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.







-
View User Profile
-
Send Message
Posted Apr 18, 2013@bergerkiller
I just provided you the runtime and saved data for comparison and analysis as comment #7 of ticket #136
-
View User Profile
-
Send Message
Posted Apr 18, 2013@bergerkiller
No issue at all during operation of the server. Only issue at shutdown/restart.
-
View User Profile
-
Send Message
Posted Apr 18, 2013@leagris Interesting, so it's not properly saving the train data on shutdown, that changes my perspective quite a bit. Another question: do you have any of these issues as the server runs? As in, people walk/fly around, and suddenly a given train is glitched out. If not, then I will have to focus primarily on disable() first.
-
View User Profile
-
Send Message
Posted Apr 18, 2013@bergerkiller
Message @startup 2013-04-18 04:53:40 [INFO] [Train Carts] 59 Trains have been loaded in 4 worlds. (95 Minecarts)
There are more train at server startup (loading saved data) than at shutdown, it should help you look at the right place for the issue.
Thank you for your investigations.
-
View User Profile
-
Send Message
Posted Apr 18, 2013@leagris Can you perhaps post a full list of plugins you have running? Minebackup is known for causing issues when chunks are unloaded, Multiverse could have the same issues. Do you have 'keep spawn in memory' disables on any worlds? Could have to do with this too, as Bukkits' setKeepSpawnInMemory is broken badly.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@bergerkiller
Yeah, this was all about "netherrack" missing from the "heatable" constant. It did not automatically add it to the constant upon restart, either (don't know if it is supposed to do that?). I added it manually to the list and now everything works - netherrack gets in the oven to be cooked.
Thanks for the tip! I'll be sure to monitor the "heatable" constant manually upon possible new updates on heatables in the upcoming versions of Minecraft.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@bergerkiller
Well, could it be an interference with multiverse?
I did some tests and it is still bugged. (see updated ticket comment)
Cheers
-
View User Profile
-
Send Message
Posted Apr 17, 2013@leagris Made some changes for the group unload problems in the latest BKCommonLib and TrainCarts builds. Feel free to give it a try, but no guarantees, as I've been unable to reproduce it thus far. It's hard to fix something you can't see, so all I can do at this point is clean up code to 'accidentally' fix bugs.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@Etsija Then I kinda need to know what you have put on the sign. Note that, if the netherrack was added in the previous update, you may have to let TrainCarts re-generate the 'heatable' constant found on the config.yml. (assuming you used that on the sign)
-
View User Profile
-
Send Message
Posted Apr 17, 2013No, unfortunately netherrack still doesn't seem to enter the furnace.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@Etsija Well apparently there was an issue where it tried to cast something to a List instead of a Set, so I fixed that up. (it was erroring). After I've done that, both the netherrack ID and the netherrack by name seem to work.
http://ci.dj-tcraft.nl/job/BKCommonLib/114/
See how well that one works.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@bergerkiller
Netherrack won't get into the oven, so I guess the 1st one is failing (does not start to produce those ingots - which minepedia BTW calls "netherbricks" which is quite misleading).
I just confirmed this:
So it definitely is the first phase which is failing.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@Etsija It was not a data issue, but a material parsing error. Bukkit has SMOOTH_BRICK instead of STONEBRICK, so I added a conversion for it.
http://ci.dj-tcraft.nl/job/BKCommonLib/113/
Netherrack/brick can be related.
EDIT
Netherrack can only be burned into some sort of ingot-icon, and 4 of those ingots can be turned into an actual nether brick. Which conversion is failing?
-
View User Profile
-
Send Message
Posted Apr 17, 2013Also, netherrack cannot currently be burned into netherbrick. Don't know if it's the same data issue or not - burning netherrack came in 1.5 I think.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@leagris It indeed is, and every time I've had to write changes to fix it. I'm still not sure why the issue is re-occurring, because it worked just fine during my tests...
@Etsija Thanks, I will look into the data issue right away. I have a clue already.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@generalen17
Look like this issue has a long life:
-
View User Profile
-
Send Message
Posted Apr 17, 2013@generalen17
If all of your trains circulate a certain route and the routes are different for all trains, one way to circumvent this would be using property signs under the rail at some point. With the signs, you could rename the trains. Just an idea.
-
View User Profile
-
Send Message
Posted Apr 17, 2013I'm having a pretty big problem, every time the server restarts, the name on my trains are all reset, to there first name fx. before restart it's called WTC, after restart it's called train4031 plz fix it, I'm building a biiig city, and I don't like to go around all time to reenter my trains names :/
-
View User Profile
-
Send Message
Posted Apr 17, 2013@bergerkiller: I am trying to build a semi-complicated, two-track system with which items can be cooked and/or crafted. Currently, my design fails when only crafting is in use. My question is: would there be a possibility to have a special parameter with "chest in" which would put all non-cookable items from the storage cart into the chest? Something like this:
I can understand if this is too tricky - then I will just try to make a more elaborate design for my "factory".
-
View User Profile
-
Send Message
Posted Apr 16, 2013Unfortunately, it seems indeed that items with data values cannot be crafted. At least I am not able to produce wooden slabs of any other kind than the original (ie. [+train] / craft / 126:3 doesn't seem to work).
This is a pretty big setback.