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 16, 2013@Etsija Well there is this fun bug where Minecraft can use 4 stonebricks to create...4 stonebricks. And yeah, I suppose you can understand that 'crafting as much possible stonebrick from stonebrick' results in the server crashing...so I had to fix this problem. The problem you have now is most likely related.
However, it could also be related to being unable to craft blocks that have a data value. See if wooden slabs of various kinds work. If they do, then it is most certainly the looping bug. If they don't, it is related to data values.
@CommanderGizmo Well yeah, it will not stop at the first chest when transferring from/to, that has been in there for a while now. I merely changed what loops around what, because it made more sense to follow the items as described on the sign. Previously, it would transfer all items at once, right now it will go one by one, allowing one item to be preferred over another when full.
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Posted Apr 16, 2013@bergerkiller
It already does overflow as described? The last build I had tried it only filed the first furnace/chest. That's all I'm after. No need to worry about more than that.
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Posted Apr 16, 2013@bergerkiller
Yes, you were right - crafting torches works fine.
Can you elaborate a bit: I guess you are using an internal class or something to find out the crafting recipes? I didn't quite get the "looping conversions" part :) Is there not anything to do to fix this? Stonebricks are very common building blocks and we'd very much like to see them auto-crafted as well as other items.
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Posted Apr 16, 2013Hi bergerkiller,
yes, the build permissions work fine. Adding the train.command.globalproperties entry allows what we need. Everyone can destroy every train.
Everything works fine now on Bukkit 1.5.1. Thank you very much for your assistance!
Gix
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Posted Apr 16, 2013@nanisky Link.
@leagris Thanks, I will look into that. Strangely, I have never seen the bug on my local server, so I will have to look deep into the code and your error to see what could be going wrong. I suspect errors on startup.
@Etsija That is very odd, your setup is correct and it should just work and craft the items in the storage minecarts. Did you try crafting other types of blocks using the crafter sign, such as wooden slabs? Or torches, even better. All I can think of is that it might be unable to detect a suitable recipe for stonebrick, maybe to protect against looping conversions.
@Gixrider I did have to fix some permission-related problems in BKCommonLib, but that was related to * not functioning right, and does not apply to your case. First off: do permissions work at all? Did you manage to get the build permissions to work? If not, then that needs fixing first. If that works, then I can help out with the permission nodes to edit all trains, which is the node:
@CommanderGizmo I think I misunderstood you initially then...yeah, what you want should be easily possible. I suppose this has to do with storing different items then? Because the per-chest inventory looping is still present, but instead it now does this over again for each item set on the sign. So first it adds all wood to chest A and B, then all stone to A and B, and etc. I wonder what the benefit is of having it do 'all wood and stone to A' and then 'all wood and stone to B'.
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Posted Apr 16, 2013@bergerkiller
As an example, you have 10 chests above a deposit/collect sign. I much preferred the old behavior where a train going through would fill/take from the first chest, then the second, then the third, etc all in once pass. This is how it used to work prior to this update set. You had mentioned previously that the was resource intensive to do it that way, but I'm confused how that could be more intensive than splitting the inventory between all chests. If you overflow into a second or third chest and then end the loop that is less loops than going through all of them to evenly split it.
Can we have a modifier to overflow like it used to? Can we have a way to specify the default modifier in the options?
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Posted Apr 16, 2013Please, upload this plugin for minecraft 1.5.1!!!!!!
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Posted Apr 16, 2013@bergerkiller, @andrewvpo: Thank you very much! Glad to hear that!
What I really don't understand is, how the permissions are managed. The documentations really don't help and I always have to play as an OP to build my subway. :(
I've installed BKCommonLib, Vault (needed for another plugin) and essentials. I use GroupManager (a part of essentials) for the permissions. These are my entries for the players (all in the group "builders"):
g:traincarts_builder: permissions: - train.build.destructor - train.build.ejector - train.build.station - train.build.property - train.build.switcher - train.build.collector - train.build.depositor - train.build.teleport - train.build.spawner - train.build.trigger - train.build.destination - train.build.waiter - train.build.crafter - train.build.elevator - train.place.minecart - train.destroy.minecart
If a player has set a cart, he's not able to destroy it. The message says, he's not the owner of this cart. Why? Who ownes it?
Is my way correct to control the permissions? If the answer is yes, what do I have to do, that everyone has all rights for all carts? If not, where do I have to control them?
Sorry, but I don't really understand the functionality of BKCommonLib and Vault and there is no need to, if GroupManager is ok. ;)
Thank you very much in advance,
Gix
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Posted Apr 15, 2013I have recently started to investigate TrainCarts chest out - craft - chest in operations. Chest out -> burn in furnace -> collect the results seems to work fine, but I must be doing something wrong because I haven't yet gotten the crafting part to work.
Here's what I'm trying to do - a picture tells more than thousand words: https://dl.dropboxusercontent.com/u/6411310/crafting_stonebricks.png
Trains enter from the left and exit to the right. ATM, no stonebricks are generated to the rightmost chest - the train merely takes the stones from the leftmost chest and deposits them back to the rightmost one.
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Posted Apr 15, 2013@bergerkiller
Hello,
Pleas, TC still has this old annoying bug of lost runtime train properties after a server restart. And sometimes it can cause a crash as in my new bug report here.
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Posted Apr 15, 2013@pnndzwdz All right, if something is still not working, let me know.
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Posted Apr 15, 2013@andrewvpo
really you have a cause. I dont know that for my problem I need a redstone-torch signals. Thanks ;D
@bergerkiller
I know about my problem, instead wires i should be use a redstone torch ;D
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Posted Apr 15, 2013@CommanderGizmo It's been a while ago now, what was it that you wanted again? Perhaps I can figure out something... I did add the '_' modified, which means 'shared' stacking. If you have 64_wood, it stacks 64 wood shared among all inventories. This way you can send 32 wood into two chests, for example.
@Gixrider No big problems with the latest builds thus far, it is mainly just bugfixing of sub-features that fail on very specific situations. The main deal appears to work just fine.
@dustyhacker To break a cart, you need to own that cart. If you wish to override owners (OP has this) - there is a permission for that.
@stanneman99 If you haven't updated to the latest development builds of BKCommonLib and TrainCarts already, first do so. Next, delete (or check) DefaultTrainProperties.yml so that any possible 'enter' collision mode is erased. If this doesn't fix it, I need to know your CraftBukkit server/build version to help further.
@pnndzwdz Oooh I see, so you have a launch delay yet the stop signal is ignored. I guess the same 'stop does not override' rule applies here, too. When waiting on top of a station, and a launch is requested, the train will always launch. Cancelling is impossible. I can add an additional property/key on the third line to tell that stopping overrides launching.
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Posted Apr 15, 2013@Gixrider
Should work fine if you download TrainCarts from this link - http://ci.dj-tcraft.nl/job/TrainCarts/72/artifact/target/TrainCarts-1.72.7.jar
That is the most up to date development build
You will also need to update bkcommonlib, use this link:
http://ci.dj-tcraft.nl/job/BKCommonLib/110/artifact/target/BKCommonLib-1.51-SNAPSHOT.jar
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Posted Apr 15, 2013@pnndzwdz I'm probably wrong... but don't the redstone wires have to look like they're feeding into the sign?
@dustyhacker TC version? Bukkit version? What plugins do you have installed?
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Posted Apr 15, 2013if i place a minecart. i get pulled in the cart. And i can't get out. Any help maybe?
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Posted Apr 15, 2013@bergerkiller
I have a few screenshots: http://speedy.sh/444Yf/2013-04-15-16.38.33.png 2013-04-15_16.38.33 - I set a Stop signal (lighting redstone in two sides of station sign) 2013-04-15_16.38.52 - I push the train on this station 2013-04-15_16.39.05 - I set the launch signal in left side (I set off a right signal). This station keeps the train for 20 sec. and launch this. 2013-04-15_16.39.12 - When the train wait for departure I set a stop signal (two wires setting on) 2013-04-15_16.39.26 - The train departure this station, when the signal is set on Stop. I think, that this train should be stop e.q. when two trains passing on the one track section.
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Posted Apr 15, 2013Query - I'm having difficulty letting players break carts, i have the minecart place permission given players and while they can place they can't break them, what am i missing?
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Posted Apr 15, 2013Hi there! Does anyone have positive experiences with a craftbukkit-server v.1.5.1-R0.2 and the actual built of traincarts (1.72.6)? I would like to update my server, because all other plugins are updated too or will work.
Thanks for any information!
Greetz! Gixrider
P.S. Sorry for my English, I'm German. Hope, my English is better than your German! ;)
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Posted Apr 15, 2013@berger: I'm still not clear on the 'fill with overflow' problem. You had said that it was very intensive for the train to fill one chest, then fill a second with the overflow, and so on. However, as I think about it, the current solution of using a modifier to split the moved items between all the available chests seems more intensive. For example, if you were to fill one chest, then the next, you have only run two loops (that assumes you can use math to fill the chest in one go). However, if you split it between all chests, you must loop through all of them. What's more, the same amount of material is moved either way, but you are more likely to move partial stacks, which are the probable intensive part of a item loop (if one is even necessary).
While I very much like the modifier to split between chests (I've been wanting that for a long time) I really would like to be able to move with overflow like we used to. Is there no way to make a modifier for that behavior and an option to make it the default if we want to? Perhaps just a DefaultModifiers option which lets us set ones that are toggled by default?