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 10, 2013I have the same problem for a long time, i wrote about this a few months ago ( minecraft version 1.4.7). In addition I take a mistakes with destination and tags signs. When I want to destroy the duch signs and correct this I have to reconstruct the switcher to it works properly, because when i correct a sign in the same place the train doesnt see this.
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Posted Apr 10, 2013@RafaelPL Ahah, you didn't say it ended up stuck on top of a station. :) I'll do some further experiments with stations and keep chunks loaded.
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Posted Apr 10, 2013My problem. Please help me:
http://youtu.be/4AgOpATL2-I
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Posted Apr 9, 2013@Daikenkaiking I've tried with the latest BKCommonLib + TrainCarts builds, and transfer appears to work fine. Testes collect/deposit of eggs for both ground and chest systems. If you haven't updated, do it now.
@RafaelPL Then I honestly do not know. If you followed all the steps I've given and all is sane, then I do not know what I can to do help. I further tested the feature locally by letting the train travel a long distance, and it did not unload at all. All I can think of is interference by another plugin.
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Posted Apr 9, 2013@generalen17
This is the problem I've been having with my egg farm system, as well. It only picks up 1 stack of eggs, despite having no limit on the sign.
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Posted Apr 9, 2013Still does not work. :'( Why? Please help me.
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Posted Apr 9, 2013@RafaelPL Did you enable the keepChunksLoaded property on the train? Use /train keepchunksloaded true to do so. You can enable this by default in the DefaultTrainProperties.yml file.
If you have it enabled and it still doesn't work:
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Posted Apr 9, 2013The train does not move when they are not loaded chunks.
Config: keepChunksLoadedOnlyWhenMoving: false
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Posted Apr 8, 2013@bergerkiller
On the sign:
[train]
collect chest
that's what's on the sign
The minecarts are all empty, but the chests are all filled up
EDIT: I tried to update Craftbukkit, BKCommonlib and TrainCarts, now it fills up the train :)
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Posted Apr 8, 2013@generalen17 What do you have on the sign? Also, if the minecarts to transfer to are partially full, it could fail too of course.
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Posted Apr 8, 2013I has a small problem, well maybe a little big, when I has the transfer (chest to train) it only transfers 1 stack, why doesn't it empty the whole chest?
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Posted Apr 8, 2013Thanks for all the fixes berger. You guys do an amazing amount of work for so short a time. And thanks a million for adding the new statements in my tickets! Those are gonna be a life saver.
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Posted Apr 8, 2013@Daikenkaiking Fixed it in development build #61 (please, keep it coming with this sort of bug reports, they help me greatly!)
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Posted Apr 7, 2013Dunno if it's been fixed in this release, haven't tested yet, but the previous one, the items are still dropped when killing a minecart with a weapon even if set not to in the config. I shall report back later when I test it out. :)
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Posted Apr 6, 2013Development build update status for build #54:
And I am still not done...
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Posted Apr 6, 2013@Schagen Looked into it, but I could not reproduce it thus far. There are no errors when TrainCarts disables? I can only explain this by data not being written to TrainProperties.yml.
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Posted Apr 6, 2013New Problem: After every restart / reload the chunkloading property changes to false :(
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Posted Apr 6, 2013@bergerkiller
After unloading MineBackup everything is working now :)
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Posted Apr 6, 2013@Schagen Yep, MineBackup is known for forcibly unloading chunks without raising a ChunkUnload event. It was stated before that this causes incompatibilities with all plugins trying to keep chunks loaded.
@elkidz What type of portal did you use? Also, using the lasted BKCommonLib builds? Because teleporting has been fixed a week ago.
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Posted Apr 5, 2013@bergerkiller
Thanks for your reply :).
List of my plugins:
Plugins (31): NoCheatPlus, WorldEdit, VoxelSniper, Skript, PluginBlocker, Websend, Vault, Multiverse-Core, PermissionsEx, WorldGuard, MCDocs, dynmap, WGRegionEvents, MineBackup, iConomy, AnimalProtect, ChestShop, ProtocolLib, MobArena, Essentials, ChatManager, Transporter, EssentialsProtect, ServerSigns, KrimBuy, EssentialsSpawn, Multiverse-Portals, BKCommonLib, EssentialsChat, SignLink, Train Carts
We are using MineBackup for BackUps and Auto Saving. Our Server is running with RemoteToolkit and SpaceBukkit.
If MineBackup causes the issue, is there any working alternative not causing issues with chunk loading? I really want to use traincarts. It simply is the best MineCart Plugin :)