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 14, 2013@pnndzwdz Maybe an ingame screenshot of the set-up would help, I can't exactly picture what you want to achieve. Let me try to answer some way, I might be correct...
Is the issue that, a station sign does not 'cancel' a previous launch attempt? Because this is sort of expected behaviour; I had to do this so that 'pulse' activation (for example, a button) works properly. All I can really improve in your case is to add a station sign option so the STOP state overrides a LAUNCH state.
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Posted Apr 14, 2013Now it works properly. I have a next questions: why as the train stand on [train]station, and wait a few second from third line for departure. When the train wait and get a stop signal (from left and right side of [train] station) the train after time flow departure this station, and should be stop. I have to make a additional station, which protect against entering two trains on the section.
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Posted Apr 14, 2013@pnndzwdz Just in case, also install BKCommonLib build 108. There was some other issue that might contribute to the issues you had.
@KATOFOX Not sure if the control blocks add-on still works, I need to set up a separate download and/or project page for it. You can try the one I uploaded lastly on here, it might still work, but no guarantees. Things have changed.
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Posted Apr 14, 2013how do you install the control blocks plugin?
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Posted Apr 14, 2013@bergerkiller
I have set keepchunksloaded to true for all trains in config.yml file. I dont know, whether it is good, but in the other time (probably minecraft version 1.4.5 and 1.4.7) this setting was necesarry. The trains now are breaking and multiply (the station leave train consisted of 3 minecarts, and the break place these minecarts are 9). Now Iam downloading #72 version
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Posted Apr 14, 2013@pnndzwdz I've identified the issue, and for now you will have to set keepchunksloaded to true for the train to avoid it unloading on top of the detector region. I have to think of a proper unloaded train detection system. For now, I am publishing a hotfix where it leaves the detector region prior to unloading. (build #72)
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Posted Apr 13, 2013@bergerkiller
i used repeater's delay and Wireless Redstone, for the train can move by those two pars of detector.
.#71 : http://pastebin.com/h1zYbQXN the detectors binded because the train was crashed (i dont know why)
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Posted Apr 13, 2013@pnndzwdz Haven't thought of that one, but no, it's not possible. One detector region consists of one world field and a long list of x/y/z coordinates for the blocks. It can not store or split a region in two. If you need cross-world redstone: there are plugins for that. (wireless redstone, some others including my own, redstone mania)
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Posted Apr 13, 2013@bergerkiller
I have a question. Can I make a two detector signs between 2 worlds by Myworlds portal?
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Posted Apr 13, 2013@pnndzwdz I know, I had to fix some of these issues in #70 :)
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Posted Apr 13, 2013@bergerkiller
i will try this. In #69 the detector error again appeared : http://pastebin.com/n9mWATzv
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Posted Apr 13, 2013@pnndzwdz Added some changes in build #70, hopefully that at least fixes your issue. Still odd that unloaded groups get the physics function called...
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Posted Apr 13, 2013@dustyhacker
Hey, chairs now working in my server. It didnt work, becouse i didnt download a protocollib plugin. I thought, that protocollib plugin is "optional" , but it is "required".
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Posted Apr 13, 2013@bergerkiller
heh chairsreloaded not working wasn't an issue for me berger, i was commenting to pnn about it working ok for me.
With regards to the traincarts: I use about 60ish plugins, and with a minor glitch with the signs - blocker signs only work correctly when done facing the direction you want to block in and not when using the compass direction on the sign instead - this isn;t any issue for my server, so apart from that the two plugins are working correctly.
Just for your info (if you need it) these are the current plugins on my server, they all seem to work ok with traincarts/bkcommonlib apart from the minor bug i mentioned above:
BlockDoor, bPermissions, MobBountyReloadedDrops, BukkitCompat, Flight, Vault, ClayGen, Backpack, Multiverse-Core, MobBountyReloaded, dynmap, Chairs, Spectate, BookShelf, SkylandsPlus, OpenInv, ProtocolLib, mcMMO, PluginControl, TimTheEnchanter, WorldEdit, Towny, MobBountyReloadedExploits, Multiverse-Inventories, ColoredSigns, BOSEconomy, Lores, LogBlockQuestioner, MarriagePlus, LegitChain, AntiInvisibilityPotion, LogBlock, Questioner, LWC, ElderRum, PrivateWarp, AntiGuest, WoolyJumper, FenceLamps, CraftArrows, NewTag, BKCommonLib, AdvancedBans, MOCDBLib, WorldBorder, Multiverse-Portals, CommandBook, MOCPlaytimeTracker, TownyChat, WorldGuard, Train Carts, HomeSpawnPlus, ChestShop, DeathTpPlus
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Posted Apr 12, 2013@bergerkiller
http://pastebin.com/ucBktqpS
Train Carts and BkcommonLib latest build
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Posted Apr 12, 2013@bergerkiller
The [portal]... I can send the video with this bug if you want.
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Posted Apr 12, 2013Oh boy all these comments...uhm. First of all, this is to @pnndzwdz Spigot caused some havoc with the chunk persistence feature, so I added more checks to avoid this failing. For one, a back-up minecart ticking task to avoid 90% of the problems. There are still some issues left, and they are rather hard to fix, as they have to do with Spigot. I am trying my best on this one. Keep an eye on development builds now and then to see whether the issue has been fixed. For example, I added some unload-prevention checks just now.
@elkidz What portal do you mean? The [portal] or the actual Portal block? Because portal blocks are still on my TODO list for TrainCarts, need to separately implement it because of trains.
@dustyhacker Well considering that the minecart entity got removed/replaced, it makes sense that chairs stopped working. If it is an incompatibility, then I'm not sure whether I can write support for it. It can't see a minecart as anything special by just looking at it - it needs external help.
I'll have to look into detector regions at some point....
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Posted Apr 12, 2013i find else one bug. When chunks didnt load by player, the diode (redstone repeater) is brake sometimes. The diode gives a signal on output, when on input have'nt any signal.
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Posted Apr 12, 2013@dustyhacker
When I had chairs reloaded 1.4.7, it had working in 1.5.1 R0.1 yet. Suddenly chairs stopped work, and i downloaded the latest 2.0.2 version, it also doesnt work and (not) create config.yml file.
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Posted Apr 12, 2013@bergerkiller
I'am using the " BKCommonLib-1.51-SNAPSHOT.jar". The portal sometimes work fine but sometimes i go to under the ground. Chunks loading sometimes work good and sometimes doesn't work and the cart stay in the other portal.