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 25, 2013Bergerkiller, in addition to my earlier suggestion ("chest in 0:4"), I would REALLY really like another improvement:
-> What I'd really like is a modifier to your "radius" function, which would enable the players to ignore either horizontal or vertical dimension from the search. In practise this would mean:
I'm sure this feature can be easily implemented, since you need to modify only your radius function.
Now, the following would be a little more complicated, but you could even combine this with my earlier suggestion to make the chest retrieval and distribution enourmously efficient:
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Posted Apr 25, 2013@NorbuGames
No, seriously, can you spend 1 minute and read the opening message please?
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Posted Apr 25, 2013@NorbuGames
No Sireusly Can you send the link to me Please?
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Posted Apr 23, 2013@leagris: :D
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Posted Apr 23, 2013@NorbuGames
it fast :)
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Posted Apr 23, 2013Where Can i Find the Download Link I Want this plugin can anywhone say where i can find the Download Link or Download
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Posted Apr 23, 2013@porthos203
Here you are: http://dev.bukkit.org/server-mods/bkcommonlib/pages/dev-bukkit-commenting-practises/#w-asking-for-updates
There is a link (in _big_ text) just above your posting. The link leads to development builds, which surely work for 1.5.1 (we use them).
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Posted Apr 23, 2013aw can you update it for 1.5.1
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Posted Apr 23, 2013@bergerkiller
Yes, closest to farthest is what I meant. I added the chest numbering to my earlier picture: https://dl.dropboxusercontent.com/u/6411310/proposal2_numbered.png
1. the rightmost case represents ordering from "top to bottom", meaning the topmost chest in the stack gets filled first, then the next etc. until the closest one. So: "chest in 4:0"
2. the middle case represents what I am mostly looking for: fill out the chests from bottom (closest to the track) to top (farthest from the track). So: "chest in 0:4"
3. In case the user would want to align the track in the middle of the chest stack, rather than on the bottom, then the chests below the track level would be represented as negative numbers. So for example: "chest in 2:-2". In the leftmost stack of my picture, then the chests would again be filled from topmost to the bottom one.
Ie. in all cases, the parameter for "chest in" can be thought of as an offset (positive or negative) to the track level
Does this clarify what I mean?
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Posted Apr 23, 2013@Etsija It uses a radius X radius 'slice' aligned around the middle of the track. When graphing it, it would look somewhat like a lot of circles around the tracks. The front/back of the rails is not checked so you can have more than one chest lined up.
There is no chest ordering system AFAIK, it just takes them as the world has added them. I can add a sorting mechanism for this, but not sure what order to sort at. (based on distance?)
You have a variable sorting system, and it works somewhat, but I need to know what chests 0 and 4 represent before I can do much. Closest to farthest?
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Posted Apr 23, 2013I have some questions and a request for Bergerkiller:
1. If I have some stacked chests beside my track, what is the true radius for the "chest in" sign, with the default radius of 2? I searched the wiki but did not find an explanation for this. Then I did some experiments and found that if the track is on level 0, then the plugin's chest in radius seems to extend 2 above and 2 below the track level, ie. +2, +1, 0, -1, -2. Is that correct?
2. Extending the question 1: in what order does the minecart start filling out the chests? I have noticed that sometimes it starts from the upmost one ie. level 2 in my example...but not always?
3. Would it be in any way possible to extend the "chest in" parameter as this:
I made a picture to clarify my meaning; I think it is pretty much self-explanatory. https://dl.dropboxusercontent.com/u/6411310/proposal.png
How does that sound? I personally think this would improve the "warehouse" operations tremendously!
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Posted Apr 22, 2013@grizllybeer13
Click here for your answer.
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Posted Apr 22, 2013Will there be an 1.5.1 update soon?
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Posted Apr 21, 2013@bergerkiller
As usual, this fixed the issues I was seeing. Now also the amount parameter works correctly. Thanks, bergerkiller!
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Posted Apr 21, 2013@Etsija Allright see if the latest builds of BKCommonLib and TrainCarts solved your problem. It was transferring from/to double chests twice (I THINK), which may explain your problems.
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Posted Apr 21, 2013@Etsija I made the exact same set-up of chest out 5 target, put 40 stone in a chest and 2 in the storage minecart, and made it go past the sign. It transfered 5 stone from the chest to the storage minecart. I think there is more to this, so:
EDIT
I think I found the issue. It was adding the same chest inventory twice, remnant from the double-chest change of Bukkit.
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Posted Apr 21, 2013@bergerkiller
No, it takes 20 stone AND 20 dirt. And those are not of the same data value at all.
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Posted Apr 21, 2013@Etsija I think this has to do with the data value. It will take 10 of each data-value type, too. So for example, it will transfer 5 birch wood and 5 oak wood, totalling 10 wood. But I could be wrong.
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Posted Apr 21, 2013Thank you so much Bergerkiller about the new "target" feature. It works - but you might want to check your code for the amount parameter; seems like it takes twice as much from the inventory. If I write a sign
it takes 10 out from the chest. For "10 target" it takes 20 and so on. For "1 target" it does not seem to take one but rather all of the matched items from the chest.
EDIT: Weird, the amount seems to work for some items, but doesn't for some others. For smoothstone and dirt, for example, the behaviour was as described above. But for cookies, the amount taken from the chest is correct.
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Posted Apr 20, 2013New TrainCarts version is now uploaded to CI which:
Don't forget to update BKCommonLib as well: that one has multiple fixes too, some related to the above.