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 31, 2013@Daikenkaiking Looks like CraftBukkit got up with me again...always THEY that manage to break working features...
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Posted Mar 31, 2013Also, transfers from chests to minecarts are NOT working, same goes with picking up items from the ground.
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Posted Mar 31, 2013@leagris All right, build #36 now has a train collision mode next to mob/player/misc collisions. You can set it using '/train collision train [mode]'. The following modes are supported:
The collision property still works, and still disabled all collisions. I kept it in because this allows easy on/off toggling of all collisions. The 'linking' property is now gone from the configuration, but the command/property sign still works with it. Instead, it now stores a 'train' collision property. Feel free to test it out :)
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Posted Mar 31, 2013@bergerkiller
Whoop! All seems to be okay now. I shall report any issues I come across. Thanks a lot mane, now onwards with making obnoxiously long railways to unknown zones! haha
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Posted Mar 31, 2013New development build is up: #34
I had to fix problems with vertical-slope-vertical rails, switcher sign (so also fixed the destination path finding issues that way) and also several new additions, of which a sound property to enable/disable minecart sound, and a way to use a property sign for both on and off powering to change between two values.
@Jacold Yes I do, and it is working just fine. I have none of the issues you are describing, so to further help, I refer to this response.
@leagris Good call, I'll add a 'train' collision part next to mob/misc/player so you can individually define it.
Please do continue reporting any problems with the latest CB 1.5.1 development build, it is impossible to test against every single situation on my own, although I try to.
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Posted Mar 31, 2013@leagris
I've always been told never put two minecart tracks RIGHT next to each other, always leave at least one block between them. Every time I've ever tried right next to each other myself, I've had problems, same with corners. Put a space between, and all these problems go away. :)
EDIT: Using the latest of BKC and TC, even after both reroute and reroute lazy, they still derail at switcher signs. :(
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Posted Mar 31, 2013@Etsija
About Signlink, I have stopped using it, as it was too unreliable, signs stopped updating randomly, and since I have trains every 1mn precisely, it was not that useful.
@Bergerkiller, I would have loved to use the Player-kill collision. Actually it worked partially. The trouble is: I have a two-ways tramway line setup, with side by side tracks (without gap). While collisions are enabled, trains tend to collide in each other direction, especially in turns and 45° tracks.
That is, the mine-cart collision box is larger than a block, and I could not find how to enable player collisions without enabling train collisions. A possible workaround would be to ignore mine-cart vs mine-cart collisions while keeping mine-cart vs player deadly collision.
Actually, player collision seems dependent on enabling train collision.
Meaning while, having clueless players endangered of being killed, if they take a chance walking over the railways, is a very pleasant role-play enhancing feature.
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Posted Mar 31, 2013@bergerkiller
I have updated to latest dev. I have a question - you test that plugin? From update to update there is many and many problems. For example - my train splits very often, my train freezes sometimes, I have "Internal server error" when i try to open minecart with chest, and minecarts disconnects when chunk were unloaded (i have turned on this option in config.yml).
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Posted Mar 31, 2013@leagris: I visited your server. The metro works well and still looks neat! :) Unfortunately I couldn't access the mechanics of it, since the access to the "engine rooms" were blocked.
I did notice that the SignLink system of showing time until next train didn't work for you? Is the corresponding plugin broken?
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Posted Mar 31, 2013@Lille59 That problem is fixed in the next version, but it's for CB 1.5.1.
@Jacold Minecraft client deals poorly with the sounds, and it lags heavily. In the latest development builds for CB 1.5.1 this problem is fixed, and you can alternatively disable the sounds too.
@andrewvpo All right, if you have time, send me a PM so I can visit your server to see what's wrong. My simple test set-up works just fine.
Also: the official build on dev-bukkit for CB 1.4.7 had several flaws, most of which have been fixed. Anything related to stations/spawn sign/path finding on that version is a bit pointless to report, as changes have been made already.
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Posted Mar 31, 2013What is wrong? When I move the train i have FPS around 3 with normal 60? This problem appears only with trains.
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Posted Mar 31, 2013Thanks for the "keep chunks loaded" trick, it worked beautifully! Now my simple test line seems to have persistent trains moving on it. Off to build some simple stations!
@leagris: I'll be sure to drop by your nice server to get some hints as to how to build such a system...
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Posted Mar 31, 2013Hello,
I meet a technical problem with the last version of the plugin R: v1.72.6 for CB 1.4.7-R1.0. It concerns the "station sign". When I create the sign "[train] station 10 continue" the train stops and when it restarts, it goes back and stops again in the same station.
Thank you very much for your help.
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Posted Mar 30, 2013Still having a few issues with path finding through several intersections... I'll have a play around later to see if I can get it working!
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Posted Mar 30, 2013@Daikenkaiking I suppose you already tried recalculating the paths? (using /train reroute). With lazy after it, it will erase all data and start from scratch when needed. Without lazy it will start recalculating right away.
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Posted Mar 30, 2013@bergerkiller
Well the trains are spawning and moving now, however upon the first switcher they come to, complete derailing in a direction without a track! haha
But glad to see the updates, big props mane. The downtime has given me time to build up my town in preparation for when my train addiction is fixed. Thank you for your work, once again. :)
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Posted Mar 30, 2013@leagris Thanks :)
Also, development build update:
I looked into the station aspects, but could not find any big problems with them. Some people are still saying that there are issues, however, so I want to fix those first.
BKCommonLib is about ready for a final release though, TrainCarts...well it's getting there. At least most of the big bugs are now squashed.
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Posted Mar 30, 2013@Etsija
Hello :)
The key for it, is KeepChunksLoaded. Enable it within the defaultproperties.yml file, because having it set at run time via a sign will not work reliably. Properties are lost after server restart, and may not survive canceled chunkunload events from crafbukkit, because a critical issue/feature introduced a while back in CB, where if a plugin cancel the chunkunload event, the chunk terrain data stays in memory, but nothing is alive (redstone chnages, entities, and other interaction events).
Ill be happy if you go visit again our server. By the time we got a dedicated hardware host, with domain name .net instead of .fr. You should be able to connect to it with the new TLD.
I'll try to reach you via TS.
And so many thanks Bergerkiller, for the great and so useful BKeverything plugin suite! :)
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Posted Mar 30, 2013@Etsija
The train has to have the KeepChunksLoaded property set to true. On our server, this is set in the default properties so that they are always persistent.
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Posted Mar 30, 2013@Daikenkaiking
OK, so I guess my basic question is: do we have to "enable" the persistency somehow in our config files? I'm asking since we haven't tried anything like this before, so may have some settings in the configs wrong...