TrainCarts
TrainCarts Development has moved to SpigotMC.
You can get the new versions at the following URL:
https://www.spigotmc.org/resources/traincarts.39592/
This page is no longer being actively monitored, please seek for support on SpigotMC.
Plugin: TrainCarts - Linked Minecarts, sign-redstone systems, easy to use and realistic
Version: v1.73.0
Build: 1.7.2 R0.1/R0.2
Incompatible with: RailCraft
Description
This plugin looks for suitable Minecarts and links them together if possible. When two Minecarts are being "linked", the Minecarts will act as one single moving train.
Once carts are successfully linked, an effect is played and their velocity is shared in combination with an individual factor for each Minecart, which is used to remain a steady gap between carts. This gap is adjustable, the force at which this happens as well.
End result: a train! You can move it, make a roller-coaster out of it, split it in half, watch trains collide, whatever you want to do with trains. :)
As for 1.21, it is also possible to safely exit your train by setting an exit offset with a (sideways) push factor for the train. This feature is disabled by default. (only affects dropped items). If you want to display arrival times on signs (see redstone circuit part) you need SignLink, see the downloads on the bottom of the page.
As for 1.35 you can set train properties to make 'special' trains, or to 'finalize' a train

Links
For configuration, permissions and how-to's, see the Wikipedia page (it is rather long):
Note that I would prefer having comments, bug reports and others in the main Bukkit page, since I visit that site the most. :)
Addons
Special Addons for TrainCarts
Features
- Link minecarts using collision: no commands needed to make a train
- Move trains as easily as you would with single Minecarts
- Store trains to file for persistence during reloads and server restarts
- Use sign-redstone circuits for subway systems, complete railroads and much more
- Station to gracefully stop and launch trains
- Spawn
- Teleport
- Property setters
- Tag systems to switch certain tracks based on tags on the train
- Destination systems to make your train travel to far-away lands all on it's own
- Supports Minecart Mania's features
- Infinite minecart speeds are possible
- Push-away: Push mobs, players and items away from your trains to keep them running
- Everything is configurable, if something proves not to be, I will make it that way
FAQ
When players are near, trains reach their destinations. With no one near, they don't. What do I do?
By default trains do not keep chunks loaded, and they will unload once they move into unloaded chunks. To make trains keep the chunk area (and themselves) around them loaded, set the 'keepchunksloaded' property to True. This can be done using the /train keepchunksloaded true command, using a property sign or by changing it to true in the DefaultTrainProperties.yml file. For more information about train properties, see here.
Why not boats?!?!
Incompatibilities
If you have another plugin that performs similar Minecart replacement techniques, it is likely that TrainCarts will not function or function poorly. For the 'chunk persistence' part of this plugin, other plugins that unload chunks without firing events result in this feature failing. Minebackup is known for having this problem.
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.







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Posted Mar 3, 2013@ChrisIgel I was aware that it was broken (someone already reported it), but I first had to fix some other issues. Working on the spawner, waiter and teleport/elevator signs today.
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Posted Mar 2, 2013In the latest build it is impossible to spawn storage carts. Or is it just me? :O
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Posted Mar 2, 2013Path finding was indeed broken, since it wasn't taking the shortest route all the time. Currently rewriting it (again), this time also optimizing it some more. The endless PathConnection creation wasn't very efficient.
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Posted Mar 2, 2013http://hastebin.com/nociwiqaqi.vbs Crashing my server. First at startup it's spamming and then it crashes.
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Posted Feb 28, 2013@bergerkiller
Oki thanks a lot :)
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Posted Feb 27, 2013@Marsi77 I know him, but AFAIK it's an addon, and TrainCarts is actually built-up like a platformer to support such add-ons. For that reason, I will not include it in TrainCarts itself, and as long as these add-ons are properly supported it's fine. Although I am not sure whether it is being kept updated, but if anyone is willing to continue updating it, that is fine. :)
Just like SignLink is a framework for animated text on signs, so is TrainCarts a framework for alternative minecart logic, new rails types, signs, statements and whatnot.
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Posted Feb 27, 2013pls contact ClaudeSpeedIII he has made minecart engine a great plugin for your plugin!
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Posted Feb 26, 2013@Cuerdas All right, I'll take a good look at this later today then.
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Posted Feb 26, 2013@bergerkiller
I think there are any bug about protect chest minecart. I try all the thing that you say me and doesnt work :S
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Posted Feb 26, 2013@Daikenkaiking These are silly mistakes of mine that I really hate finding out. Luckily there are people like you that can notice this...so thanks :)
Fixed the issue(s) in the latest development build of BKCommonLib.
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Posted Feb 26, 2013@bergerkiller
Transferring items between chests/dispensers works now, whoop. However, it's still not picking up the eggs off the ground (ground transferring) as it was before. But if I put the eggs in the chest, it will take them, just not pick them up itself. :)
EDIT: Scratch that, found a huge dupe bug. Put an item on the ground, have the minecart collect it. It will collect the item into the cart, yet leaves the item still on the ground. With my system, which goes egg gens -> collects eggs from ground -> banks them in chests -> drops any extra eggs when carts destroyed. I put eggs down to test, it collects them yet leaves them there, banks the eggs, and yet the eggs are still in the cart and dropped when it is destroyed. I could see this being an issue, as it's pretty much duplicating the item twice. haha. :)
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Posted Feb 26, 2013I found that trains had a saving bug, using the latest build of BKCommonLib fixes this. I already spotted the announcer bug and fixed it. Now looking into item transfer logic.
@Cuerdas PermissionDefaults.yml
But also in config.yml with the nodes 'setOwnerOnPlacement' and some overrides for 'global owners' (players with a certain permission node)
EDIT
New development builds: TrainCarts and BKCommonLib
Fixes:
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Posted Feb 26, 2013@bergerkiller: Go
Im setting the owner but doesnt work, i think i have to change the permissions by default but i cant find it. Where can i find this?
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Posted Feb 26, 2013@bergerkiller
Thanks. This plugin is awesome!
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Posted Feb 26, 2013@Daikenkaiking All right, thanks, I'll first go through the basic mechanics (physics) and when all that is fine, I'll start off with switcher logic. If that is all valid and powering using the switcher is working fine, I can continue with the item transfer logic, which is in BKCommonLib for most of it.
Nothing happening can also have to do with power states or signs not being pinged when a train drives over it, so I really need to test all that first.
@lagoboss Yeah that should message to all players in the train, I'll test it on the latest right away. :)
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Posted Feb 25, 2013Hello all:
I am using TrainCarts Version 1.72.5 on CraftBukkit 1.4.7-R0.1 implementing API Version 1.4.7-R0.2-Snapshot
While using the following sign with a multicart train,
[+train]
Announce
text
"empty space"
the message is only displayed to the player in the leading cart. Shouldn't it tell the message to the entire train?
Could someone verify that this issue is or isn't still in the latest version.
If I am doing something wrong, I would appreciate any help 216.107.144.128:27155
thank-you,
Lagoboss
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Posted Feb 25, 2013Okay, upon waking up this morning, I hopped on and found out that pathing is indeed working, all my trains from the start station work. So we're good there, I apologize for reporting that false issue. The trains that are having the problem aren't having their destination set anymore, thats why they go the wrong way. Didn't even check that, though I don't know why they're not, but I shall check that out.
Though an issue I am seeing is that all eject signs eject the player exactly over the eject sign, no matter what the coords are (negative or positive).
And pushing is also working now. Woop. So thanks for the update, and sorry for falsely reporting that. Though it was working before, but it might be something with MagicTorches also. I dunno.
EDIT: It does seem that transferring items between carts and chests isn't working. EDIT2: Or picking up items off the ground, too. My system that normally gets eggs from my egg gen, banks them, and then spawns chickens isn't working at all because the eggs aren't being picked up off the ground, and they aren't being taken from the chest to the dispensers either.
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Posted Feb 25, 2013@bergerkiller
Yup. I /train rerouted, and I actually checked the files themselves to see if they had any stored trains. Some of my routes work (but still get stuck at said sidings), but most completely ignore how I have blockers set up, go down a side with a blocker, and get stuck.
The entire system (minus pushing, which I haven't tried on the new versions yet to be honest) worked prior to the update. And like I said, when I spawn a train, if I /train removeall, it says 2 Trains Removed where there is only one train that I spawned. Not sure whats up with that, but I'd think that may be a problem. If I remvoeall, it then says 0 trains, but if I spawn another, it says 2.
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Posted Feb 25, 2013@Daikenkaiking Checking path finding has been noted. You did try /train reroute to see if it resolves it? Just in case something messed up in the save file, or whatever.
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Posted Feb 24, 2013@bergerkiller
Updated TrainCarts, BKCommonLib, and NoLagg to the latest you just released, and upon doing so, it seems pathing is completely broken. The trains no longer follow the pathing I've set up, or if they do, they stop at a siding that normally waits for the section of rail to be clear of other trains, despite no other trains there. And if I removeall, it says 2 visible trains removed, despite only spawning 1 train. But my sidings the train always goes right with blockers on the left side to make them always go right, but now they go left despite that and get stuck. And even at times, will takes switchers ways that don't even have tracks and leave the cart just sitting there.