into. Not sure exactly what the status of it is though.

    Hope that helps,
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    Thanks Johnathon. My fingers are crossed!
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    Tony Camara

    Thank you kindly =)
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    Where Do we donate at?
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    Fixed arrow damage as well, I was multiplying base damage by effect, but the effect wasn't a %, it was a flat damage number. This was why shots were doing 3*6=18 hp (9 hearts) of damage, when they were meant to do 6 (3 hearts).
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    Smartaleq, How do I change my race from Dwarf to elf, I try to write in " /race elf , /race elf confirm , /race confirm elf , /raceelf confirm , /raceconfirm elf , /raceconfirmelf , /confirm race elf and anything else I can think of...

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