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 14, 2013@bergerkiller
But we are not using BC 1.5, but 1.4.7. Do do we still need to use the development build? And also, from where do we download the development builds of TC?
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Posted Mar 14, 2013@Mark897 @xATon2x You need to use the development builds of TC, the official builds are incompatible with BKC 1.5. I am still working on an official build.
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Posted Mar 13, 2013@xATon2x
Same here
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Posted Mar 13, 2013The current traincarts is not working for me. I'm using the latest BKCommonLib build. And my server is 1.4.7 R1.0
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Posted Mar 13, 2013@CommanderGizmo There was no difference between _ and x, the _ multiplier thing was a mistake. With the regular x/X/*/etc. you can do the 'fill one by one', with # you can perform a shared fill like I explained.
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Posted Mar 12, 2013@bergerkiller
That will be very handy for the furnaces. However, since we have a production factories and sorting warehouses on our sever, we often store lots of material in chests by train depositing. It would be better in that case to be able to deposit into a bank of chests by filling one, then the next, then the next, etc. Can we have an option which also offers this behavior? Or is this what it would do anyway by default? I'm still not clear on weather the plugin will fill more than one chest on a single pass if there is enough material.
Maybe I'm not understanding the purpose of the '_' modifier. If I have an alias of say 'metal' which contains both iron and gold ingots and blocks, and I use '10_metal' vs '10 metal', what is the actual difference?
Also, why is the method of moving more than one inventory so slow? If it is a loop, the loop should not run more than once if there is not enough material for more inventories, right?
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Posted Mar 12, 2013@CommanderGizmo Ok I have come to a solution: adding the #-identifier, meaning 'share'. This is a multiplier that will share a given items over all inventories. For example:
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Posted Mar 12, 2013@TheSnowMan1991 Did nay update ever manage to break TrainCarts in those 2-3 years? No, so neither will this. I control all of the minecart physics and logic anyway, disabling it is always possible.
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Posted Mar 11, 2013Hey,
Will the Minecraft 1.5 update affect this plugin? As in, when a player disconnects, they will 'take' the cart with them, so will this break a train?
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Posted Mar 11, 2013@CommanderGizmo Well the '_' multiplier already exists. You can use:
To put 1 coal at a time, 25 times. The problem is that this 'feature' is a bit pointless right now, because it still acts as a single item of 25 coal. (it will try to put all those 25 items into the first inventory). My best solution is to just assign a different kind of ItemParser implementation to the '25_coal' type of syntax, and treat such parsers differently. I also consider allowing the following syntax:
Which means it will try to put in 2 coal into 25 different 'loops' through the inventory.
The _ argument was in there, but just now do I realize that it doesn't work at all. I can also decide to use # instead of _, but it's user preference.
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Posted Mar 11, 2013@bergerkiller
That makes sense. Just out of curiosity and so I know the impact of my actions: Does the default behavior fill more than one chest if there is enough material? If not, does using the new all inventories use more performance when there is only enough material for the first inventory?
Perhaps an 'a' representing all inventories makes more sense? I thought a hashtag was good since it represents numbers and is easily identifiable.
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Posted Mar 11, 2013@Neotician The feature is called 'playercollision set to enter mode', check the DefaultTrainProperties.yml to see whether this is set to enter by default. That can explain the entering going on right now.
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Posted Mar 11, 2013@bergerkiller
Thank you, that fixed the station part! I still have the issue with people automatically being put into train carts when walking into them tho, this prevents people from leaving without breaking the cart, when it's moving slowly.
Any way of turning this feature off? or is it a glitch
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Posted Mar 11, 2013@CommanderGizmo Well the 'go by all inventories' logic is quite a lot slower in performance, so when possible it should be avoided. I think it's best to introduce a simple identifier (like a hashtag) to do this. It is what solved all of the powering and 'triggered from' requirements currently set on the first line.
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Posted Mar 10, 2013@bergerkiller
Thanks for the great work for the community! I'll check it out soon. It's great how TC just gets better and better.
As a side note, would it be possible to have an option to set the behavior of checking all available inventories as the default? I will pretty much always want to use it and much of our infrastructure is already in place and relies on the old behavior.
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Posted Mar 10, 2013In development build #25, changes:
If you have any other important or hazardous bugs, please report them!
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Posted Mar 10, 2013@Neotician You need to use the development build of TC, the latest official one on dev-bukkit does not work well with 1.5. I'm working on that.
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Posted Mar 10, 2013I just installed Traincarts along with BKCommonLib 1.5.
I have a bunch of other plugins which'd make a long list.
Traincarts is not working for me, it's not throwing any errors but the minecarts do not connect, stations do not work.
The only "effect" of the plugin is that people automatically get into minecarts when running into them.
I have tried reverting the config to default, at no avail.
Please assist :/
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Posted Mar 9, 2013@bergerkiller
If there is room, perhaps you would find it more preferable to use the already in place format:
You can replace the hashtag with any character you think represents the behavior, of course.
As to the ground drops, why not have it drop in the direction the sign is facing at the given radius as a distance? This way you can easily tell it exactly where to drop them. You can still get the default behavior as of now by putting the sign under the track and putting a radius of 0 or 1. The default radius of 2 in the config would work well with such a setup as well, dropping it items just off of the track when no radius is given.
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Posted Mar 9, 2013@CommanderGizmo Hashtag would do, I guess. Not sure about the radius thing, there is only limited space for it...
@SPS828 Use the development build of TrainCarts until it becomes official, the one on dev-bukkit does not work with BKC 1.5.
@dustyhacker Is this bug happening after teleports, or always? I Don't believe that I change the passenger anywhere like that...