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 Apr 3, 2013Ok, I create a "new" server with only this plugins and work fine. So something is wrong here but thanks! Thanks for help. (I will se why this don't work on my currently server.) Sorry for my English.
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Posted Apr 3, 2013Yes, I put a dev build (#50) on my server with a BKCommonLib dev build too! And doesn't work :/ I already use this plugin and now nothing works. Sorry for the inconvenience. Note: Now the page of Development Builds have an error.
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Posted Apr 3, 2013@elkidz @itskun Generic reply
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Posted Apr 3, 2013@elkidz @itskun
Did you guys not read a SINGLE comment below? Dev builds man, dev builds...
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Posted Apr 3, 2013An 1.5.1 update it's a nice ideia! I really like this plugin.
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Posted Apr 3, 2013Any 1.5.1 updates?
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Posted Apr 3, 2013@leagris
Oh, OK, that's awkward. But now I know why so I can avoid it by setting the keepChunksLoaded to true for everyone.
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Posted Apr 3, 2013@Etsija
Oh, the problem you have here is, while TC loose track of his trains (restart or other bug trigger), it does not know any more it was a spawned train. So it can't apply the spawner specific properties, then it applies the defaults ones ;D
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Posted Apr 2, 2013OK found out that the spawning issue was actually my own fault, but it does raise an interesting question, regarding the DefaultTrainProperties config file: I had it set up like this:
What I _thought_ I did was to set the chunk loading to false for player default trains, to save in memory consumption of the server. And then, have the chunks loaded with my persisten trains, which use a regular spawning interval set up for the spawners.
But with the above settings, my persistent trains lose their persistence, ie. they stop within the next (unloaded) chunk.
So, could you bergerkiller explain, what is the logic of applying the rules in DefaultTrainProperties? It lacks all documentation at the moment, that makes configging rather a trial and error procedure atm.
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Posted Apr 2, 2013@CommanderGizmo
We're rocking the latest TrainCarts, BKCommon, and NoLagg on our server now (1.5.1), and the pathfinding is working fine from what we're seeing. As is persistence. The only issue I've found thus far is the chest minecart will only pull one stack of eggs from my chick farm machine at a time, despite having no limit where it's supposed to fill up on eggs.
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Posted Apr 2, 2013@Etsija
I recall having the carts multiply in that version as well. I would recommend updating to latest official. I have found it to be very stable and have yet to have an issue. I don't use path finding though. Our server is running 1.4.7 as well.
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Posted Apr 2, 2013We're still using TrainCarts 1.72.3 since pathfinding works well with that and we haven't really had a need to update. But now as we try the persistent trains, everything works well first - trains are spawned at regular intervals and destroyed at the other end of the line.
Today, I visited our server and wondered about the huge lag and slow performance. I went to our test tram and found a huge number of non-moving traincarts on the tracks. I mean hundreds. I guess as a result, the chunks around me didn't even load. I was standing in the middle of complete void. When I tried /train removeall, it crashed the server. Disabling TrainCarts and enabling it again seems to have solved the problem, but again, the spawned carts are sitting quietly at the station signs, although yesterday, they worked perfectly.
Obviously, 1.72.3 still has some memory leaks, am I right? I shouldn't use the "persistent" trains at all with that version? Have the leaks been fixed then? @leagris: I noticed it is working well for your server, so I'm wondering what version of the plugin you are using?
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Posted Apr 1, 2013@bergerkiller Thanks for coming back and sorting out bukkit for the rest of us Berger! I'm happy you're back!
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Posted Apr 1, 2013@sakura_blades If you are running v1.51, then use the latest dev builds of both BKCommonLib and TrainCarts found on the CI servers. Anything below that is unsupported, but note that we (mostly me) are still working to get all remaining bugs out.
The downtime is due to the latest CraftBukkit version, introducing countless of new bugs that WE have to fix. In fact, we have rewritten pretty much all of TrainCarts to accommodate the backwards nature of CraftBukkit right now, that we almost decided to write our own CommonBlock class in BKCommonLib should give an idea.
@Daikenkaiking OOOoh great, Bukkit decided to add Double Chests? What a fine news, and how lovely how it will break double-chest transferring. I guess we can go and add support for Bukkit again...
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Posted Apr 1, 2013Okay forget all that... >< I forgot to update the BKCommonLib with it as well. I was unaware there was a new release of it and it seems to have fixed this issue. Though I still wonder why it stopped working for me before when I was using the older versions... :\
I have been having trouble with the past couple of builds of Train Carts, now i don't know whats going on, as they don't appear to be working at all ingame. Console says that Train Carts is disabling itself on start-up with this:
http://pastebin.com/MWxALmfS
I dont' know what could be wrong, I haven't changed any config files since 1.4.7 and just let the new Jars do their thing. It was working for a small period when the stations that read the trains themselves was screwing up (not sure if you've fixed that yet) but the cart stations were fine.
EDIT: Btw, I have the latest Dev release of Train Carts... I believe it was posted about an hour ago from this comment actually... o.O//
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Posted Apr 1, 2013BKCommons Build 52 and TrainCarts Build 44 (And 45) is giving the same problem, but throws this error: http://pastebin.com/hWa5bet6
Note: I saw the "could not find chest" error, so I upped the distance from 3 to 5, and used + instead of !, and still same error.
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Posted Apr 1, 2013@bergerkiller
Screenshots below. But what the system does is take as many eggs from the chest as possible, and then each time it passes one of the two dispensers, it puts a single stack in, and then goes back to the chest to reload on more eggs. Whats happening is the chest minecart is only grabbing 1 stack of eggs from the chest, despite having no limit. So the first dispenser is the only one getting eggs, because it puts the 1 stack in that one as it goes by and there isn't a stack for the second dispenser because of only grabbing 1 stack of eggs.
The chest where it gets the eggs, and the two dispensers. http://i47.tinypic.com/23mpp0.png
Here is the sign for the chest collection. http://i48.tinypic.com/24bq4k9.png
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Posted Apr 1, 2013@Daikenkaiking I used both collect and collect egg, and both properly transfer all items from the chest to the storage minecart. I'm not sure what is the bug, because I've been unable to reproduce it thus far. Maybe some screenshots will help me see what is wrong...
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Posted Mar 31, 2013@bergerkiller
Collecting from the ground and depositing are working, indeed. However...new bug! Lol I have the system that collects eggs from my egg gens and banks them, which works fine. I then have another system that takes eggs and puts them into two dispensers ("auto chicken farm").
The problem? When retrieving FROM the chest to get the eggs, which normally gets as many eggs as it can hold, it only picks up 1 stack of eggs. I have two dispensers that spawn the chickens, and the first is the only one that gets eggs because it only puts a stack in each, and the second one doesn't get a stack because the cart only takes 1 stack (and puts it in the first, every time. Lol)
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Posted Mar 31, 2013@Daikenkaiking There were several issues, hopefully all of them are now fixed. Collect and deposit is working fine now (according to my tests), and the inventory animations are also fixed. You need the latest development build of TC and BKCommonLib.