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 5, 2013Chunks loading doesn't work always. I still can't put a mob on the cart. [DefaultTrainProperties.yml -> mobs -> Default and I type the /train collision mob enter] When I go to the "train" to pass a portal I go under ground (and the only away is exit the game and re-enter.). Note: Chunks loading now are working correctly and I dont really know why.
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Posted Apr 5, 2013@Schagen Tomorrow I will start looking into your issue, although chunk loading was working just fine last time I checked. Just in case there is an incompatibility, I need to know the following:
@elkidz Type /train collision mob enter for the train you just placed/entered/selected. Now mobs can enter it properly. You can turn this on by default in the DefaultTrainProperties.yml.
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Posted Apr 5, 2013How I put a villager or a zombie, etc... on the cart.
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Posted Apr 5, 2013Does anybody know a dev version with working chunk loading?
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Posted Apr 5, 2013@itskun :http://ci.dj-tcraft.nl/job/TrainCarts/50/
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Posted Apr 5, 2013Update to 1.5.1 please!
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Posted Apr 5, 2013Nice Plugin, but Chunk Loading is not working. This plugin does not make any sense for server owners, if chunk loading is not working. I am using latest dev build of the bkcomonlib an d traincarts with bukkit 1.5.1 build. It's nice that you are working on this plugin, because it is offering many features to us server owners.
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Posted Apr 5, 2013how about the elevator ,i use the elevator sign but the cart disappear after up to the rail. and trigger,i misunderstand how to show the time in the other sign, my trigger set sign1 :[train] trigger test1 00:10 sign2: %test1T% when the train cross over,sign2 has not show anything.
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Posted Apr 5, 2013@kamchonfai http:www.minecraftwiki.net/wiki/Bukkit/TrainCarts/PathFinding
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Posted Apr 5, 2013have any tutorial about how to use path finding?
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Posted Apr 4, 2013@elkidz @kamchonfai
It's because you have the default properties set to where it's owned globally, and to NOT ignore owners. Therefore, even if you have push players true, EVERYONE is the owner, so they can push it because "they own it". To solve your problems, you need to set IgnoreGlobalOwners to false in Config.yml. Then "nobody owns it", so it will push everyone. You can set IgnoreOwners to false too, but then if you do, it will push whoever the owner is too, no matter what. But it will make it so players can't stop the trains, if you do:
That of course, is provided you set Players to PUSH in DefaultTrainProperties.yml:
@OmalleyPike You sure about that? It's working fine on my server, with the latest. I can leave my auto farms that use Train Carts, go wherever, come back and they're still running and the farms are filled with their respective items...
You might just have some wrong settings...
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Posted Apr 4, 2013trigger also doesn't work
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Posted Apr 4, 2013In the latest dev build with the latest successful build of BKCommonLib, the keep chunks loaded feature isn't working. The trains are just acting normally when chunks get unloaded (e.g. trains only move when in range of a player) and don't move when the player goes too far away from the chunk (Despite trains in the config should be able to keep chunks loaded).. Please advise, thanks in advance.
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Posted Apr 4, 2013@kamchonfai
I have the same question...
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Posted Apr 4, 2013how can the carts ignore about the players collision,that means the cart will not back when the cart collide the player I used to try the sign that property playercollision but all will back when the cart collide the player
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Posted Apr 3, 2013@CommanderGizmo Sure :)
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Posted Apr 3, 2013@bergerkiller
Hahaha! Berger, I give you the Patience award! Good job not cleaving the illiterate into pieces right away.
Can I use your generic replies in my posts?
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Posted Apr 3, 2013@Lucasrock Really?! Generic reply
Adding to that, if you are running on v1.5.1, make sure you use the latest development builds of BKCommonLib and TrainCarts. We are working on getting everything supported officially, but there are a few known problems/glitches/TODOs that we want to deal with first.
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Posted Apr 3, 2013Is giving error when I open the server plugin, the plugin does not work and fails know what can be?
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Posted Apr 3, 2013@elkidz @elkidz Generic reply #2
Seriously, I knew these standard replies would come in handy. Anyway, really, to further help you with errors or problems, at least post them (using a pastie service). I can't help you out otherwise.